{"name":"Wizard","overview":"[img:5626561|right|280|nolink]\r\nClad in the silver robes that denote her station, a\r\nImperial battlemage closes her eyes to shut out the distractions of the\r\nbattlefield and begins her quiet chant. Fingers weaving\r\nin front of her, she completes her spell and launches a\r\ntiny bead of fire toward the enemy ranks, where it erupts\r\ninto a conflagration that engulfs the soldiers.\r\n\r\nChecking and rechecking his work, a Dunmer scribes\r\nan intricate magic circle in chalk on the bare stone\r\nfloor, then sprinkles powdered iron along every line and\r\ngraceful curve. When the circle is complete, he drones a\r\nlong incantation. A hole opens in space inside the circle,\r\nbringing a whiff of brim stone from the otherworldly\r\nplane beyond.\r\n\r\nCrouching on the floor in a dungeon intersection, a\r\nKhajiit tosses a handful of small bones inscribed with\r\nmystic symbols, muttering a few words of power over\r\nthem. Closing his eyes to see the visions more clearly,\r\nhe nods slowly, then opens his eyes and points down the\r\npassage to his left.\r\n\r\nWizards are supreme magic-users, defined and united\r\nas a class by the spells they cast. Drawing on the subtle\r\nweave of magic that permeates the cosmos, wizards cast\r\nspells of explosive fire, arcing lightning, subtle deception,\r\nand brute-force mind control. Their magic conjures\r\nmonsters from other planes of existence, glimpses the\r\nfuture, or turns slain foes into zombies. Their mightiest\r\nspells change one substance into another, call meteors\r\ndown from the sky, or open portals to other planes.","hit_dice":"1d6 per Wizard level","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":"All simple weapons","tools":"None","saving_throws":"Intelligence, Wisdom","skills":"Choose two from Arcana, History, Insight,\r\nInvestigation, Medicine, and Religion","starting_equipment":"You start with the following equipment, in addition to\r\nthe equipment granted by your background:\r\n\u2022 (a) a quarterstaff or (b) a iron dagger\r\n\u2022 (a) [blocklink:1486398] or (b) [blocklink:1486484]\r\n\u2022 (a) a scholar\u2019s pack or (b) an explorer\u2019s pack\r\n\u2022 A spellbook [anchor|Spellcasting]","spellcasting":"[i]1st-level wizard feature\r\n[br][\/i]\r\nAs a student of arcane magic, you have a spellbook\r\ncontaining spells that show the first glimmerings of\r\nyour true power.\r\n\r\n[b]Cantrips\r\n[br][\/b]\r\nAt 1st level, you know three cantrips of your choice\r\nfrom the [blocklink:1454868]. You learn additional wizard\r\ncantrips of your choice at higher levels, as shown in the\r\nCantrips Known column of the [blocklink:1454870].\r\n\r\n[b]Spellbook\r\n[br][\/b]\r\nAt 1st level, you have a spellbook containing six 1st-level\r\nwizard spells of your choice.\r\n\r\n[b]Preparing and Casting Spells\r\n[br][\/b]\r\nThe [blocklink:1454870] shows how many spell slots you have\r\nto cast your spells of 1st level and higher. To cast one of\r\nthese spells, you must expend a slot of the spell\u2019s level\r\nor higher. You regain all expended spell slots when you\r\nfinish a long rest. \r\n[br]You prepare the list of wizard spells that are available\r\nfor you to cast. To do so, choose a number of wizard\r\nspells from your spellbook equal to your Intelligence\r\nmodifier + your wizard level (minimum of one spell). The\r\nspells must be of a level for which you have spell slots.\r\n\r\nFor example, if you're a 3rd-level wizard, you have\r\nfour 1st-level and two 2nd-level spell slots. With an\r\nIntelligence of 16, your list of prepared spells can\r\ninclude six spells of 1st or 2nd level, in any combination,\r\nchosen from your spellbook. If you prepare the 1st-level\r\nspell magic missile, you can cast it using a 1st-level or a\r\n2nd-level slot. Casting the spell doesn\u2019t remove it from\r\nyour list of prepared spells.\r\n\r\nYou can change your list of prepared spells when\r\nyou finish a long rest. Preparing a new list of wizard\r\nspells requires time spent studying your spellbook and\r\nmemorizing the incantations and gestures you must\r\nmake to cast the spell: at least 1 minute per spell level\r\nfor each spell on your list.\r\n\r\n[b]Spellcasting Ability\r\n[br][\/b]\r\nIntelligence is your spellcasting ability for your wizard\r\nspells, since you learn your spells through dedicated\r\nstudy and memorisation. You use your Intelligence\r\nwhenever a spell refers to your spellcasting ability.\r\nIn addition, you use your Intelligence modifier when\r\nsetting the saving throw DC for a wizard spell you cast\r\nand when making an attack roll with one.\r\n\r\n[center][b]Spell save DC[\/b] = 8 + your proficiency bonus +[\/center][center]your Intelligence modifier\r\n[br][\/center][center]\r\n[b]Spell attack modifier[\/b] = your proficiency bonus +[\/center][center]your intelligence modifier[\/center]\r\n\r\n[b]Ritual Casting\r\n[br][\/b]\r\nYou can cast a spell from the wizard column of the [blocklink:1464027]\r\nif you have the spell in your spellbook,\r\nyou don't need to have the spell prepared. As with all ritual spellcasting, you can cast the spell without consuming as spell slot so long as you extend the casting time an additional 10 minutes.\r\n\r\n[b]Spellcasting Focus\r\n[br][\/b]\r\nYou can use an arcane focus as a\r\nspellcasting focus for your wizard spells.\r\n\r\n[b]Learning Spells of 1st Level and Higher\r\n[br][\/b]\r\nEach time you gain a wizard level, you can add two\r\nwizard spells of your choice to your spellbook. Each\r\nof these spells must be of a level for which you have\r\nspell slots, as shown on the Wizard table. On your\r\nadventures, you might find other spells that you can add\r\nto your spellbook. [anchor|Class-Features]\r\n\r\n[hr]","class_features":"[b]Arcane Recovery\r\n[br][\/b]\r\n[i]1st-level wizard feature\r\n[br][\/i]\r\nYou have learned to regain some of your magical energy\r\nby studying your spellbook. Once per day when you\r\nfinish a short rest, you can choose expended spell slots\r\nto recover. The spell slots can have a combined level that\r\nis equal to or less than half your wizard level (rounded\r\nup), and none of the slots can be 6th level or higher.\r\nFor example, if you\u2019re a 4th-level wizard, you can recover\r\nup to two levels worth o f spell slots. You can recover either\r\na 2nd-level spell slot or two 1st-level spell slots.\r\n\r\n[b]Arcane Tradition\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nYou choose an arcane tradition, shaping your practice of magic through one\r\nof eight schools: Restoration, Conjuration, Divination,\r\nDomination, Destruction, Illusion, Reanimation,\r\nor Alteration, all detailed at the end of the\r\nclass description.\r\n[br]\r\nYour choice grants you features at 2nd level and again\r\nat 6th, 10th, and 14th level.\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of\r\nyour choice by 1. As normal, you can\u2019t increase an ability\r\nscore above 20 using this feature.\r\n\r\n[b]Spell Mastery\r\n[br][\/b]\r\n[i]18th-level wizard feature\r\n[br][\/i]\r\nYou have achieved such mastery over\r\ncertain spells that you can cast them at will. Choose a\r\n1st-level wizard spell and a 2nd-level wizard spell that\r\nare in your spellbook. You can cast those spells at their\r\nlowest level without expending a spell slot when you\r\nhave them prepared. If you want to cast either spell at a\r\nhigher level, you must expend a spell slot as normal.\r\nBy spending 8 hours in study, you can exchange one\r\nor both of the spells you chose for different spells of\r\nthe same levels.\r\n\r\n[b]Signature Spells\r\n[br][\/b]\r\n[i]20th-level wizard feature\r\n[br][\/i]\r\nYou gain mastery over two\r\npowerful spells and can cast them with little effort.\r\nChoose two 3rd-level wizard spells in your spellbook\r\nas your signature spells. You always have these spells\r\nprepared, they don\u2019t count against the number of spells\r\nyou have prepared, and you can cast each of them once at\r\n3rd level without expending a spell slot. When you do so,\r\nyou can\u2019t do so again until you finish a short or long rest.\r\nIf you want to cast either spell at a higher level, you\r\nmust expend a spell slot as normal. [anchor|Restoration]","subclass_options":"[img:5626551|right|280|nolink]\r\n\r\n[h1]School of Restoration:[\/h1]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nThe School of Restoration emphasizes magic that blocks,\r\nbanishes, or protects. Detractors of this school say\r\nthat its tradition is about denial, negation rather than\r\npositive assertion. You understand, however, that ending\r\nharmful effects, protecting the weak, and banishing evil\r\ninfluences is anything but a philosophical void. It is a\r\nperfectly valid school of magic.\r\n\r\n[b]Restoration Savant\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nBeginning when you select this school, the gold and time you must spend to copy an restoration\r\nspell into your spellbook is halved.\r\n\r\n[b]Arcane Ward\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nYou can weave magic around yourself for protection. When you cast an restoration\r\nspell of 1st level or higher, you can simultaneously use a\r\nstrand of the spell\u2019s magic to create a magical ward on\r\nyourself that lasts until you finish a long rest. The ward\r\nhas hit points equal to twice your wizard level + your\r\nIntelligence modifier. Whenever you take damage, the\r\nward takes the damage instead. If this damage reduces\r\nthe ward to 0 hit points, you take any remaining damage.\r\nWhile the ward has 0 hit points, it can\u2019t absorb\r\ndamage, but its magic remains. Whenever you cast an\r\nrestoration spell of 1st level or higher, the ward regains a\r\nnumber of hit points equal to twice the level of the spell.\r\nOnce you create the ward, you can't create it again\r\nuntil you finish a long rest.\r\n\r\n[b]Projected Ward\r\n[br][\/b]\r\n[i]6th-level wizard feature\r\n[br][\/i]\r\nWhen a creature that you can see\r\nwithin 30 feet of you takes damage, you can use your\r\nreaction to cause your Arcane Ward to absorb that\r\ndamage. If this damage reduces the ward to 0 hit points,\r\nthe warded creature takes any remaining damage.\r\n\r\n[b]Improved Restoration\r\n[br][\/b]\r\n[i]10th-level wizard feature\r\n[br][\/i]\r\nWhen you cast an restoration\r\nspell that requires you to make an ability check as\r\na part of casting that spell (as in counterspell and\r\ndispel magic), you add your proficiency bonus to that\r\nability check.\r\n\r\n[b]Spell Resistance\r\n[br][\/b]\r\n[i]14th-level wizard feature\r\n[br][\/i]\r\nYou have advantage on saving\r\nthrows against spells.\r\nFurthermore, you have resistance against the\r\ndamage of spells. [anchor|Conjuration]\r\n\r\n[img:5626668|right|280|nolink]\r\n[h1]School of Conjuration:[\/h1]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nAs a conjurer, you favor spells that produce objects\r\nand creatures out of thin air. You can conjure billowing\r\nclouds of killing fog or summon creatures from\r\noblivion to fight on your behalf. As your mastery\r\ngrows, you learn spells of transportation and can\r\nteleport yourself across vast distances, even to other\r\nplanes of existence, in an instant.\r\n\r\n[b]Conjuration Savant\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nBeginning when you select this school, the gold and time you must spend to copy a conjuration spell\r\ninto your spellbook is halved.\r\n\r\n[b]Minor Conjuration\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nWhen you select this school, you\r\ncan use your action to conjure up an inanimate object\r\nin your hand or on the ground in an unoccupied space\r\nthat you can see within 10 feet of you. This object can be\r\nno larger than 3 feet on a side and weigh no more than\r\n10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical,\r\nradiating dim light out to 5 feet.\r\nThe object disappears after 1 hour, when you use this\r\nfeature again, or if it takes any damage.\r\n\r\n[b]Benign Transposition\r\n[br][\/b]\r\n[i]6th-level wizard feature\r\n[br][\/i]\r\nYou can use your action to teleport\r\nup to 30 feet to an unoccupied space that you can see.\r\nAlternatively, you can choose a space within range\r\nthat is occupied by a Small or Medium creature. If that\r\ncreature is willing, you both teleport, swapping places.\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest or you cast a conjuration spell of\r\n1st level or higher.\r\n\r\n[b]Focused Conjuration\r\n[br][\/b]\r\n[i]10th-level wizard feature\r\n[br][\/i]\r\nWhile you are concentrating on\r\na conjuration spell, your concentration can\u2019t be broken\r\nas a result of taking damage.\r\n\r\n[b]Durable Summons\r\n[br][\/b]\r\n[i]14th-level wizard feature\r\n[br][\/i]\r\nAny creature that you\r\nsummon or create with a conjuration spell has 30\r\ntemporary hit points. [anchor|Divination]\r\n\r\n[img:5625998|left|280|nolink]\r\n[h1]School of Divination:[\/h1]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nThe counsel of a diviner is sought by royalty and\r\ncommoners alike, for all seek a clearer understanding\r\nof the past, present, and future. As a diviner, you strive\r\nto part the veils of space, time, and consciousness so\r\nthat you can see clearly. You work to master spells of\r\ndiscernment, remote viewing, supernatural knowledge,\r\nand foresight.\r\n\r\n[b]Divination Savant\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nBeginning when you select this school, the gold and time you must spend to copy a divination spell\r\ninto your spellbook is halved.\r\n\r\n[b]Portent\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nWhen you choose this school,\r\nglimpses of the future begin to press in on your\r\nawareness. When you finish a long rest, roll two d20s\r\nand record the numbers rolled. You can replace any\r\nattack roll, saving throw, or ability check made by you or\r\na creature that you can see with one of these foretelling\r\nrolls. You must choose to do so before the roll, and you\r\ncan replace a roll in this way only once per turn.\r\nEach foretelling roll can be used only once. When you\r\nfinish a long rest, you lose any unused foretelling rolls.\r\n\r\n[b]Expert Divination\r\n[br][\/b]\r\n[i]6th-level wizard feature\r\n[br][\/i]\r\nCasting divination spells comes\r\nso easily to you that it expends only a fraction of your\r\nspellcasting efforts. When you cast a divination spell\r\nof 2nd level or higher using a spell slot, you regain one\r\nexpended spell slot. The slot you regain must be of a\r\nlevel lower than the spell you cast and can\u2019t be higher\r\nthan 5th level.\r\n\r\n[b]The Third Eye\r\n[br][\/b]\r\n[i]10th-level wizard feature\r\n[br][\/i]\r\nYou can use your action to\r\nincrease your powers of perception. When you do so, choose one of the following benefits, which lasts until\r\nyou are incapacitated or you take a short or long rest.\r\nYou can\u2019t use the feature again until you finish a rest.\r\n[br]\r\n[b]Darkvision.[\/b] You gain darkvision out to a range of 60\r\nfeet, as described in chapter 8.\r\n[br]\r\n[b]Ethereal Sight.[\/b] You can see into the Ethereal Plane\r\nwithin 60 feet of you.\r\n[br]\r\n[b]Greater Comprehension.[\/b] You can read any language.\r\n[br]\r\n[b]See Invisibility.[\/b] You can see invisible creatures and\r\nobjects within 10 feet of you that are within line of sight.\r\n\r\n[b]Greater Portent\r\n[br][\/b]\r\n[i]14th-level wizard feature\r\n[br][\/i]\r\nThe visions in your dreams\r\nintensify and paint a more accurate picture in your mind\r\nof what is to come. You roll three d20s for your Portent\r\nfeature, rather than two. [anchor|Domination]\r\n\r\n[img:5625990|right|280|nolink]\r\n[h1]School of Domination:[\/h1]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nAs a member of the School of Domination, you have\r\nhoned your ability to magically entrance and beguile\r\nother people and monsters.\r\n\r\n[b]Domination Savant\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nBeginning when you select this school, the\r\ngold and time you must spend to copy a domination\r\nspell into your spellbook is halved.\r\n\r\n[b]Hypnotic Gaze\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nWhen you choose this school, your\r\nsoft words and enchanting gaze can magically enthrall\r\nanother creature. As an action, choose one creature that\r\nyou can see within 5 feet of you. If the target can see or\r\nhear you, it must succeed on a Wisdom saving throw\r\nagainst your wizard spell save DC or be charmed by you\r\nuntil the end of your next turn. The charmed creature\u2019s\r\nspeed drops to 0, and the creature is incapacitated and\r\nvisibly dazed.\r\n[br]\r\nOn subsequent turns, you can use your action to\r\nmaintain this effect, extending its duration until the\r\nend of your next turn. However, the effect ends if you\r\nmove more than 5 feet away from the creature, if the\r\ncreature can neither see nor hear you, or if the creature\r\ntakes damage.\r\n[br]\r\nOnce the effect ends, or if the creature succeeds on its\r\ninitial saving throw against this effect, you can\u2019t use this\r\nfeature on that creature again until you finish a long rest.\r\n\r\n[b]Instinctive Charm\r\n[br][\/b]\r\n[i]6th-level wizard feature\r\n[br][\/i]\r\nWhen a creature you can see\r\nwithin 30 feet of you makes an attack roll against\r\nyou, you can use your reaction to divert the attack,\r\nprovided that another creature is within the attack\u2019s\r\nrange. The attacker must make a Wisdom saving throw\r\nagainst your wizard spell save DC. On a failed save,\r\nthe attacker must target the creature that is closest\r\nto it, not including you or itself. If multiple creatures\r\nare closest, the attacker chooses which one to target. On a successful save, you can\u2019t use this feature on the\r\nattacker again until you finish a long rest.\r\nYou must choose to use this feature before knowing\r\nwhether the attack hits or misses. Creatures that can\u2019t\r\nbe charmed are immune to this effect.\r\n\r\n[b]Split Domination\r\n[br][\/b]\r\n[i]10th-level wizard feature\r\n[br][\/i]\r\nWhen you cast an domination\r\nspell of 1st level or higher that targets only one creature,\r\nyou can have it target a second creature.\r\n\r\n[b]Alter Memories\r\n[br][\/b]\r\n[i]14th-level wizard feature\r\n[br][\/i]\r\nYou gain the ability to make a creature\r\nunaware of your magical influence on it. When you cast\r\na domination spell to charm one or more creatures,\r\nyou can alter one creature\u2019s understanding so that it\r\nremains unaware of being charmed.\r\nAdditionally, once before the spell expires, you can\r\nuse your action to try to make the chosen creature\r\nforget some of the time it spent charmed. The creature\r\nmust succeed on an Intelligence saving throw against\r\nyour wizard spell save DC or lose a number of hours\r\nof its memories equal to 1 + your Charisma modifier\r\n(minimum 1). You can make the creature forget less\r\ntime, and the amount of time can\u2019t exceed the duration\r\nof your enchantment spell. [anchor|Destruction]\r\n\r\n[img:5626355|left|280|nolink]\r\n[h1]School of Destruction:[\/h1]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nYou focus your study on magic that creates powerful\r\nelemental effects such as bitter cold, searing flame,\r\nrolling thunder, crackling lightning, and burning acid.\r\nSome destruction mages find employment in military forces,\r\nserving as artillery to blast enemy armies from afar.\r\n\r\n[b]Destruction Savant\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nBeginning when you select this school, the\r\ngold and time you must spend to copy an evocation spell\r\ninto your spellbook is halved.\r\n\r\n[b]Sculpt Spells\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nYou can create pockets of\r\nrelative safety within the effects of your destruction spells.\r\nWhen you cast a destruction spell that affects other\r\ncreatures that you can see, you can choose a number\r\nof them equal to 1 + the spell\u2019s level. The chosen\r\ncreatures automatically succeed on their saving throws\r\nagainst the spell, and they take no damage if they would\r\nnormally take half damage on a successful save.\r\n\r\n[b]Potent Cantrip\r\n[br][\/b]\r\n[i]6th-level wizard feature\r\n[br][\/i]\r\nYour damaging cantrips affect\r\neven creatures that avoid the brunt of the effect. When\r\na creature succeeds on a saving throw against your\r\ncantrip, the creature takes half the cantrip\u2019s damage (if\r\nany) but suffers no additional effect from the cantrip.\r\n\r\n[b]Empowered Destruction\r\n[br][\/b]\r\n[i]10th-level wizard feature\r\n[br][\/i]\r\nYou can add your Intelligence\r\nmodifier to the damage roll of any wizard destruction\r\nspell you cast.\r\n\r\n[b]Overchannel\r\n[br][\/b]\r\n[i]14th-level wizard feature\r\n[br][\/i]\r\nYou can increase the power of\r\nyour simpler spells. When you cast a wizard spell of\r\n5th level or lower that deals damage, you can deal\r\nmaximum damage with that spell.\r\nThe first time you do so, you suffer no adverse effect.\r\nIf you use this feature again before you finish a long\r\nrest, you take 2d12 necrotic damage for each level of\r\nthe spell, immediately after you cast it. Each time you\r\nuse this feature again before finishing a long rest, the\r\nnecrotic damage per spell level increases by 1d12. This\r\ndamage ignores resistance and immunity. [anchor|Illusion]\r\n\r\n[img:5626561|left|280|nolink]\r\n[h1]School of Illusion:[\/h1]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nYou focus your studies on magic that dazzles the\r\nsenses, befuddles the mind, and tricks even the wisest\r\nfolk. Your magic is subtle, but the illusions crafted by\r\nyour keen mind make the impossible seem real.\r\n\r\n[b]Illusion Savant\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nBeginning when you select this school, the\r\ngold and time you must spend to copy an illusion spell\r\ninto your spellbook is halved.\r\n\r\n[b]Improved Minor Illusion\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nWhen you choose this school, you learn\r\nthe minor illusion cantrip. If you already know this\r\ncantrip, you learn a different wizard cantrip of your choice. The cantrip doesn\u2019t count against your number\r\nof cantrips known.\r\nWhen you cast minor illusion, you can create both a\r\nsound and an image with a single casting of the spell.\r\n\r\n[b]Malleable Illusions\r\n[br][\/b]\r\n[i]6th-level wizard feature\r\n[br][\/i]\r\nWhen you cast an illusion spell that\r\nhas a duration of 1 minute or longer, you can use your\r\naction to change the nature of that illusion (using the\r\nspell\u2019s normal parameters for the illusion), provided that\r\nyou can see the illusion.\r\n\r\n[b]Illusory Self\r\n[br][\/b]\r\n[i]10th-level wizard feature\r\n[br][\/i]\r\nYou can create an illusory\r\nduplicate of yourself as an instant, almost instinctual\r\nreaction to danger. When a creature makes an attack\r\nroll against you, you can use your reaction to interpose\r\nthe illusory duplicate between the attacker and\r\nyourself. The attack automatically misses you, then the\r\nillusion dissipates.\r\n[br]\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n[b]Illusory Reality\r\n[br][\/b]\r\n[i]14th-level wizard feature\r\n[br][\/i]\r\nYou have learned the secret of weaving\r\nshadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or\r\nhigher, you can choose one inanimate, nonmagical\r\nobject that is part of the illusion and make that object\r\nreal. You can do this on your turn as a bonus action\r\nwhile the spell is ongoing. The object remains real for\r\n1 minute. For example, you can create an illusion of a\r\nbridge over a chasm and then make it real long enough\r\nfor your allies to cross.\r\nThe object can\u2019t deal damage or otherwise\r\ndirectly harm anyone. [anchor|Reanimation]\r\n\r\n[img:5625988|right|280|nolink]\r\n[h1]School of Reanimation:[\/h1]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nThe School of Reanimation explores the cosmic forces\r\nof life, death, and undeath. As you focus your studies in\r\nthis tradition, you learn to manipulate the energy that\r\nanimates all living things. As you progress, you learn to\r\nsap the life force from a creature as your magic destroys\r\nits body, transforming that vital energy into magical\r\npower you can manipulate.\r\n\r\n[b]Reanimation Savant\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nBeginning when you select this school, the\r\ngold and time you must spend to copy a reanimation\r\nspell into your spellbook is halved.\r\n\r\n[b]Grim Harvest\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nYou gain the ability to reap life energy from\r\ncreatures you kill with your spells. Once per turn when\r\nyou kill one or more creatures with a spell of 1st level\r\nor higher, you regain hit points equal to twice the spell\u2019s\r\nlevel, or three times its level if the spell belongs to the\r\nSchool of Reanimation. You don\u2019t gain this benefit for\r\nkilling constructs or undead.\r\n\r\n[b]Undead Thralls\r\n[br][\/b]\r\n[i]6th-level wizard feature\r\n[br][\/i]\r\nYou add the animate dead spell to your\r\nspellbook if it is not there already. When you cast\r\nanimate dead, you can target one additional corpse\r\nor pile of bones, creating another zombie or skeleton,\r\nas appropriate.\r\nWhenever you create an undead using a necromancy\r\nspell, it has additional benefits:\r\n[br]\r\n\u2022 The creature\u2019s hit point maximum is increased by an\r\namount equal to your wizard level.\r\n[br]\r\n\u2022 The creature adds your proficiency bonus to its\r\nweapon damage rolls.\r\n\r\n[b]Inured to Undeath\r\n[br][\/b]\r\n[i]10th-level wizard feature\r\n[br][\/i]\r\nYou have resistance to necrotic\r\ndamage, and your hit point maximum can't be reduced.\r\nYou have spent so much time dealing with undead and\r\nthe forces that animate them that you have become\r\ninured to some of their worst effects.\r\n\r\n[b]Command Dead\r\n[br][\/b]\r\n[i]14th-level wizard feature\r\n[br][\/i]\r\nYou can use magic to bring\r\nundead under your control, even those created by other\r\nwizards. As an action, you can choose one undead that\r\nyou can see within 60 feet of you. That creature must\r\nmake a Charisma saving throw against your wizard\r\nspell save DC. If it succeeds, you can\u2019t use this feature\r\non it again. If it fails, it becomes friendly to you and\r\nobeys your commands until you use this feature again.\r\nIntelligent undead are harder to control in this way.\r\nIf the target has an Intelligence of 8 or higher, it has\r\nadvantage on the saving throw. If it fails the saving\r\nthrow and has an Intelligence of 12 or higher, it can\r\nrepeat the saving throw at the end of every hour until it\r\nsucceeds and breaks free. [anchor|Alteration]\r\n\r\n[img:5626572|left|280|nolink]\r\n[h1]School of Alteration:[\/h1]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nYou are a student of spells that modify energy and matter.\r\nTo you, the world is not a fixed thing, but eminently\r\nmutable, and you delight in being an agent of change.\r\nYou wield the raw stuff of creation and learn to alter both\r\nphysical forms and mental qualities. Your magic gives\r\nyou the tools to become a smith on reality\u2019s forge.\r\n\r\n[b]Alteration Savant\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nBeginning when you select this school, the\r\ngold and time you must spend to copy a transmutation\r\nspell into your spellbook is halved.\r\n\r\n[b]Minor Alchemy\r\n[br][\/b]\r\n[i]2nd-level wizard feature\r\n[br][\/i]\r\nWhen you select this school, you\r\ncan temporarily alter the physical properties of one\r\nnonmagical object, changing it from one substance into\r\nanother. You perform a special alchemical procedure\r\non one object composed entirely of wood, stone (but not\r\na gemstone), iron, copper, or silver, transforming it into\r\na different one of those materials. For each 10 minutes you spend performing the procedure, you can transform\r\nup to 1 cubic foot of material. After 1 hour, or until you\r\nlose your concentration (as if you were concentrating on\r\na spell), the material reverts to its original substance.\r\n\r\n[b]Alteration Stone\r\n[br][\/b]\r\n[i]6th-level wizard feature\r\n[br][\/i]\r\nYou can spend 8 hours creating a\r\nalteration stone that stores alteration magic. You\r\ncan benefit from the stone yourself or give it to another\r\ncreature. A creature gains a benefit of your choice\r\nas long as the stone is in the creature\u2019s possession.\r\nWhen you create the stone, choose the benefit from the\r\nfollowing options:\r\n[br]\r\n\u2022 Darkvision out to a range of 60 feet\r\n[br]\r\n\u2022 An increase to speed of 10 feet while the creature is\r\nunencumbered\r\n[br]\r\n\u2022 Proficiency in Constitution saving throws\r\n[br]\r\n\u2022 Resistance to acid, cold, fire, lightning, or thunder\r\ndamage (your choice whenever you choose this\r\nbenefit)\r\n[br]\r\nEach time you cast a alteration spell of 1st level\r\nor higher, you can change the effect of your stone if the\r\nstone is on your person.\r\nIf you create a new alteration stone, the previous\r\none ceases to function.\r\n\r\n[b]Shapechanger\r\n[br][\/b]\r\n[i]10th-level wizard feature\r\n[br][\/i]\r\nYou add the @[Polymorph](spell:decd871a-c4d5-413c-838e-31e01e5ca4d7) spell to your\r\nspellbook, if it is not there already. You can cast\r\npolymorph without expending a spell slot. When you\r\ndo so, you can target only yourself and transform into a\r\nbeast whose challenge rating is 1 or lower.\r\nOnce you cast polymorph in this way, you can\u2019t do so\r\nagain until you finish a short or long rest, though you\r\ncan still cast it normally using an available spell slot.\r\n\r\n[b]Master Alteration\r\n[br][\/b]\r\n[i]14th-level wizard feature\r\n[br][\/i]\r\nYou can use your action to\r\nconsume the reserve of alteration magic stored\r\nwithin your alteration stone in a single burst. When\r\nyou do so, choose one of the following effects. Your\r\nalteration stone is destroyed and can\u2019t be remade\r\nuntil you finish a long rest.\r\n[br]\r\n[b]Major Transformation.[\/b] You can transmute one\r\nnonmagical object\u2014no larger than a 5-foot cube\u2014into\r\nanother nonmagical object of similar size and mass and\r\nof equal or lesser value. You must spend 10 minutes\r\nhandling the object to transform it.\r\n[br]\r\n[b]Panacea.[\/b] You remove all curses, diseases, and poisons\r\naffecting a creature that you touch with the transmuter\u2019s\r\nstone. The creature also regains all its hit points.\r\n[br]\r\n[b]Restore Life.[\/b] You cast the raise dead spell on a\r\ncreature you touch with the transmuter\u2019s stone, without\r\nexpending a spell slot or needing to have the spell in\r\nyour spellbook.\r\n[br]\r\n[b]Restore Youth.[\/b] You touch the transmuter\u2019s stone to\r\na willing creature, and that creature\u2019s apparent age is\r\nreduced by 3 d 10 years, to a minimum of 13 years. This\r\neffect doesn\u2019t extend the creature\u2019s lifespan.","table_data":"[b]Level | Proficiency Bonus | Features | Cantrips Known | Spell Slots per Spell Level - 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th[\/b]\r\n1st | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Spellcasting]Spellcasting[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420293#Class-Features]Arcane Recovery[\/url] | 3 | 2 | - | - | - | - | - | - | - | -\r\n2nd | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Restoration]Restoration[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Conjuration]Conjuration[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Divination]Divination[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Domination]Domination[\/url]\/ [url:https:\/\/www.worldanvil.com\/block\/1420293#Destruction]Destruction[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Illusion]Illusion[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Reanimation]Reanimation[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Alteration]Alteration Tradition[\/url] | 3 | 3 | - | - | - | - | - | - | - | -\r\n3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | -\r\n4th | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Class-Features]Ability Score Improvement[\/url] | 4 | 4 | 3 | - | - | - | - | - | - | -\r\n5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | -\r\n6th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Restoration]Restoration[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Conjuration]Conjuration[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Divination]Divination[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Domination]Domination[\/url]\/ [url:https:\/\/www.worldanvil.com\/block\/1420293#Destruction]Destruction[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Illusion]Illusion[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Reanimation]Reanimation[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Alteration]Alteration Feature[\/url] | 4 | 4 | 3 | 3 | - | - | - | - | - | -\r\n7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | -\r\n8th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Class-Features]Ability Score Improvement[\/url] | 4 | 4 | 3 | 3 | 2 | - | - | - | - | -\r\n9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | -\r\n10th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Restoration]Restoration[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Conjuration]Conjuration[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Divination]Divination[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Domination]Domination[\/url]\/ [url:https:\/\/www.worldanvil.com\/block\/1420293#Destruction]Destruction[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Illusion]Illusion[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Reanimation]Reanimation[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Alteration]Alteration Feature[\/url] | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | -\r\n11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n12th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Class-Features]Ability Score Improvement[\/url] | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n14th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Restoration]Restoration[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Conjuration]Conjuration[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Divination]Divination[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Domination]Domination[\/url]\/ [url:https:\/\/www.worldanvil.com\/block\/1420293#Destruction]Destruction[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Illusion]Illusion[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Reanimation]Reanimation[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420293#Alteration]Alteration Feature[\/url] | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n16th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Class-Features]Ability Score Improvement[\/url] | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1\r\n18th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Class-Features]Spell Mastery[\/url] | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n19th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Class-Features]Ability Score Improvement[\/url] | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420293#Class-Features]Signature Spell[\/url] | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","source":"","jsondata":"","tags":"D&D, Homebrew, Elder Scrolls, Skyrim","isShared":"on","templateId":"5460","blockId":"1420293","world":"f4f8efb5-511a-4465-a937-ff6eb7572bd9","folder":"26911"}