Wizard

 

Wizard: Arcane Tradition: Master Scribe

The Master Scribe is also sometimes known as a master specialist, a wizard that epitomizes wizardry, constantly pursuing knowledge and mastering spells through their vast collection of arcane writings, standing as the ultimate scholar and innovator of the arcane.

 

Master Scribe Features

Student of Magic

As a scribe, you gain following abilities:

          Arcane Scholar. You gain proficiency and expertise in arcana skill.

          Practiced Rites. While holding your spellbook, you can cast a ritual spell in your spellbook using the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

          Studious. Whenever you finish a short rest, you can change a number of your prepared wizard spells up to your Intelligence modifier. In addition, the time needed to study another spellbook is halved.

 

School Specialist

At 6th level you gain a feature based on the spell school you chose for your ‘Spell School Specialisation’ feature.

 

School Specialist Features

Spell School Specialisation

School Specialist Feature

Abjuration

Abjurant Armour 

While you are under the effect of one or more abjuration spells and you are wearing no armour or shield, your armour class increases by +2. This bonus stacks with any armour granted by abjuration spells (i.e. when you cast the shield spell).

 

Conjuration

Durable Summons 

Any creature that you summon or create with a conjuration spell has its maximum hit points increased by an amount equal to twice your wizard level.

 

Divination

Shared Visions

You gain the ability to share your divination spells with other creatures.

When you cast a divination spell of 1st level or higher that normally only targets yourself, you can give the benefit of that spell to a willing creature within 5 feet of you instead. You must still maintain concentration on the spell if it requires concentration.

 

Enchantment

Forgetful Charm

You gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the targets forget some of the time it spent charmed. A creature must succeed on an Intelligence saving throw against your wizard spell save DC or forget the time it spent charmed up to a number of hours equal to your Intelligence modifier. You can make a creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

 

Evocation

Admixture

When you cast an evocation spell with a spell slot, you can temporarily replace its damage type with a type that appears in another evocation spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.

Also, when a creature succeeds on a saving throw against your evocation cantrips or you miss them with an attack roll, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

 

Illusion

Shadow Weaving

When you add new spells to your spellbook, you can also select conjuration and evocation spells with your school savant feature and add them to your spellbook as special illusion spells; as shadow conjuration and shadow evocations spells. Effects created by these special illusion spells are indistinguishable from their conjuration and evocation counterparts and any targets perceives effects such as damage as appropriate to the illusion:

          Shadow Conjuration. When you add a shadow conjuration spell to your spellbook, it becomes an illusion spell for all purposes. If the spell calls for a saving throw, the shadow conjuration spell calls for a Wisdom saving throw instead. If the spell deals damage, the shadow conjuration spell deals psychic damage instead. Also, if the spell summons creatures, it summons phantasmal creatures instead. A phantasmal creature uses the template described in the spell, except it deals psychic damage instead of the damage described in the spell and any saving throw the template calls for becomes a Wisdom saving throw to resist instead.

          Shadow Evocation. When you add a shadow evocation spell to your spellbook, it becomes an illusion spell for all purposes. If the spell calls for a saving throw, the shadow evocation spell calls for an Intelligence saving throw and if the spell deals damage, the shadow evocation spell deals psychic damage instead.

 

Necromancy

Dread Necromancy 

You master the ability to create undead creatures granting you the following benefits:

          You add the animate dead spell to your spellbook if it is not there already and you always have it prepared. Undead creatures you create with your spells can add your Intelligence modifier to its damage rolls instead of its Strength or Dexterity.

          Whenever an undead creature you have created with a spell reduces another creature to 0 hit points, that undead creature regains 10 hit points.

 

Transmutation

Transformist

You learn the alter self and shape self as wizard spells and can cast these spells as a bonus action without expending a spell slot. If you cast alter self with a spell slot or shape self as a ritual, you can target a willing creature you ‘touch’ instead of casting the spell on yourself.

When you cast shape self, the target also retains the ability to talk.

 

 

School master

At 14th level you gain another feature based on your specialist school:

 

School Master Features

Spell School Specialisation

School Master Feature

Abjuration

Initiate of the Veil

When you finish a long rest, you can create a protective seven layered magical veil duplicating the effects of prismatic magic around yourself. The veil lasts until the end of your next long rest (where you can create a new one). Whenever another creature attacks you, casts a spell on you, or you take damage, you can expend one of the layers as a reaction potentially negating the triggering effect. Once you have expended a layer, you cannot use that layer again until you finish a long rest:

          Red Layer. The triggering creature takes 6d6 fire damage.

          Orange Layer. Completely negate the damage from the triggering ranged attack or a spell attack.

          Yellow Layer. You become immune to damage and effects from gases, clouds, and breath attacks until the end of your next turn.

          Green Layer. You create a poisonous cloud in a 20-foot-radius sphere centred on yourself. The sphere spreads around corners, and its area is heavily obscured. The cloud lasts until the end of your next turn and creatures that enter the area for the first time on a turn or ends its turn in the cloud must make a Constitution saving throw or take 2d10 poison damage. You are immune to poison damage for the same duration.

          Blue Veil. The triggering creature must succeed on a Constitution saving throw or become petrified until the end of its next turn.

          Indigo Veil. The triggering creature becomes confused until the end of its next turn.

          Violet Veil. The triggering creature takes 4d6 + 20 force damage if it is within 5 feet of you. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it are wearing and carrying, except magic items, are reduced to a pile of fine grey dust.

 

Conjuration

Master Summoner

When you use a spell slot to cast a conjuration spell that summons one or more creatures, you can increase the casting time of the spell by 10 minutes. When cast like this, the spell does not require concentration and last until the creature is reduced to 0 hit points or until you finish a long rest instead of its normal duration. You still have full control over the summoned creatures as if you were concentrating on the spell. The spell ends as if you had lost concentration on the spell if you use this feature again.

 

Divination

Master of the Third Eye

You have studied forgotten secrets of divination. When you cast a divination spell on another creature, you can target yourself as well as the target with that spell. Also, when another creature you can see casts a divination spell, you can use a reaction to gain the benefit of that spell as well.

You also gain the following ability:

          Open Third Eye. As a bonus action, you can see things for what they really are until you use another bonus action to end the effect. You gain the benefit of the true seeing spell. At the end of each of your turns, you must succeed on a DC15 Intelligence saving throw or become confused for 1 minute. If are already confused when you make this saving throw, you instead take 6d6 psychic damage on a failed saving throw and are cursed with insanity. While cursed, you are incapacitated, can't understand what other creatures say, can't read, and speak only in gibberish.

 

Enchantment

Split enchantment

When you cast an enchantment spell that targets only one creature, you can have it target a second creature. If you target just one creature with your enchantment spells, that creature instead has disadvantage on the saving throw.

 

Evocation

Maximised Spellpower

You can increase the power of your evocation spells. When you cast an evocation spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 1d10 damage for each level of the spell, immediately after you cast it. This damage is the same type of the spell deals. Each time you use this feature again before finishing a long rest, the damage per spell level increases by 1d10.

 

Illusion

Illusory Reality

You have mastered the secret of weaving shadow magic into your illusions to make them a semi-real. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object temporarily real. On each of your turns while the spell is active, you can as a bonus action repeat this effect or reverse the effect, making the object illusory and intangible instead. An object made real remains real for 1 minute or until the spell ends.

This object cannot be made to deal damage or otherwise directly harm anyone. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross, but you cannot make an illusory pit of lava deal damage to creatures.

 

Necromancy

Command Undead

You can use magic to bring undead under your control. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. Undead creatures created by a spell you cast automatically fails their saving throw against this ability.

 

Transmutation

Shapechanger 

You know the polymorph spell, and you can cast it once between short or long rests without expending a spell slot.

When you cast polymorph on yourself, the spell does not require concentration and you retain your ability to speak, your alignment, personality, as well as your Intelligence, Wisdom, and Charisma scores. You also retain all your skills and saving throw proficiencies, in addition to gaining those of the template.