Wizard

**Class Pages**
Artificer ● Barbarian ● Bard ● Blood Hunter ● Cleric ● Druid ● Fighter ● Knight ● Monk ● Mystic ● Paladin ● Plague Doctor ● Ranger ● Rogue ● Sorcerer ● Warlock ● **Wizard**

# Wizard Features

### Hit Points

* **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

### Proficiencies

* **Armor:** None
* **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
* **Tools:** None
* **Saving Throws:** Intelligence, Wisdom
* **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

### Equipment

* (a) a quarterstaff or (b) a dagger
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) an explorer's pack
* A spellbook

Alternatively, you can ignore the equipment provided by your class and background, and start with 4d4 x 10 gp.

### Multiclass Prerequisite

The prerequisite for multiclassing into Wizard is 13 Intelligence.

# Wizard Traits

## Spellcasting

### Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

### Your Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know.

#### Adding New Spells

When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

#### Replacing Your Spellbook

You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.

### Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells 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.

You can change your list of prepared spells when you finish a long rest.

### Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier.

**Spell Attack modifier** = your proficiency bonus + your Intelligence modifier.

### Ritual Casting

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.

### Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

### Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells 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. On your adventures. you might find other spells that you can add to your spellbook.

## Arcane Recovery

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 6th level or higher.

## Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of several schools.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

* Artificer
* Bladesinger
* Chronurgy Magic
* Glade Wizard
* Graviturgy Magic
* Lore Mastery
* Onomancy
* Order of Scribes
* Psionics
* School of Abjuration
* School of Conjuration
* School of Divination
* School of Enchantment
* School of Evocation
* School of Illusion
* School of Invention
* School of Necromancy
* School of Transmutation
* Technomancy
* Theurgy
* War Magic
* Wordsmith

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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 level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-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.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

## Signature Spells

When you reach 20th level, 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. You 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 level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

# Wizard Class Archetypes

* Artificer
* Bladesinger
* Chronurgy Magic
* Glade Wizard
* Graviturgy Magic
* Lore Mastery
* Onomancy
* Order of Scribes
* Psionics
* School of Abjuration
* School of Conjuration
* School of Divination
* School of Enchantment
* School of Evocation
* School of Illusion
* School of Invention
* School of Necromancy
* School of Transmutation
* Technomancy
* Theurgy
* War Magic
* Wordsmith

## Artificer

(Unearthed Arcana)

> *This section is about the wizard subclass. For the standalone class, see Artificer.*
>
>

#### Infuse Potions

Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.

The spell slot you expend determines the type of potion you can create.

 2nd
 3rd
 4th

#### Infuse Scrolls

At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.

You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell's level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.

#### Infuse Weapons and Armor

Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical.

The spell slot you expend determines the type of weapon, armor, or shield you can create.

 3rd
 4th
 5th
 6th

#### Superior Artificer

Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency. You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.

#### Master Artificer

On reaching 14th level, you can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master's Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.

### Restriction: Elves Only

Only elves and half-elves can choose the bladesinger arcane tradition.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.

### Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.

### Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose. While your Bladesong is active, you gain the following benefits:

* You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity (Acrobatics) checks.
* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature twice. You regain these uses each time you complete a short or long rest.

### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

### Song of Victory

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

## Chronurgy Magic

(Explorer's Guide to Wildemount)

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

### Chronal Shift

At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended use when you finish a long rest.

### Temporal Awareness

Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

### Momentary Stasis

When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Arcane Abeyance

At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

### Convergent Future

Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

## Glade Wizard

(World of Xesteria)

> *This wizard class archetype is for high/wood elves only.*
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>

### Warden of Nature

At 2nd level, you know the Druidcraft and Shillelagh cantrips. You also learn the Cure Wounds spell from the cleric spell list.

### Ehlonna's Conduit

At 2nd level, you are a font of energy that offers respite from injuries. You have a pool of energy from nature itself represented by a number of d4s equal to your wizard level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your wizard level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.

### Voice of the Forest

Beginning at 6th level, casting any magic spell causes the very essence of the Sun Trees to burst from your body. Any damaging spell deals an additional 1d4 radiant damage per spell slot level. If the spell heals a target, it instead heals an additional 1d6 points per spell slot level.

### Ancestral Protection

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Xd4, where X is equal to half your wizard level. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half of the value you gained yourself.

### Blessing of Ehlonna

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

## Graviturgy Magic

(Explorer's Guide to Wildemount)

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

### Adjust Density

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

### Gravity Well

When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

### Violent Attraction

At 10th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Event Horizon

Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

### Lore Master

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.

In addition, when you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

### Spell Secrets

At 2nd level, when you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell's formula as you cast it.

When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can't do so again until you finish a short or long rest.

### Alchemical Casting

At 6th level, when you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile.

An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.

### Prodigious Memory

At 10th level, as a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.

### Master of Magic

At 14th level, as a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

You can't use this feature again until you finish a long rest.

## Onomancy

Practitioners of magic well know the power of
names, but wizards who follow the tradition of
Onomancy use their magic to manipulate the
words that encompass existence. Onomancers
expand their study into language itself, searching
for threads of magical significance that weave
through names. Something that is named stands
out in the multiverse, distinct from the tapestry
of creation all around it.

That distinction creates power that
onomancers seek to tap. By speaking a target’s
true name, the wizard’s spells slip between the
cracks of the target’s defenses, conforming to its
essential nature through the power of its name.
To protect themselves, wizards who follow this
tradition often hide their true names, typically
by adopting monikers and pseudonyms.

### Bonus Proficiencies

You learn one language of your choice and gain
proficiency with calligrapher’s tools.

### Extract Name

At 2nd level, you can magically compel a creature to divulge
its true name. As a bonus action, you target one
creature you can see within 60 feet of you. The
target must make a Wisdom saving throw
against your spell save DC. On a successful save,
you discern that this magic failed, and you can’t
use this feature on the target again. On a failed
save, the target is charmed by you until the end
of your next turn, and you mentally learn the
charmed target’s name or the fact that the target
lacks a name.

You can use this feature a number of times
equal to your Intelligence modifier (minimum of
once), and you regain all expended uses of it
when you finish a long rest.

### Fateful Naming

You can bend magic to assist or hinder creatures
through the power of their true names, and even
use those names as an anchor to affect others
around them. The bane and bless spells are
wizard spells for you, and you add them to your
spellbook. You always have them prepared, yet
they don’t count against the number of spells
you can prepare.

You can cast either spell without expending a
spell slot if you speak the true name of one
target of the spell as part of casting it. You can
cast the spells in this way a number of times
equal to your Intelligence modifier (a minimum
of once), and you regain all expended uses when
you finish a long rest.

### Resonant Utterance

At 6th level, you learn words of power called Resonants,
which allow you to tailor your spells through the
use of a target’s true name.

***Resonants Known.*** When you gain this
feature, you learn two Resonants of your choice,
which are detailed in the “Resonant Options”
section. Each time you gain a level in this class,
you can replace one resonant you know with a
different one.

***Using a Resonant.*** You can use one Resonant
when you cast a wizard spell with a spell slot and
speak the true name of one creature targeted by
the spell. Speaking the name is part of casting
the spell.

You can use Resonants a number of times
equal to half of your wizard level (round down),
and you regain all expended uses when you
finish a long rest.

#### Resonant Options

Here are your options when choosing a Resonant:

**Absorption.** When you cast a spell that deals
damage to the named target, you gain 3d6
temporary hit points. The number of
temporary hit points you gain increases by
1d6 when you reach 10th level (4d6) and 14th
level (5d6) in this class.

**Devastation.** If the spell requires the named
creature to make a saving throw, that creature
has disadvantage on the first save it makes
against the spell.

**Dissolution.** The first time the named creature
takes damage from the spell, that creature
takes an extra 2d8 force damage. The extra
force damage increases by 1d8 when you
reach 10th level (3d8) and 14th level (4d8) in
this class.

**Nullification.** If the named target is affected by
any other spells, you know what those spells
are, and you can attempt to end one of your
choice by succeeding on an Intelligence check
with a DC equal to 10 + the level of the chosen
spell.

**Puppetry.** The first time the named creature
takes damage from the spell, you can knock the
creature prone or move it up to 10 feet, either
directly toward you or away from you.

**Sympathy**
If the named creature is within range
of the spell, you can target the creature with
the spell even if you can’t see the creature or it
has total cover against the spell.

### Inexorable Pronouncement

At 10th level, you learn two new Resonant
s of your choice
from your Resonant Utterance feature.

### Relentless Naming

At 14th level, you have learned how to bypass a named
creature’s defenses against certain types of
damage. When you cast a spell that deals damage
to a creature whose true name you speak as part
of casting the spell, you can cause the spell to
deal force or psychic damage to the creature,
instead of the spell’s normal damage type.

## Order of Scribes

Magic of the book—that’s what many spellcasters call wizardry. The name is apt, given how much time wizards spend poring over their spellbooks, penning theories about the nature of magic, and exploring the farthest recesses of libraries. It’s rare to see a wizard traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that wizardry can flourish. And while every wizard values their spellbook, a scribe in the Order of Scribes dedicates themself to magically awakening their book, turning it into a trusted companion. All wizards study their spellbooks, but a wizardly scribe talks to theirs!

### Wizardly Quill

At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

* The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
* The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

This quill disappears if you create another one or if you die.

### Awakened Spellbook

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

At 2nd level, while you are holding the book, it grants you the following benefits:

* You can use the book as a spellcasting focus for your wizard spells.
* When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as your spellbook magically alters the spell’s formula for this casting.
* When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

### Master Scrivener

At 6th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

### Manifest Mind

At 10th level, you are now able to conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice). The spectral mind has a number of hit points equal to your wizard level plus your Intelligence modifier, and it uses your Armor Class and saving throw modifiers.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the its senses, instead of your own, until your concentration ends (as if concentrating on a spell).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you die, or if you dismiss it as a bonus action.

### One with the Word

At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While you are holding the book and its spectral mind is manifest, you can take an action to cause the two of you to teleport, swapping places. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Moreover, if you die but at least one spell remains in your Awakened Spellbook, you can return to life 1 minute later within 5 feet of the book. You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination.

Thereafter, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. The only way to restore your ability to cast one of the lost spells is through the wish spell, which can restore one spell to the book per casting.

## Psionics

Wizards study magical power in all its forms,
including the magic of psionics. Those wizards
who follow the tradition of Psionics hone the
magical potential of their own minds. Sometimes
called psionicists or mentalists, these wizards
interact with the multiverse through the lens of
their psionic aptitude and awareness.

Psionicists channel their magic by focusing
their minds. By doing so they can transcend their
physical bodies, adopting forms of pure thought,
casting spells psionically to bypass the need for
components, and perceiving the world with a
broader range of senses.

As a member of the Psionics tradition, you
might have awoken your psionic potential
through the strain of your esoteric studies, or
perhaps you joined a scholarly order dedicated
to unlocking the magic of the mind.

### Psionic Focus

Starting at the 2nd level, you have learned to channel psionic energy
through a special object: a psionic focus. You
gain the object with this feature (see the “Your
Psionic Focus” sidebar for how you might have
acquired the item).

While your psionic focus is on your person,
you gain the following benefits:

* The object is a spellcasting focus for you.
* When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.

If your psionic focus is lost, you can magically
recreate it by meditating for 1 hour during a
short or long rest, at the end of which the focus
appears in your hand.

### Psionic Devotion

At the 2nd level, your study of psionics begins to unleash your
mind’s potential. When you gain this feature,
choose one of the following cantrips: friends,
mage hand, or message. You learn that cantrip if
you don’t already know it, and it doesn’t count
against the number of wizard cantrips you know.
While your psionic focus is on your person,
you can cast the chosen cantrip as a bonus
action, requiring no components, and with the
modification listed below:

***Friends.*** When the spell ends, the target doesn’t become hostile to you.

***Mage Hand.*** You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you.

***Message.*** You don’t need to point toward the target or whisper your message out loud.

### Thought Form

Starting at the 6th level, while you are carrying your psionic focus, you
can use a bonus action to magically transform
your body into pure psionic energy. The
transformation lasts for 10 minutes, until you
use a bonus action to assume your normal form,
or until you are incapacitated or die.

While in thought form, you are a figure of
luminous psychic energy, with your psionic
focus hovering within. Your form can appear as
anything you wish, but it is obviously magical, is
the same size as you, and sheds dim light in a 5-
foot-radius. Any other equipment you are
wearing or carrying transforms with you and
melds into your thought form. You also gain the
following benefits:

**Psionic Spellcasting.** When you cast a spell
while in thought form, you can cast the spell
psionically. If you do so, the spell doesn’t
require verbal, somatic, or material
components that lack a gold cost.

**Psychic Resilience.** You gain resistance to
psychic damage and to bludgeoning, piercing,
and slashing damage from nonmagical attacks.
You can transform using this feature a number
of times equal to your Intelligence modifier
(minimum of once), and you regain all expended
uses when you finish a long rest.

### Mental Discipline

At the 10th level, your mind’s power expands to greater heights.
When you gain this feature, choose one of the
following spells: dominate person, scrying, or
telekinesis. You can add the spell to your
spellbook, and you can cast it without
components.

You can also cast the chosen spell once without
expending a spell slot. After you do so, you
regain the ability to cast the spell without a slot
when you finish a long rest.

### Empowered Psionics

At the 10th level, when you deal psychic or force damage with a
wizard spell, you can add your Intelligence
modifier to the damage against one of the spell’s
targets.

### Thought Travel

Starting at the 14th level, while using your Thought Form, you have a
flying speed equal to your walking speed and can
hover, and you can move through other
creatures and objects as if they were difficult
terrain.

You take 1d10 force damage if you end your
turn inside an object. If you return to your
normal form while inside an object, you are
shunted to the nearest unoccupied space, and
you take 1d10 force damage for every 5 feet
traveled.

## School of Abjuration

### Abjuration Savant

At 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

### Arcane Ward

Starting at 2nd level, when you cast an abjuration spell of 1st level 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 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.

While the ward has 0 hit points, it can't absorb damage. but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

### Projected Ward

Starting at 6th level, 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.

### Improved Abjuration

Beginning at 10th level. when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell, you add your proficiency bonus to that ability check.

### Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

## School of Conjuration

### Conjuration Savant

At 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

### Minor Conjuration

At 2nd level, 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 object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

### Benign Transposition

Starting at 6th level, 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.

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 level or higher.

### Focused Conjuration

Beginning at 10th level, 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 level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

## School of Divination

### Divination Savant

At 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

### Portent

At 2nd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 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.

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 level, when you cast a divination spell of 2nd 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't be higher than 5th level.

### The Third Eye

Starting at 10th level, 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. You can't use the feature again until you finish a rest.

* **Darkvision:** You gain darkvision out to a range of 60 feet.
* **Ethereal Sight:** You can see into the Ethereal Plane within 60 feet of you.
* **Greater Comprehension:** You can read any language.
* **See Invisibility:** You can see invisible creatures and objects within 10 feet of you that are within line of sight.

### Greater Portent

Starting at 14th level, you roll three d20 for your Portent feature, rather than two.

## School of Enchantment

### Enchantment Savant

Beginning at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

### Hypnotic Gaze

Starting at 2nd level, 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 or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, 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 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.

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 level, 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. 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't use this feature on the attacker again until you finish a long rest.

You 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 level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

### Alter Memories

At 14th level, when you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the 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). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.

## School of Evocation

### Evocation Savant

Beginning at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

### Sculpt Spells

Beginning at 2nd level, 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 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.

### Potent Cantrip

Starting at 6th level, 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 level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

### Overchannel

Starting at 14th level, when you cast a wizard spell of 5th level or lower (excluding cantrips) 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 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.

## School of Illusion

### Illusion Savant

Beginning at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

### Improved Minor Illusion

At 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

### Malleable Illusions

Starting at 6th level, 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's normal parameters for the illusion), provided that you can see the illusion.

### Illusory Self

Beginning at 10th level, 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.

Once you use this feature, you can't use it again until you finish a short or long rest.

### Illusory Reality

By 14th level, when you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object 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.

The object can't deal damage or otherwise directly harm anyone.

### Tools of the Inventor

At 2nd level, you gain proficiency with two tools of your choice.

### Arcanomechanical Armor

Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage.

The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds.

You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather.

### Reckless Casting

Starting at 2nd level, you can attempt to cast a spell you don't have prepared. When you use this ability, you use your action and choose one of the following options:

* Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
* Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.

If the spell you cast isn't a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.

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### Alchemical Casting

At 6th level, when you cast a spell while wearing your automechanical armor and are attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.

A 1st-level slot allows you to manipulate the spell's energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.

A 2nd-level slot increases the spell's raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell's targets (your choice) this turn.

### Prodigious Inspiration

At 10th level, as a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this ability again until you finish a short or long rest.

### Controlled Chaos

At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot.

## School of Necromancy

### Necromancy Savant

Beginning at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

### Grim Harvest

At 2nd level, once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

### Undead Thralls

At 6th level, 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 skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

* The creature's hit point maximum is increased by an amount equal to your wizard level.
* The creature adds your proficiency bonus to its weapon damage rolls.

### Inured to Undeath

Beginning at 10th level, 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 inured to some of their worst effects.

### Command Undead

Starting at 14th level, 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.

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

### Transmutation Savant

Beginning at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

### Minor Alchemy

Starting at 2nd level, 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.

### Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter's 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's possession. When you create the stone, choose the benefit from the following options:

* Darkvision out to a range of 60 feet.
* An increase to speed of 10 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 1st level 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 level, you add the polymorph spell to your spellbook, if it is not there already. You 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 level, you can use your action to consume the reserve of transmutation magic stored 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't be remade until you finish a long rest.

* **Major Transformation:** You can transmute one nonmagical object—no larger than a 5—foot cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
* **Panacea:** You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
* **Restore Life:** You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.
* **Restore Youth:** You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.

### Bonus Proficiencies

Beginning at 2nd level, you gain proficiency with sidearms and hacking tools.

### Technological Savant

Also at 2nd level, you trade out your spellbook for a specially attuned storage device, capable of recording magical data. The computing power of this device must be equal to or greater than a tablet computer. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook.

### Program Spell

At 6th level, you can insert a spell within an electronic device of your choosing, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting. The computing power of this device must be equal to or greater than a mobile phone.

A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost.

A concentration spell placed in a device cannot be activated while you are concentrating on another spell. Once you use this feature, you can't use it again until you finish a long rest.

### Online Casting

At 10th level, you can cast spells through networked electronic devices, including cameras, mobile phones, and computers. For example, if a creature is under the observation of a security camera and you can see the video feed from that camera on a computer, you can cast a spell into the computer and out through the security camera to target that creature.

If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell's range is determined using the distance from you to your device, and then from the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures. Spells that affect an area are not subject to online casting.

This feature can be used a number of times per day equal to your Intelligence modifier (minimum of once).

### Chained Device

By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can't use it again until you finish a long rest.

### Divine Inspiration

When you choose this tradition at 2nd level, choose a domain from your chosen deity's list of eligible domains.

### Arcane Initiate

Beginning at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.

If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.

Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks.

### Channel Arcana

At 2nd level, you gain the ability to channel arcane energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability.

When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.

Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.

Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.

#### Channel Arcana: Divine Arcana

As a bonus action, you make the next spell you cast gain a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.

### Arcane Acolyte

At 6th level, you gain your chosen domain's 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain.

### Arcane Priest

At 10th level, you gain your chosen domain's 6th-level benefits.

### Arcane High Priest

At 14th level, you gain your chosen domain's 17th-level benefits.

### Arcane Deflection

At 2nd level, when you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

### Tactical Wit

Starting at 2nd level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

### Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

### Durable Magic

Beginning at 10th level, while you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

### Deflecting Shroud

At 14th level, when you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

## Wordsmith

(D&D 5e Homebrew Wiki)

Some casters have a flair for the unusual to them, preferring to use unorthodox methods for spellcasting. These wizards know the power of language, and use it to the fullest extent to create unexpected results, from turning their simple projectiles into devastating bombs, making their magical creations unlike anything else, or throwing a curveball at the enemy in the form of a botched spell or a ludicrous spell from an ally if they’re sophisticated in their craft.

### Wordsmithing

At 2nd Level, you gain the ability to modify one letter of a spell you have prepared via adding a new one, replacing an already existing letter, or removing a letter from the spell. Each time a new feature is gained from this subclass, the limit of letters that can be changed increases by 1, to a limit of 4 letters. You can change mutliple letters in the same spell, a single letter in multiple spells, or any combination of these, as long as you don't exceed your limit. Upon finishing a long rest, you can change which letters you have altered this way however you choose, as long as you do not exceed your limit. The effects of new spells created via Wordsmithing are to be determined by the DM, or already prepared and agreed upon between player and DM beforehand. Note that this cannot be used to cast spells that already exist or spells outside your class, such as Wish or Bless.

### Combative Words

Starting at 2nd level, you are able to use the cantrip vicious mockery. You can cast it as normal, and it does not count towards you known cantrips.

Additionally, whenever you speak, you may project your voice three times as loud as normal, as though under the effects of thaumaturgy. This feature does not add an additional letter to Wordsmithing.

### Enchanting Edits

At 6th Level, you are capable of altering the effects of potions and/or enchanted items using your Wordsmithing. Doing so counts against your changed letter limit. The effects of the enchantment are determined by the DM, and cannot be used to replicate existing magic items.

### Friendly Correction

At 10th Level, you can modify a friendly creature or ally’s spell via Wordsmithing. Doing so counts against your changed letter limit. The effect must be agreed upon by the caster preparing it beforehand.

### Tip of the Tongue

At 14th Level, when a creature within that you can see and hear casts a spell with a verbal component, you can use your reaction to make a Intelligence check against the caster’s spell save DC. If successful, you can modify a single letter of the caster’s spell via Wordsmithing. This feature can be used a number of times equal to your Intelligence modifier, minimum 1, after which you must complete a long rest to use it again. The DM decides the effects of the spell, which may replicate an existing spell.