{"name":"Wizards","overview":"","hit_dice":"1d6","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":"1d6 (or 4) + your Constitution modifier per wizard level after 1st","armor_proficiencies":"None","weapon_proficiencies":"Quarterstaff","tools":"None","saving_throws":"Intelligence, Wisdom","skills":"Choose two from Arcana, History, Insight, Investigation, Medicine and Religion","starting_equipment":"","spellcasting":"[p]You know three cantrips of your choice from the @[wizard spell list](article:985cb531-98e9-41a9-b12c-3e80c34bc6ae). You learn additional @[wizard cantrips](article:985cb531-98e9-41a9-b12c-3e80c34bc6ae) of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.[\/p]\r\n[p]You have a spellbook containing six 1[sup]st[\/sup] level @[wizard spells](article:985cb531-98e9-41a9-b12c-3e80c34bc6ae) of your choice. Each time you gain a wizard level, you can add two @[wizard spells](article:985cb531-98e9-41a9-b12c-3e80c34bc6ae) of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.[\/p]\r\n[p]The Wizard table shows how many spell slots you have to cast your spells of 1[sup]st[\/sup] level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.[\/p]\r\n[p]You prepare the list of @[wizard spells](article:985cb531-98e9-41a9-b12c-3e80c34bc6ae) that are available for you to cast. To do so, choose a number of @[wizard spells](article:985cb531-98e9-41a9-b12c-3e80c34bc6ae) from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.[\/p]\r\n[p]For example, if you're a 3[sup]rd[\/sup] level wizard, you have four 1[sup]st[\/sup] level and two 2[sup]nd[\/sup] level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1[sup]st[\/sup] or 2[sup]nd[\/sup] level, in any combination, chosen from your spellbook. If you prepare the 1[sup]st[\/sup] level spell [i]@[magic missile](spell:d8620e79-dec6-4ef7-979c-6917738b6df1)[\/i], you can cast it using a 1[sup]st[\/sup] level or a 2[sup]nd[\/sup] level slot. Casting the spell doesn\u2019t remove it from your list of prepared spells.[\/p]\r\n[p]You can change your list of prepared spells when you finish a long rest. Preparing a new list of @[wizard spells](article:985cb531-98e9-41a9-b12c-3e80c34bc6ae) requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.[\/p]\r\n\r\n[h3]Ritual Casting[\/h3]\r\n[p]You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.[\/p]\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\n[p]You can use an arcane focus as a spellcasting focus for your wizard spells.[\/p]\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\n[h4]Spell save DC:[\/h4] [p]8 + your proficiency bonus + your Intelligence modifier[\/p]\r\n[h4]Spell attack modifier:[\/h4] [p]your proficiency bonus + your Intelligence modifier[\/p]\r\n[br]","class_features":"[h1]Level 1[\/h1]\r\n[h3]Arcane Recovery[\/h3]\r\n[p]You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6[sup]th[\/sup] level or higher.[\/p]\r\n[p]For example, if you\u2019re a 4[sup]th[\/sup] level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2[sup]nd[\/sup] level spell slot or two 1[sup]st[\/sup] level spell slots.[\/p]\r\n\r\n[h3]Ability Score Improvement[\/h3]\r\n[p]You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a @[feat](article:b69591eb-2945-4bd2-ae5e-7250b12a2ace) for your character. You gain this feature again when you reach 8[sup]th[\/sup], 12[sup]th[\/sup], 16[sup]th[\/sup] and 19[sup]th[\/sup] level.[\/p]\r\n\r\n[h1]Level 18[\/h1]\r\n[h3]Spell Mastery[\/h3]\r\n[p]You have achieved such mastery over certain spells that you can cast them at will. Choose a 1[sup]st[\/sup] level wizard spell and a 2[sup]nd[\/sup] level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.[\/p]\r\n[p]By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.[\/p]\r\n\r\n[h1]Level 20[\/h1]\r\n[h3]Signature Spells[\/h3]\r\n[p]You gain mastery over two powerful spells and can cast them with little effort. Choose two 3[sup]rd[\/sup] level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don\u2019t count against the number of spells you have prepared, and you can cast each of them once at 3[sup]rd[\/sup] level without expending a spell slot. When you do so, you can\u2019t do so again until you finish a short or long rest.[\/p]\r\n[p]If you want to cast either spell at a higher level, you must expend a spell slot as normal.[\/p]\r\n[br]","subclass_options":"[p]When you reach 2[sup]nd[\/sup] level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.[\/p]\r\n[p]Your choice grants you features at 2[sup]nd[\/sup] level and again at 6[sup]th[\/sup], 10[sup]th[\/sup], and 14[sup]th[\/sup] level.[\/p]\r\n\r\n[spoiler][h1]School of Abjuration[\/h1]\r\n[h3]Level 2[\/h3]\r\n[h4]Abjuration Savant[\/h4]\r\n[p]The gold and time you must spend to copy an abjuration spell into your spellbook is halved.[\/p]\r\n\r\n[h4]Arcane Ward[\/h4]\r\n[p]You can weave magic around yourself for protection. When you cast an abjuration spell of 1[sup]st[\/sup] level or higher, you can simultaneously use a strand of the spell\u2019s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.[\/p]\r\n[p]While the ward has 0 hit points, it can\u2019t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1[sup]st[\/sup] level or higher, the ward regains a number of hit points equal to twice the level of the spell.[\/p]\r\n[p]Once you create the ward, you can't create it again until you finish a long rest.[\/p]\r\n\r\n[h3]Level 6[\/h3]\r\n[h4]Projected Ward[\/h4]\r\n[p]When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.[\/p]\r\n\r\n[h3]Level 10[\/h3]\r\n[h4]Improved Abjuration[\/h4]\r\n[p]When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in [i]@[counterspell](spell:43ccf2a3-8a9a-45e9-913f-faa78e380726)[\/i] and [i]@[dispel magic](spell:f4918237-dcb4-4407-b34c-58b3c12c5aa2)[\/i]), you add your proficiency bonus to that ability check.[\/p]\r\n\r\n[h3]Level 14[\/h3]\r\n[h4]Spell Resistance[\/h4]\r\n[p]You have advantage on saving throws against spells.[\/p]\r\n[p]Furthermore, you have resistance against the damage of spells.[\/p]|School of Abjuration[\/spoiler]\r\n\r\n[spoiler][h1]School of Conjuration[\/h1]\r\n[h3]Level 2[\/h3]\r\n[h4]Conjuration Savant[\/h4]\r\n[p]The gold and time you must spend to copy a conjuration spell into your spellbook is halved.[\/p]\r\n\r\n[h4]Minor Conjuration[\/h4]\r\n[p]You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.[\/p]\r\n[p]The object disappears after 1 hour, when you use this feature again, or if it takes any damage.[\/p]\r\n\r\n[h3]Level 6[\/h3]\r\n[h4]Benign Transposition[\/h4]\r\n[p]You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.[\/p]\r\n[p]Once you use this feature, you can\u2019t use it again until you finish a long rest or you cast a conjuration spell of 1[sup]st[\/sup] level or higher.[\/p]\r\n\r\n[h3]Level 10[\/h3]\r\n[h4]Focused Conjuration[\/h4]\r\n[p]While you are concentrating on a conjuration spell, your concentration can\u2019t be broken as a result of taking damage.[\/p]\r\n\r\n[h3]Level 14[\/h3]\r\n[h4]Durable Summons[\/h4]\r\n[p]Any creature that you summon or create with a conjuration spell has 30 temporary hit points.[\/p]|School of Conjuration[\/spoiler]\r\n\r\n[spoiler][h1]School of Divination[\/h1]\r\n[h3]Level 2[\/h3]\r\n[h4]Divination Savant[\/h4]\r\n[p]The gold and time you must spend to copy a divination spell into your spellbook is halved.[\/p]\r\n\r\n[h4]Portent[\/h4]\r\n[p]Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.[\/p]\r\n[p]Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.[\/p]\r\n\r\n[h3]Level 6[\/h3]\r\n[h4]Expert Divination[\/h4]\r\n[p]Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2[sup]nd[\/sup] level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can\u2019t be higher than 5[sup]th[\/sup] level.[\/p]\r\n\r\n[h3]Level 10[\/h3]\r\n[h4]The Third Eye[\/h4]\r\n[p]You can use your action to increase your powers of perception. When you do so choose one of the following benefits, which lasts until you are @[incapacitated](condition:b0693ba9-0433-4b87-ad4f-f749889c2337) or you take a short or long rest. You can\u2019t use the feature again until you finish a rest.[\/p]\r\n[p][b]Darkvision.[\/b] You gain darkvision out to a range of 60\r\nfeet.[\/p]\r\n[p][b]Ethereal Sight.[\/b] You can see into the Ethereal Plane\r\nwithin 60 feet of you.[\/p]\r\n[p][b]Greater Comprehension.[\/b] You can read any language.[\/p]\r\n[p][b]See Invisibility.[\/b] You can see @[invisible](condition:463a4cf0-a034-4ff3-b7f8-1669bd74f723) creatures and\r\nobjects within 10 feet of you that are within line of sight.[\/p]\r\n\r\n[h3]Level 14[\/h3]\r\n[h4]Greater Portent[\/h4]\r\n[p]The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.[\/p]|School of Divination[\/spoiler]\r\n\r\n[spoiler][h1]School of Enchantment[\/h1]\r\n[h3]Level 2[\/h3]\r\n[h4]Enchantment Savant[\/h4]\r\n[p]The gold and time you must spend to copy a enchantment spell into your spellbook is halved.[\/p]\r\n\r\n[h4]Hypnotic Gaze[\/h4]\r\n[p]Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be @[charmed](condition:747b30d2-6a91-4481-82de-dcb358f158fd) by you until the end of your next turn. The @[charmed](condition:747b30d2-6a91-4481-82de-dcb358f158fd) creature\u2019s speed drops to 0, and the creature is @[incapacitated](condition:b0693ba9-0433-4b87-ad4f-f749889c2337) and visibly dazed.[\/p]\r\n[p]On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.[\/p]\r\n[p]Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can\u2019t use this feature on that creature again until you finish a long rest.[\/p]\r\n\r\n[h3]Level 6[\/h3]\r\n[h4]Instinctive Charm[\/h4]\r\n[p]When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack\u2019s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can\u2019t use this feature on the attacker again until you finish a long rest.[\/p]\r\n[p]You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can\u2019t be @[charmed](condition:747b30d2-6a91-4481-82de-dcb358f158fd) are immune to this effect.[\/p]\r\n\r\n[h3]Level 10[\/h3]\r\n[h4]Split Enchantment[\/h4]\r\n[p]When you cast an enchantment spell of 1[sup]st[\/sup] level or higher that targets only one creature, you can have it target a second creature.[\/p]\r\n\r\n[h3]Level 14[\/h3]\r\n[h4]Alter Memories[\/h4]\r\n[p]You gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to @[charm](condition:747b30d2-6a91-4481-82de-dcb358f158fd) one or more creatures, you can alter one creature\u2019s understanding so that it remains unaware of being @[charmed](condition:747b30d2-6a91-4481-82de-dcb358f158fd).[\/p]\r\n[p]Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent @[charmed](condition:747b30d2-6a91-4481-82de-dcb358f158fd). The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can\u2019t exceed the duration of your enchantment spell.[\/p]|School of Enchantment[\/spoiler]\r\n\r\n[spoiler][h1]School of Evocation[\/h1]\r\n[h3]Level 2[\/h3]\r\n[h4]Evocation Savant[\/h4]\r\n[p]The gold and time you must spend to copy an evocation spell into your spellbook is halved.[\/p]\r\n\r\n[h4]Sculpt Spells[\/h4]\r\n[p]You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell\u2019s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.[\/p]\r\n\r\n[h3]Level 6[\/h3]\r\n[h4]Potent Cantrip[\/h4]\r\n[p]Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip\u2019s damage (if any) but suffers no additional effect from the cantrip.[\/p]\r\n\r\n[h3]Level 10[\/h3]\r\n[h4]Empowered Evocation[\/h4]\r\n[p]You can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.[\/p]\r\n\r\n[h3]Level 14[\/h3]\r\n[h4]Overchannel[\/h4]\r\n[p]You can increase the power of your simpler spells. When you cast a wizard spell of 5[sup]th[\/sup] level or lower that deals damage, you can deal maximum damage with that spell.[\/p]\r\n[p]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 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.[\/p]|School of Evocation[\/spoiler]\r\n\r\n[spoiler][h1]School of Illusion[\/h1]\r\n[h3]Level 2[\/h3]\r\n[h4]Illusion Savant[\/h4]\r\n[p]The gold and time you must spend to copy an illusion spell into your spellbook is halved.[\/p]\r\n\r\n[h4]Improved Minor Illusion[\/h4]\r\n[p]When you choose this school at 2[sup]nd[\/sup] level, you learn the [i]@[minor illusion](spell:c579c155-5eb1-4b45-9a3e-2eb453f47ce9)[\/i] cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn\u2019t count against your number of cantrips known.[\/p]\r\n[p]When you cast [i]@[minor illusion](spell:c579c155-5eb1-4b45-9a3e-2eb453f47ce9)[\/i], you can create both a sound and an image with a single casting of the spell.[\/p]\r\n\r\n[h3]Level 6[\/h3]\r\n[h4]Malleable Illusions[\/h4]\r\n[p]When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell\u2019s normal parameters for the illusion), provided that you can see the illusion.[\/p]\r\n\r\n[h3]Level 10[\/h3]\r\n[h4]Illusory Self[\/h4]\r\n[p]You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.[\/p]\r\n[p]Once you use this feature, you can\u2019t use it again until you finish a short or long rest.[\/p]\r\n\r\n[h3]Level 14[\/h3]\r\n[h4]Illusory Reality[\/h4]\r\n[p]You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1[sup]st[\/sup] level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. 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.[\/p]\r\n[p]The object can\u2019t deal damage or otherwise directly harm anyone.[\/p]|School of Illusion[\/spoiler]\r\n\r\n[spoiler][h1]School of Necromancy[\/h1]\r\n[h3]Level 2[\/h3]\r\n[h4]Necromancy Savant[\/h4]\r\n[p]The gold and time you must spend to copy a necromancy spell into your spellbook is halved.[\/p]\r\n\r\n[h4]Grim Harvest[\/h4]\r\n[p]You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1[sup]st[\/sup] level or higher, you regain hit points equal to twice the spell\u2019s level, or three times its level if the spell belongs to the School of Necromancy. You don\u2019t gain this benefit for killing constructs or undead.[\/p]\r\n\r\n[h3]Level 6[\/h3]\r\n[h4]Undead Thralls[\/h4]\r\n[p]You add the [i]@[animate dead](spell:4b49726e-e540-49f9-b573-3abbb6bfbde6)[\/i] spell to your spellbook if it is not there already. When you cast [i]@[animate dead](spell:4b49726e-e540-49f9-b573-3abbb6bfbde6)[\/i], you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.[\/p]\r\n[p]Whenever you create an undead using a necromancy spell, it has additional benefits:[\/p]\r\n\r\n[ul][li]The creature\u2019s hit point maximum is increased by an amount equal to your wizard level.[\/li]\r\n[li]The creature adds your proficiency bonus to its weapon damage rolls.[\/li][\/ul]\r\n\r\n[h3]Level 10[\/h3]\r\n[h4]Injured to Undeath[\/h4]\r\n[p]You have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become injured to some of their worst effects.[\/p]\r\n\r\n[h3]Level 14[\/h3]\r\n[h4]Command Undead[\/h4]\r\n[p]You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can\u2019t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.[\/p]\r\n[p]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.[\/p]|School of Necromancy[\/spoiler]\r\n\r\n[spoiler][h1]School of Transmutation[\/h1]\r\n[h3]Level 2[\/h3]\r\n[h4]Transmutation Savant[\/h4]\r\n[p]The gold and time you must spend to copy a transmutation spell into your spellbook is halved.[\/p]\r\n\r\n[h4]Minor Alchemy[\/h4]\r\n[p]You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.[\/p]\r\n\r\n[h3]Level 6[\/h3]\r\n[h4]Transmuter's Stone[\/h4]\r\n[p]You can spend 8 hours creating a transmuter\u2019s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature\u2019s possession. When you create the stone, choose the benefit from the following options:[\/p]\r\n\r\n[ul][li]Darkvision out to a range of 60 feet[\/li]\r\n[li]An increase to speed of 10 feet while the creature is unencumbered[\/li]\r\n[li]Proficiency in Constitution saving throws[\/li]\r\n[li]Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)[\/li][\/ul]\r\n\r\n[p]Each time you cast a transmutation spell of 1[sup]st[\/sup] level or higher, you can change the effect of your stone if the stone is on your person.[\/p]\r\n[p]If you create a new transmuter\u2019s stone, the previous one ceases to function.[\/p]\r\n\r\n[h3]Level 10[\/h3]\r\n[h4]Shapechanger[\/h4]\r\n[p]You add the [i]@[polymorph](spell:bd1684b9-e54f-4a05-a586-4b711819200e)[\/i] spell to your spellbook, if it is not there already. You can cast [i]@[polymorph](spell:bd1684b9-e54f-4a05-a586-4b711819200e)[\/i] without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.[\/p]\r\n[p]Once you cast [i]@[polymorph](spell:bd1684b9-e54f-4a05-a586-4b711819200e)[\/i] in this way, you can\u2019t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.[\/p]\r\n\r\n[h3]Level 14[\/h3]\r\n[h4]Master Transmuter[\/h4]\r\n[p]You can use your action to consume the reserve of transmutation magic stored within your transmuter\u2019s stone in a single burst. When you do so, choose one of the following effects. Your transmuter\u2019s stone is destroyed and can\u2019t be remade until you finish a long rest.[\/p]\r\n[p][b]Major Transformation.[\/b] You can transmute one non-magical object - no larger than a 5-foot cube - into another non-magical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.[\/p]\r\n[p][b]Panacea.[\/b] You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter\u2019s stone. The creature also regains all its hit points.[\/p]\r\n[p][b]Restore Life.[\/b] You cast the raise dead spell on a creature you touch with the transmuter\u2019s stone, without expending a spell slot or needing to have the spell in your spellbook.[\/p]\r\n[p][b]Restore Youth.[\/b] You touch the transmuter\u2019s stone to a willing creature, and that creature\u2019s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn\u2019t extend the creature\u2019s lifespan.[\/p]|School of Transmutation[\/spoiler]\r\n[br]","table_data":"Level | Abilities | Cantrips Known | 1[sup]st[\/sup] |  2[sup]nd[\/sup] | 3[sup]rd[\/sup] | 4[sup]th[\/sup] |  5[sup]th[\/sup] | 6[sup]th[\/sup] | 7[sup]th[\/sup] |  8[sup]th[\/sup] | 9[sup]th[\/sup]\r\n1 | Spellcasting, Arcane Recovery | 3 | 2 | --- | --- | --- |  --- | --- | --- |  --- | ---\r\n2 | Arcane Tradition | 3 | 3 |  --- | --- | --- |  --- | --- | --- |  --- | ---\r\n3 | --- | 3 | 4 |  2 | --- | --- |  --- | --- | --- |  --- | ---\r\n4 | Ability Score Improvement | 4 | 4 | 3 | --- | --- |  --- | --- | --- |  --- | ---\r\n5 | --- | 4 | 4 |  3 | 2 | --- |  --- | --- | --- |  --- | ---\r\n6 | Arcane Tradition Improvement | 4 | 4 |  3 | 3 | --- |  --- | --- | --- |  --- | ---\r\n7 | --- | 4 | 4 |  3 | 3 | 1 |  --- | --- | --- |  --- | ---\r\n8 | Ability Score Improvement | 4 | 4 |  3 | 3 | 2 |  --- | --- | --- |  --- | ---\r\n9 | --- |4 | 4 |  3 | 3 | 3 |  1 | --- | --- |  --- | ---\r\n10 | Arcane Tradition Improvement | 5 | 4 |  3 | 3 | 3 |  2 | --- | --- |  --- | ---\r\n11 | --- | 5 | 4 |  3 | 3 | 3 |  2 | 1 | --- |  --- | ---\r\n12 | Ability Score Improvement | 5 | 4 |  3 | 3 | 3 | 2 | 1 | --- |  --- | ---\r\n13 | --- | 5 | 4 |  3 | 3 | 3 |  2 | 1 | 1 |  --- | ---\r\n14 | Arcane Tradition Improvement | 5 | 4 |  3 | 3 | 3 |  2 | 1 | 1 |  --- | ---\r\n15 | --- | 5 | 4 |  3 | 3 | 3 |  2 | 1 | 1 |  1 | ---\r\n16 | Ability Score Improvement | 5 | 4 |  3 | 3 | 3 |  2 | 1 | 1 |  1 | ---\r\n17 | --- | 5 | 4 |  3 | 3 | 3 |  2 | 1 | 1 |  1 | 1\r\n18 | Spell Mastery | 5 | 4 |  3 | 3 | 3 |  3 | 1 | 1 |  1 | 1\r\n19 | Ability Score Improvement | 5 | 4 |  3 | 3 | 3 |  3 | 2 | 1 |  1 | 1\r\n20 | Signature Spell | 5 | 4 |  3 | 3 | 3 |  3 | 2 | 2 |  1 | 1","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1285629","world":"49ea7628-05cf-4320-bd3d-daee3a87fc0a","folder":"22582"}