Clad in the silver robes that denote her station, an
elf closes her eyes to shut out the distractions of the
battletield and begins her quiet chant. Fingers weaving
in front of her, she completes her spell and launches a
tiny bead of tire toward the enemy ranks, where it erupts
into a confiagration that engulfs the soldiers.
Checking and rechecking his work, a human scribes
an intricate magic circle in chalk on the bare stone
fioor, then sprinkles powdered iron along every line and
graceful curve. When the circle is complete, he drones a
long incantation. A hole opens in space inside the circle,
bringing a whiff of brimstone from the otherworldly
plane beyond.
Crouching on the fioor in a dungeon intersection, a
gnome tosses a handful of small bones inscribed with
mystic symbols, muttering a few words of power over
them. Closing his eyes to see the visions more clearly,
he nods slowly, then opens his eyes and points down the
passage to his left.
Wizards are supreme magic-users, detined and united
as a class by the spells they cast. Drawing on the subtle
weave of magic that permeates the cosmos, wizards cast
spel1s of explosive tire, arcing lightning, subtle deception,
and brute.force mind control. Their magic conjures
monsters from other planes of existence, glimpses the
future, or turns slain foes into zombies. Their mightiest
spel1s change one substance into another, cal1 meteors
down from the sky, or open portaIs to other worlds.
SCHOLARS OF THE ARCANE
Wild and enigmatic, varied in form and function, the
power of magic draws students who seek to master
its mysteries. Some aspire to become like the gods,
shaping reality itself. Though the casting of a typical
spel1 requires merely the utterance of a few strange
words, fieeting gestures, and sometimes a pinch or
clump of exotic materiaIs, these surface components
barely hint at the expertise attained after years of
apprenticeship and countless haurs of study.
Wizards live and die by their spel1s. Everything else
is secondary. They learn new spel1s as they experiment
and grow in experience. They can also learn them fram
other wizards, from ancient tomes or inscriptions,
and from ancient creatures (such as the fey) that are
steeped in magic.
Preficiency Cantrips -Spells Slets per Spell Level-
Levei Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spelleasting, Areane Reeevery 3 2
2nd +2 Areane Traditien 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Areane Traditien feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Seere Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
~
•..
10th +4 Areane Traditien feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Seere Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Areane Tradition feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1
16th +5 Ability Seore Improvement 5 4 3 3 3 2 1 1
17th +6 5 4 3 3 3 2 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1
19th +6 Ability Seore Improvement 5 4 3 3 3 3 2 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2
THE LURE OF KNOWLEDGE
Wizards’ lives are seldom mundane, The dosest a
wizard is likely to come to an ordinary life is working
as a sage or lecturer in a library or university, teaching
others the secrets of the multiverse. Other wizards sell
their services as diviners, serve in military forces, or
pursue lives of crime or domination.
But the lure of knowledge and power calls even the
most unadventurous wizards out of the safety of their
libraries and laboratories and into crumbling ruins and
lost cities. Most wizards believe that their counterparts
in ancient civilizations knew secrets of magic that have
been lost to the ages, and discovering those secrets
could unlock the path to a power greater than any magic
available in the present age.
CREATING A WIZARD
Creating a wizard character demands a backstory
dominated by at least one extraordinary event. How
did your character first come into contact with magic?
How did you discover you had an aptitude for it? Do
you have a natural talent, or did you simply study
hard and practice incessantly? Did you encounter a
magical creature or an ancient tome that taught you the
basics of magic?
What drew you forth from your life of study? Did your
first taste of magical knowledge leave you hungry for
more? Have you received word of a secret repository
of knowledge not yet plundered by any other wizard?
Perhaps you’re simply eager to put your newfound
magical skills to the test in the face of danger.
QUICK BUILD
Vou can make a wizard quickly by following these
suggestions. First, Intelligence should be your highest
ability score, followed by Constitution or Dexterity.
If you plan to join the School of Enchantment, make
Charisma your next-best score. Second, choose the sage
background. Third, choose the mage hand, light, and
ray af frost cantrips, alang with the fallowing 1st-leveI
spells for your spellboak: burning hands, eharm persan,
feather fali, mage armar. magie missi/e, and s/eep.
CLASS FEATURES
As a wizard, yau gain the follawing dass features.
HIT POINTS
Hit Dice: 1d6 per wizard leveI
Hit Points at 1st LeveI: 6 + your Canstitutian modifier
Hit Points at Higher LeveIs: 1d6 (or 4) + your
Constitution modifier per wizard leveI after 1st
PROFICIENCIES
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs.
light crossbows
Tools: None
Saving Throws: Intelligenee, Wisdom
Skills: Choose two from Areana, History, Insight,
Investigation, Medicine, and Religion
PART I CLASSES
113
••
111-
EQUIPMENT
Vou start with the following equipment, in addition to
the equipment granted by your baekground:
(a) a quarterstaff or (b) a dagger
(a) a eomponent poueh or (b) an areane foeus
(a) a seholar’s paek or (b) an explorer’s paek
A spellbook
SPELLCASTING
As a student of areane magic, you have a spellbook
eontaining spells that show the first glimmerings of
your true power, See ehapter 10 for the general rules of
spelleasting and ehapter 11 for the wizard spelllist.
CANTRIPS
At 1st leveI, you know three eantrips of your ehoice
from the wizard spelllist. Vou learn additional wizard
eantrips ofyour ehoice at higher leveIs, as shown in the
Cantrips Known eolumn of the Wizard table,
4 •
YOUR SPELLBOOK
The spells that Vou add to your spellbook as Vou gain leveis
refiect the arcane research Vou conduct on your own, as well
as intellectual breakthroughs Vou have had about the nature
ofthe multiverse. You might find other spells during your
adventures. You could discover a spell recorded on a scroll in
an evil wizard’s chest, for example, or in a dusty tome in an
ancient library.
Copy;ng a Spell ;nlo lhe Book. When Vou find a wizard spell
of 1st levei or higher, Vou can add it to your spellbook if it is
of a levei for which Vou have spell slots and if Vou can spare
the time to decipher and copy il.
Copying a spell into your spellbook involves reproducing
the basic form of the spell, then deciphering the unique
system of notation used by the wizard who wrote il. You
must practice the spell until Vou understand the sounds
or gestures required, then transcribe it into your spellbook
using your own notation.
For each levei of the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components Vou
expend as Vou experiment with the spell to master it, as well
as the fine inks Vou need to record il. Once Vou have spent
this time and money, Vou can prepare the spell just like your
other spells.
Replacing lhe Book. You can copy a spell from your own
spellbook into another book-for example, if Vou want
to make a backup copy of your spellbook. This is just like
copying a new spell into your spellbook, but faster and easier,
since Vou understand your own notation and already know
how to cast the spell. You need spend only 1 hour and 10 gp
for each levei of the copied spell.
If Vou lose your spellbook, Vou can use the same procedure
to transcribe the spells that Vou have prepared into a new
spellbook. Filling out the remainder of your spellbook
requires Vou to find new spells to do so, as normal. For this
reason, many wizards keep backup spellbooks in a safe place.
The Book’s Appea,ance. Your spellbook is a unique
compilation af spells, with its own decorative f10urishes and
margin notes. It might be a plain, functionalleather volume
that Vou received as a gift from your master, a finely bound
gilt-edged tome Vou found in an ancient library, or even a
loose collection of notes scrounged together afler Vou lost
your previous spellbook in a mishap.
••
PART I I CLASSES
SPELLBOOK
At 1st leveI. you have a spellbook eontaining six 1st-levei
wizard spells of your ehoice.
PREPARING ANO CASTING SPELLS
The Wizard lable shows how many spell slots you have
to east your spells of 1st leveI and higher. To east one of
these spells, you must expend a slol of the spelJ’s leveI
or higher. Vou regain ali expended spell slots when you
finish a long rest.
Vou prepare the Iist of wizard spells that are available
for you to east. To do so, ehoose a number of wizard
spells from your spellbook equal to your Intelligenee
modifier + your wizard leveI (minimum of one spell). The
spells must be of a leveI for whieh you have spell slots.
For example, if you’re a 3rd-level wizard, you have
four 1st-leve! and two 2nd-levei spell slots. With an
lntelligenee of 16, your list of prepared spells ean
include six spells of 1st or 2nd leveI, in any eombination,
ehosen from your spellbook. If you prepare the 1st-levei
spell magie missiJe, you ean east it using a 1st-Ievel or a
2nd-levei slot. Casting lhe spell doesn’t remove it from
your Iist of prepared spells.
Vou ean ehange your list of prepared spells when
you finish a long rest. Preparing a new list of wizard
spells requires time spent studying your spellbook and
memorizing the ineantations and gestures you must
make to east the spell: aI least 1 minute per spelllevel
for eaeh spell on your Iist.
SPELLCASTING ABILITY
lntelligenee is your spelleasting abilily for your wizard
spells, sinee you learn your spells through dedieated
study and memorization. Vou use your Intelligenee
whenever a spell refers to your spel1casting ability.
In addition, you use your Inlelligenee modifier when
setting the saving throw DC for a wizard spell you east
and when making an attaek roll with one.
Spell save De = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
RITUAL CASTING
Vou ean east a wizard spell as a ritual if that spell has
the ritual tag and you have the spell in your spellbook.
Vou don’t need to have the spell prepared.
SPELLCASTING Focus
Vou ean use an areane foeus (found in ehapler 5) as a
spelleasting foeus for your wizard spells.
LEARNING SPELLS OF 1sT LEVEL ANO HIGHER
Eaeh time you gain a wizard leveI, you ean add two
wizard spells of your ehoiee to your spellbook. Eaeh
of these spells must be of a leveI for whieh you have
spell slots, as shown on lhe Wizard table. On your
advenlures, you might find other spells lhat you ean add
to your spellbook (see the “Your Spellbook” sidebar).
ARCANE RECOVERY
Vou 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 leveI that
is equal to or less than half your wizard leveI (rounded
up), and none of the slots can be 6th leveI or higher.
For example, ifyou’re a 4th-leveI wizard, you can recover
up to two leveIs worth of spell slots. Vou can recover either
a 2nd-leveI spell slot or two 1st-levei spell slots.
ARCANE TRADITION
When you reach 2nd levei, you choose an arcane
tradition, shaping your practice of magic through one
of eight schools: Abjuration, Conjuration, Oivination,
Enchantment, Evocation, lllusion, Necromancy,
or Transmutation, ali detailed at the end of the
class description.
Your choice grants you features at 2nd leveI and again
at 6th, 10th, and 14th leveI.
ABILITY SCORE IMPROVEMENT
When you reach 4th levei, and again at 8th, 12th. 16th,
and 19th leveI, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
SPELL MASTERY
At 18th leveI, you have achieved such mastery over
certain spells that you can cast them at will. Choose a
1st-levei wizard spell and a 2nd.level wizard spell that
are in your spellbook. Vou can cast those spells at their
lowest leveI without expending a spell slot when you
have them prepared. 1£you want to cast either spell at a
higher leveI, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one
or both of the spells you chose for different spells of
the same leveIs.
SIGNATURE SPELLS
When you reach 20th levei, you gain mastery over two
powerful spells and can cast them with little effort.
Choose two 3rd.level wizard spells in your spellbook
as your signature spells. Vou always have these spells
prepared, they don’t count against the number of spells
you have prepared, and you can cast each of them once at
3rd leveI without expending a spell slot. When you do so,
you can’t do so again until you finish a short or long rest.
1£you want to cast either spell at a higher leveI, you
must expend a spell slot as normal.
ARCANE TRADITIONS
The study of wizardry is ancient, stretching back to
the earliest mortal discoveries of magic. It is firmly
established in the worlds of 0&0, with various
traditions dedicated to its complex study.
The most common arcane traditions in the multiverse
revolve around the schools of magic. Wizards through
the ages have cataloged thousands of spells, grouping
them into eight categories called schools, as described
in chapter 10. In some places, these traditions are
literally schools; a wizard might study at the School of
lllusion while another studies across town at the School
of Enchantment. In other institutions, the schools are
more like academic departments, with rival faculties
competing for students and funding. Even wizards who
train apprentices in the solitude of their own towers use
the division of magic into schools as a learning device,
since the spells of each school require mastery of
different techniques.
SCHOOL OF ABJURATION
The School of Abjuration emphasizes magic that blocks,
banishes, or protects. Oetractors of this school say
that its tradition is about denial, negation rather than
positive assertion. Vou understand, however, that ending
harmful effects, protecting the weak, and banishing evil
influences is anything but a philosophical void. It is a
proud and respected vocation.
Called abjurers, members of this school are sought
when baleful spirits require exorcism, when important
locations must be guarded against magical spying, and
when portaIs to other planes of existence must be closed.
ABJURATION SAVANT
Beginning when you select this school at 2nd leveI, the
gold and time you must spend to copy an abjuration
spell into your spellbook is halved.
ARCANE WARD
Starting at 2nd levei, you can weave magic around
yourself for protection. When you cast an abjuration
spell of I st leveI or higher, you can simultaneously use a
strand of the spell’s 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 leveI + your
Intelligence modifier. Whenever you take damage, the
ward takes the damage instead. lf this damage reduces
the ward to O hit points, you take any remaining damage.
While the ward has O hit points, it can’t absorb
damage, but its magic remains. Whenever you cast an
abjuration spell of 1st leveI or higher, the ward regains a
number of hit points equal to twice the leveI of the spell.
Once you create the ward, you can’t create it again
until you finish a long resto
PROJECTED WARD
Starting at 6th leveI. 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 O hit points,
the warded creature takes any remaining damage.
IMPROVED ABJURATION
Beginning at 10th leveI, when you cast an abjuration
spell that requires you to make an ability check as
a part of casting that spell (as in counterspell and
dispel magic),you add your proficiency bonus to lhat
ability check.
PARl I (I <\SSfS
li
116
SPELL RESISTANCE
Starting at 14th leveI, you have advantage on saving
throws against spells.
Furthermore, you have resistance against the
damage of spells.
SCHOOL OF CONJURATION
As a conjurer, you favor spells that produce objects
and creatures out of thin air. Vou can conjure billowing
clouds of killing fog or summon creatures from
elsewhere to fight on your behalf. As your mastery
grows, you learn spells of transportation and can
teleport yourself across vast distances, even to other
planes of existence, in an instan!.
CONJURATION SAVANT
Beginning when you select this school at 2nd leveI, the
gold and time you must spend to copy a conjuration spell
into your spellbook is halved.
MINOR CONJURATION
Starting at 2nd leveI when you select this school, 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 nonmagical
PART I I CLASSES
object that you have seen. The object is visibly magical,
radiating dim light out to 5 fee!.
The object disappears after 1 hour, when you use this
feature again, or if it takes any damage.
BENIGN TRANSPOSITION
Starting at 6th leveI, 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. ]f that
creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until
you finish a long rest or you cast a conjuration spell of
1st levei or higher.
FOCUSED CONJURATION
Beginning at 10th leveI, while you are concentrating on
a conjuration spell, your concentration can’t be broken
as a result of taking damage.
DURABLE SUMMONS
Starting at 14th leveI, any creature that you
summon or create with a conjuration spell has 30
temporary hit points.
SCHOOL OF DIVINATION
The counsel of a diviner is sought by royalty and
commoners alike, for ali seek a clearer understanding
of the past, present, and future. As a diviner, you strive
to part the veils of space, time, and consciousness so
that you can see clearly. Vou work to master spells of
discernment, remote viewing, supernatural knowledge,
and foresight.
DIVINATION SAVANT
Beginning when you select this school at 2nd levei, the
gold and time you must spend to copy a divination spell
into your spellbook is halved.
PORTENT
Starting at 2nd levei when you choose this school,
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. Vou 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. Vou must choose to do so before the roll, and you
can replace a roll in this way only once per turno
Each foretelling roll can be used only once. When you
finish a long rest, you lose any unused foretelling rolls.
EXPERT DIVINATION
Beginning at 6th leveI, 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 2nd leveI or higher using a spell slot, you regain one
expended spell slo!. The slot you regain must be of a
levellower than the spell you cast and can’t be higher
than 5th leveI.
THE THIRD EYE
Starting at 10th levei, 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 or you take a short or long rest.
Vou can’t use the feature again until you finish a rest.
Darkvision. Vou gain darkvision out to a range of 60
feet, as described in chapter 8.
Ethereal Si{jht. Vou can see into the Ethereal Plane
within 60 feet of you.
Greater Comprehension. Vou can read any language.
See Invisibility. Vou can see invisible creatures and
objects within 10 feet of you that are within line of sight.
GREATER PORTENT
Starting at 14th levei, the visions in your dreams
intensify and paint a more accurate picture in your mind
of what is to come. Vou roll three d20s for your Portent
feature, rather than two.
SCHOOLOFENCHANTMENT
As a member of the School of Enchantment, you have
honed your ability to magically entrance and beguile
other people and monsters. Some enchanters are
peacemakers who bewitch the violent to lay down their
arms and charm the cruel into showing mercy. Others
are tyrants who magically bind the unwilling into their
service. Most enchanters fall somewhere in between.
ENCHANTMENT SAVANT
Beginning when you select this school at 2nd levei, the
gold and time you must spend to copy an enchantment
spell into your spellbook is halved.
HYPNOTIC GAZE
Starting at 2nd levei when you choose this school, 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. ]f the target can see or
hear you, it must succeed on a Wisdom saving throw
against your wizard spell save DC or be charmed by you
until the end of your next turno The charmed creature’s
speed drops to O, and the creature is incapacitated and
visibly dazed.
On subsequent turns, you can use your action to
maintain this effect, extending its duration until the
end of your next turno 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.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can’t use this
feature on that creature again until you finish a long rest.
INSTINCTIVE CHARM
Beginning at 6th levei, 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’s
range. The attacker must make a Wisdom saving throw
against your wizard spell save De. On a failed save,
the attacker must target the creature that is dosest
lo il, not including you or itself. If multiple creatures
are dosest, lhe attacker chooses which one to target.
On a successful save, you can’t use this feature on the
attacker again until you finish a long rest.
Vou must choose to use this feature before knowing
whether the attack hits or misses. Creatures that can’t
be charmed are immune to this effect.
SPLIT ENCHANTMENT
Starting at 10th levei, when you cast an enchantment
spell of 1st levei or higher that targets only one creature,
you can have it target a second creature.
ALTER MEMORIES
At 14th levei, 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 lOtry to make the chosen creature
forget some of the time it spent charmed. 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).Vou can make the creature forget less
time, and the amount of time can’t exceed thc duration
of your enchantment spell.
SCHOOL OF EVOCATION
Vou focus your study on magic that creates powerful
elemental effects sue h as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
Some evokers find employment in military forces,
serving as artillery to blast enemy armies from afar.
Others use their spectacular power to protect the weak,
while some seek their own gain as bandits, adventurers,
or aspiring tyrants.
EVOCATION SAVANT
Beginning when you select this school at 2nd levei, the
gold and time you must spend to copy an evocation spell
into your spellbook is halved.
SCULPT SPELLS
Beginning at 2nd levei, you can create pockets of
reIative safety within the effects of your evocation spclls.
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’s leveI. 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.
POTENT CANTRIP
Starting at 6th levei, 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’s damage (if
any) but suffers no additional effect from the cantrip.
EMPOWERED EVOCATION
Beginning at 10th leveI, you can add your Intelligence
modifier to the damage roll of any wizard evocation
spell you cast.
PART I I CI ASSES
lI’
118
OVERCHANNEL
Starting at 14th levei, you can increase the power of
your simpler spells. When you cast a wizard spell of
5th levei ar 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 2d 12 necrotic damage for each levei of
the spell, immediately after you cast it. Each time you
use this feature again before finishing a long rest, the
necrotic damage per spelllevel increases by ldl2. This
damage ignores resistance and immunity.
SCHOOL OF ILLUSION
Vou focus your studies on magic that dazzles the
senses, befuddles the mind, and tricks even the wisest
folk. Your magic is subtle, but the ilIusions crafted by
your keen mind make the impossible seem real. Some
illusionists-including many gnome wizards-are
benign tricksters who use their spells to entertain.
Others are more sinister masters of deception, using
their ilIusions to frighten and fool others for their
personal gain.
ILLUSION SAVANT
Beginning when you se1ect this school at 2nd levei, the
gold and time you must spend to copy an illusion spell
into your spellbook is halved.
IMPROVED MINOR ILLUSION
When you choose this school at 2nd levei, you learn
the minor illusion cantrip. lf you already know this
cantrip, you learn a different wizard cantrip of your
PART 1 I CLASSES
choice. The cantrip doesn’t count against your number
of cantrips known.
When you cast minar illusian, yau can create bath a
saund and an image with a single casting of the spell.
MALLEABLE ILLUSIONS
Starting at 6th levei, when you cast an illusion spell that
has a duration of 1 minute or longer, you can use yaur
action to change the nature of that illusion (using the
spell’s normal parameters for lhe illusion), provided that
you can see the illusion.
ILLUSORY SELF
Beginning at 10th levei, 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
ilIusion dissipates.
Once you use this feature, you can’t use it again untU
you finish a short ar long rest.
ILLUSORY REALITY
By 14th levei, you have learned the secret ofweaving
shadow magic into your illusions to give them a semi-
reality. When you cast an illusion spell of 1st levei or
higher, you can choose one inanimate, nonmagical
object that is part of the illusion and make that object
real. Vou can do this on your turn as a bonus action
while the spell is ongoing. The object remains real for
I minute. For example, you can create an illusion of a
bridge over a chasm and then make it reallong enough
for your allies to cross.
The object can’t deal damage or otherwise
directly harm anyone.
SCHOOL OF NECROMANCY
The School of Necromancy explores the cosmic forces
of life, death, and undeath. As you focus your studies in
this tradition, you learn to manipulate the energy that
animates allliving things. As you progress, you learn to
sap the life force fram a creature as your magic destrays
its bady, transforming that vital energy into magical
power you can manipulate.
Most people see necramancers as menacing, or even
villainous, due to the dose association with death.
Not all necramancers are evil, but the forces they
manipulate are considered taboo by many societies.
NECROMANCY SAVANT
Beginning when you se1ect this school at 2nd levei, the
gold and time you must spend to copy a necromancy
spell into your spellbook is halved.
GRIM HARVEST
At 2nd levei, you gain the ability to reap life energy from
creatures you kill with your spells. Once per turn when
you kill one ar more creatures with a spell of 1st levei
or higher, yau regain hit points equal to twice the spell’s
levei, or three times its level if the spell belongs to the
School of Necramancy. Vou don’t gain this benefit for
killing constructs or undead.
UNDEAD THRALLS
At 6th levei, you add the animate dead spell to your
spellbook if it is not there already, When you cast
animate dead, you can target one additional corpse
or pile of bones, creating another zombie or ske1eton,
as appropriate,
Whenever you create an undead using a necromancy
spell, it has additional benefits:
The creature’s hit point maximum is increased byan
amount equal to your wizard leveI.
The creature adds your proficiency bonus to its
weapon damage rolls,
INURED TO UNDEATH
Beginning at 10th levei, you have resistance to necrotic
damage, and your hit point maximum can’t be reduced.
Vou have spent so much time dealing with undead and
the forces that animate them that you have become
inured to some of their worst effects.
COMMAND UNDEAD
Starting at 14th levei, 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’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.
SCHOOL OF TRANSMUTATION
Vou are a student of spells that modify energy and matler.
To you, the world is not a fixed thing, but eminently
mutable, and you delight in being an agent of change.
Vou wield the raw stuff of creation and learn to alter both
physical forms and mental qualities. Your magic gives
you the tools to become a smith on reality’s forge.
Some transmuters are tinkerers and pranksters,
turning people into toads and transforming copper into
silver for fun and occasional profit. Others pursue their
magical studies with deadly seriousness, seeking the
power of the gods to make and destroy worlds.
TRANSMUTATION SAVANT
Beginning when you select this school at 2nd levei, the
gold and time you must spend to copy a transmutation
spell into your spellbook is halved.
MINaR ALCHEMY
Starting at 2nd levei when you select this school, you
can temporarily alter the physical properties of one
nonmagical object, changing it from one substance into
another. Vou perform a special alchemical procedure
on one object composed entire1y of wood, stone (but not
a gemstone), iron, copper, or silver, transforming it into
a different one of those materiais. For each 10 minutes
you spend performing the procedure, you can transform
up to I 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.
TRANSMUTER’S STONE
Starting at 6th levei, you can spend 8 hours creating a
transmuter’s stone that stores transmutation magic. Vou
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’s possession.
When you create the stone, choose the benefit from the
following options:
Darkvision out to a range of 60 feet, as described in
chapter 8
An increase to speed of lO feet while the creature is
unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder
damage (your choice whenever you choose this
benefit)
Each time you cast a transmutation spell of I st levei
or higher, you can change the effect of your stone if the
stone is on your person.
If you create a new transmuter’s stone, the previous
one ceases to function.
SHAPECHANGER
At 10th levei, you add the polymorph spell to your
spellbook, if it is not there already. Vou can cast
polymorph 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.
Once you cast polymorph in this way, you can’t do so
again until you finish a short or long rest, though you
can still cast it normally using an available spell slot.
MASTER TRANSMUTER
Starting at 14th levei, you can use your action to
consume the reserve of transmutation magic slored
within your transmuter’s stone in a single burst. When
you do so, choose one of the following effects. Your
transmuter’s stone is destroyed and can’l be remade
until you finish a long rest.
M’lÍor Transfarmatian. Vou can transmute one
nonmagical object-no larger than a 5.fool cube-inlo
another nonmagical object of similar size and mass and
of equal or lesse r value. Vou must spend 10 minutes
handling the object lOlransform it.
Panacea. Vou remove ali curses, diseases, and poisons
affecting a crealure that you touch with the transmuter’s
stone. The creature also regains ali its hit points.
Restare Life. Vou cast the raise dead spell on a
creature you touch with the transmuter’s stone, without
expending a spell si01 or needing to have the spell in
your spellbook.
Restare Yauth. Vou touch the transmuter’s stone to
a willing creature, and that creature’s apparent age is
reduced by 3dlO years, to a minimum of 13 years. This
effect doesn’t extend lhe creature’s lifespan.