Wizard Arcane Traditions (5e)

## ANIMATION MAGIC

Practitioners of Animation Magic breathe life to nonliving objects. An Animation wizard is an avid crafter and are capable tinkerers of their own, able to repair small mechanical items. This wizard combines both mundane and magic tinkering to animate and combine otherwise ordinary objects.

### Object Awakening

*2nd-level Animation Magic feature*

You can animate mundane objects at will. As an action, you can choose a number of Small or Tiny objects that you can see that aren’t being worn or carried, within 60 feet of you, up to your proficiency bonus. Each object becomes a Small or Tiny Construct that obeys your commands and is friendly toward you and your allies. See this creature's game statistics in the animated object stat block, which uses your proficiency bonus (PB) in several places.

In combat, the animated object shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). If you are incapacitated, the animated object can take any action of its choice, not just Dodge.

The animated object is animate for 1 hour, until you use this feature again, until you die, or until you dismiss the effect early as a bonus action, after which it reverts back to a mundane object. If the creature reaches 0 hit points, it is destroyed.

Once you animate objects in this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st-level or higher to use it again.

### Budding Crafter

*2nd-level Animation Magic feature*

You take pride in your own craft. You gain proficiency in tinker’s tools, and you can use it as a spellcasting focus for your wizard spells.

Additionally, while holding your tinker's tools, you can cast the *mending* cantrip from it. When you cast the cantrip in this way, you can modify it so that the casting time is 1 action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Animated Object

*Small or Tiny Construct*

* Armor Class 11 (natural armour)
* Hit Points twice your wizard level
* Speed 30 ft.

* **Damage Immunities** poison, psychic
* **Condition Immunities** charmed, exhaustion, frightened, poisoned
* **Senses** darkvision 60ft., passive Perception 10
* **Languages** understands the languages you speak
* **Challenge** —      **Proficiency Bonus** equals your bonus

*Immutable Form.* The animated object is immune to any spell or effect that would alter its form.

### Actions

***Slam**.* *Melee Weapon Attack:* +2 plus PB, reach 5 ft., one target you can see. *Hit:* 1d4 + PB bludgeoning damage

### Spellbook Schematics

*6th-level Animation Magic feature*

Your spellbook contains detailed blueprints for your animated objects. When you use your Object Awakening feature while holding your spellbook, you can modify the animated objects in one of the following ways:

* You can command the animated objects to use an action to restore all of its hit points. It can only do so once.
* If an animated object is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
* You can command each animated object to take a different action, rather than issuing the same one.

Once you modify your animated objects in this way, you can’t do so again until you finish a long rest.

### Transformation Combination

*10th-level Animation Magic feature*

You're able to create more complex animations. Once during your turn, if there are at least four animated objects that are all within 5 feet of each other, you can combine them into one Construct (no action required). The combined creature is an animated object that uses the Construct Spirit stat block, and is immune to poison and psychic damage. You choose the type of form it takes: Clay, Metal, or Stone. The Construct Spirit acts as if it was cast at a spell slot level equal to the number of animated objects used to make it. It also inherits any modifications already possessed by the animated objects.

Once you use this feature, you can’t do so again until you finish a long rest.

### Synchronous Animation

*14th-level Animation Magic feature*

You seamlessly use your animated objects as extensions of yourself. When you cast a wizard spell of 5th-level or lower with a casting time of 1 action and a range of touch, you can have an animated object deliver the spell as long as you are within 60 feet of it. This uses the animated object’s reaction.

In addition, when you cast a spell of 5th-level or lower with a casting time of 1 action and a range of self, you can also choose to have the combined animted object be affected by the spell (if you have one). The spell uses your spell attack bonus and save DC, and the spell treats the creature as the caster for all other purposes.

## ARITHMANCER

### Mind for Figures

Beginning when you select this school at 2nd level,  whenever you make an  ability check related to performing equations or mental puzzles or to recall history surrounding them, you are considered proficient in the relevant skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Additionally, you may use an abacus as your arcane focus.

### Arcane Arithmatic

Beginning at 2nd level, you can utilize your arcane powers in a way which creates outcomes more than the sum of their parts. When you cast a spell using a first level spell slot or higher, you may expend an additional spell slot. If you do, you may resolve the spell at a level equal to the sum of both expended spell slots.

For example, if you cast Blindness Deafness with a 2nd level spell slot and expend an additional 1st level spell slot, you may cast it at the 3rd level.

### Correct for Miscalculation

Starting at 6th level, you can grant yourself a second shot when your expirements don't go as planned. When you cast a spell using at least one spell slot and at least half of the creatures targeted succeeds on their saving throw, you can chose to refund the spell slots expended.

Once you use this feature, you must finish a short or long rest before you can use it again

### Arcane Calculus

Beginning at 10th level, you can cast spells of 5th level or lower by expending any number of spell slots whose sum is greater than or equal to the spell's level plus one. A spell cast in this way is resolved at the level of the sum of the slots expended minus one, to a maximum of 8th level.

For example, you can cast Cone of Cold by expending both a 4th level spell slot and a 2nd level spell slot, two 3rd level spell slots, four 1st level spell slots and a 2nd level spell slot, or any other combination that equals six. If you choose to cast this spell by expending two 4th level spell slots, it is instead cast at the 7th level.

### Arcane Thesis

Starting at 14th level, your understanding of the basic formula of the universe has led you to your masterwork-the ability to better manipulate the weave itself. When you use your Arcane Recovery feature, you may regain an additional number of spell slots equal to your Intelligence modifier. Additionally, you may chose to regain spell slots of 8th level or lower.

## BLACK POWDER MAGE

(Original by Blackbando. Uses the variant firearm rules found here)

A dark substance that seems to captivate the entire world, exploding like dragon's breath when it comes in contact with even the tiniest of flames. This is known as gunpowder, one of the most powerful mundane substances in the entire world, able to fell the strongest of beasts and the weakest of commoners equally. Your specialization with magic aims to harness this strange power, combining the most powerful of arcane forces with the strongest gunpowders, to form deadly weapons.

### **Bonus Proficiencies**

Beginning when you select this school at 2nd level, you gain proficiency in non-heavy firearms and medium armor.

### **Magic Shot**

Additionally, at 2nd level, you can combine the pure essence of mana with your bullets to create devastating projectiles. When you hit a creature with a firearm attack, you can expend one spell slot to deal additional damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. When you deal this damage, you choose for it to either be acid, cold, fire, or lightning damage.

### **Extra Attack**

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

### **Arcane Aim**

Beginning at 10th level, you can make your aim be true through the force of magic. As a bonus action, you can expend a spell slot of 1st level or higher to give yourself a bonus to the next firearm attack roll you make. The bonus is equal to twice the spell level.

### **Mana Residue**

By 14th level, the mystical force through your firearms always remains, even as you lack spell slots. Whenever you hit a creature with a firearm, the creature takes an extra 1d8 acid, cold, fire, or lightning damage. If you also use your Magic Shot with an attack, you add this damage to the extra damage of your Magic Shot.

## CHOCALATIER

The Chocolatier is a whimsical wizard that masters different schools of magic all for the sake of creating delicious chocolate. The Chocolatier possesses different magic items that allow them to mass produce chocolate.

### Cooking Prodigy

*2nd-level Chocolatier Magic feature*

You are an academic in both the ways of magic and making chocolate. You gain proficiency in cook’s utensils, and your proficiency bonus is doubled for any checks made using this item.

### Cocoa Homunculus

*2nd-level Chocolatier Magic feature*

Your affinity with chocolate allows you to make a homunculus to help you make more chocolate. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Cocoa Homunculus stat block, which uses your proficiency bonus (PB) in several places.

You determine the homunculus’ appearance, though it is made entirely out of chocolate. Some chocolatiers prefer to have the servant adopt a creature-like appearance, while others make them look like baking equipment, like a sieve or mixing bowl.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

A creature of your choice can use an action to eat the homunculus. When it does, it regains a number of hit points equal to 1d6 + your wizard level, and the homunculus is reduced to 0 hit points and dies.

If the homunculus has died within the last hour, you can use your cook’s utensils as an action to create a new one, provided you expend a spell slot of 1st level or higher. The new homunculus appears within 5 feet of you after 1 minute.

At the end of a long rest, you can create a new homunculus if you have your cook’s utensils with you. If you already have a homunculus from this feature, the first one immediately perishes. The homunculus also perishes if you die.

### Addictive Chocolate

*6th-level Chocolatier Magic feature*

You are able to make sweets that have people begging for more. Once before the end of your next long rest, you can use cook’s utensils and spend 1 hour magically making a number of tiny chocolate up to half your proficiency bonus (rounded up). This chocolate lasts for 24 hours, after which it will turn bad and decay.

When a creature eats this chocolate, it must succeed on a Constitution saving throw against your spell save DC or be charmed by you for 1 hour. While charmed in this way, the creature immediately knows it was charmed by you. However, as long as it can see at least one piece of chocolate made by this feature, it will begrudgingly obey your commands in the hopes of receiving more chocolate. After 1 hour, you can use an action to give the same creature a piece of chocolate and extend the charmed duration. If the creature doesn't see any chocolate, it is no longer charmed by you and becomes hostile toward you. Offering a piece of chocolate while the creature is hostile in this way will not placate it.

This charmed condition ends early if the creature takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

### Tenser's Transparent Elevator

*10th-level Chocolatier Magic feature*

Your whimsical acts have resulted in you creating an equally whimsical magic contraption. As an action, you conjure a magical elevator centered on a point you can see within 60 feet of you. The elevator is an invisible 10-foot cube of shimmering force. An unwilling creature must succeed on a Dexterity saving throw against your spell save DC or be trapped inside the elevator.

The elevator has AC 10, 30 hit points, and immunity to all conditions. If it is forced to make a saving throw, treat all its ability scores as 10 (+0). On each of your subsequent turns, you must spend an action to maintain the elevator's existence. Also, as part of the same action, you can choose to open or close the elevator’s doors. While the doors are closed, objects or creatures can’t physically enter or exit the elevator. You can also move the elevator up to 30 feet on each of your turns (no action required).

Any creature inside the elevator is considered as being behind total cover if the doors are closed. A creature behind the elevator is considered behind half cover. Additionally, creatures of your choice inside the elevator can choose to make an attack or cast a spell targeting an area outside the elevator, even if the elevator’s doors are closed.

The elevator lasts for 1 minute (as if you were concentrating on a spell) or if you use your action to do anything else. It also disappears if it is more than 120 feet away from you, it is reduced to 0 hit points, or if it is hit with a *disintegrate* spell. Once you conjure the elevator, you can’t do so again until you finish a long rest.

### Mass Chocolate Production

*14th-level Chocolatier Magic feature*

You can create more chocolate helpers to aid you in your tasks. You gain the following benefits:

* Your homunculus gains a +2 bonus to AC
* If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
* You can now have two homunculi at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the homunculi are identical to each other or different. You can't create a third homunculi while you have two.

### Cocoa Homunculus

*Tiny Construct*

* Armor Class 13
* Hit Points 1 + your Intelligence modifier + your wizard level
* Speed 20 ft., fly 30 ft.

* Saving Throws Dex +2 plus PB
* Skills Perception +0 plus PB × 2, Stealth +2 plus PB
* Damage Immunities poison
* Condition Immunities exhaustion, poisoned
* Senses darkvision 60ft., passive Perception 10 + (PB × 2)
* Languages understands the languages you speak

*Telepathic Bond.* While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

### Actions

*Chocolate Blob.* *Ranged Weapon Attack:* your spell attack modifier to hit, range 30/90 ft., one target. *Hit:* 1d4 + PB bludgeoning damage, and the target's movement speed is reduced by 10 feet.

*Chocolate Strike.* *Melee Weapon Attack:* your spell attack modifier to hit, reach 5ft., one target. *Hit:* 1d4 + PB bludgeoning damage, and the next time the target hits with a weapon before the end of its next turn, it deals PB less damage.

## DIMENSION MAGIC

Wizards that practice Dimension Magic unlock abilities that allow themselves to easily teleport both within and between planes. Harnessing this magic, a Dimension wizard becomes one of the most nimble members of any adventuring party.

### Pocket Dimension

*2nd-level Dimension Magic feature*

Your magic has allowed you to make a temporary extradimensional space. Once, before the start of your next long rest, while holding your spellbook, you can perform a 1 hour ritual that creates this space. This space is empty and can store a Medium or smaller object that you are currently carrying (magic items can’t be stored in the space). When you conduct the ritual, you can designate a number of creatures up to your Intelligence modifier that can also access and store items in this space (minimum of one additional creature). Thereafter, while this space exists, a creature can use a bonus action to store or withdraw an object from the space. When you reach 10th level in this class, you can store two Medium or smaller objects.

This space lasts until you die, your spellbook is destroyed, or you create a new extradimensional space. Any object that is stored in the original extradimensional space when it is destroyed is shunted and reappears within 5 feet of you.

### Spatial Awareness

*2nd-level Dimension Magic feature*

You have a greater awareness of what’s around you. You gain a bonus to Wisdom (Perception) checks equal to your Intelligence modifier.

### Warping Step

*6th-level Dimension Magic feature*

You can bend space to move out of danger. When a creature you can see makes an attack roll against you, you can use your reaction to teleport to an unoccupied space you can see within 30 feet of you. If this causes you to be beyond the range of the attacker, the attacker must choose a new target it can see or the attack or spell is wasted. If the creature can still attack you, it does so with disadvantage.

Once you use this reaction, you can't do so again until you finish a short or long rest.

### Planar Safety

*10th-level Dimension Magic feature*

You’re able to retreat to your extradimensional space. When you use your Pocket Dimension feature, you can teleport into the space so long as it is empty, bringing along any objects that are being worn or carried. Any magic items that enter this space have their magical properties suppressed while inside.

Immediately after you enter this space, you can use an action to cast two spells of 4th-level or lower with a range of self or touch and a casting time of 1 action, targeting only yourself. At the start of your next turn, you and any objects being worn or carried exit the extradimensional space. You can choose to reappear at the space where you entered or within 5 feet of a creature that can also access the extradimensional space.

Once you use this feature, you can't do so again until you finish a long rest.

### Rapid Jaunt

*14th-level Dimension Magic feature*

As an action, you can make yourself effortlessly pass through the space within planes for 1 minute (as if you were concentrating on a spell). When you use your movement speed to move, you can choose to teleport instead of physically moving.

Whenever you teleport while this feature is active, each creature of your choice within 10 feet of the space you left must make a Constitution saving throw against your spell save DC. On a failed save, it taks 3d10 force damage. On a successful save, it takes half damage. A creature can take this damage only once per turn.

Once you use this feature, you can't do so again until you finish a long rest.

## MECHAMANCER

Mechamancers depart from the traditional realm of the scholarly book-smart mages, in favor of an hands-on mechanical approach to their magic. Experts in tinker's tools and engineering, practitioners of the School of Mechamancy use their magic to imbue mundane parts with animation, creating totally obedient constructs that can be repaired and disassembled. With these constructs under their control, Mechamancers can reside some distance away from the dangers of adventuring, while their creations handle the mess.

### Engineering Savant

Beginning at 2nd level, you can create constructs that you can command. You gain proficiency in Tinker's Tools. You also have a total number of Construct points equal to your proficiency modifier. Creating a construct requires using your Tinker's tools and a supply of mundane parts (kept with your tools) to build the mechanical body of the construct, investing the required number of construct points in it, and expending a spell slot to transform it from mundane parts into an obedient construct. Once you have expended a spell slot to make a construct, you may not regain that slot until the construct is disassembled or destroyed. You can fully repair all your constructs to full hit points using your Tinker Tools during a short rest.

Your constructs act on your turn, though they don't take actions unless you command them to. You may expend your move or action to mentally command one or all of your constructs to move or act in a way in which they are capable. You may expend your reaction to allow one of your constructs to make a reaction if is capable.

The connection to your constructs is taxing, and you may not magically summon nor command any creatures while any of your constructs are active.

### Mechanical Spiders

Beginning at 2nd level, you can create mechanical spiders, requiring expending a spell slot. You can create any number of mechanical spiders in a short rest. Each mechanical spider requires 1 Construct Point.

When you cast a spell with a range of touch, any one of your spiders can deliver the spell as if it had cast the spell. Your spider must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll.

Mechanical Spiders are spindly and frail, and never sustain more than one hit before requiring repair.

#### Mechanical Spider

*Small Construct, unaligned*

* Armor Class 10
* Hit Points 1
* Speed 20 ft., climb 20 ft.

* **Damage Immunities** poison, psychic
* **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
* **Senses** blindsight 60ft. (blind beyond this radius), passive Perception 7
* **Languages** --

**Spider Climb.** The mechanical spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Actions**

**Carry.** The spider can pick up and carry or drop a single object weighing no more than 5 pounds.

### Automatons

At 6th level, you can create weaponized automatons, requiring 1 hour of work and expending a spell slot. When you expend a spell slot of 2nd level or higher to create your automaton, its maximum hit points increase by 10, its armor class increases by 1, and it gains a +2 bonus to damage on its attacks, for each slot level above 1st. You must supply a simple, mundane, light weapon or a light crossbow to construct this construct. Each automaton requires 2 Construct Points.

Automatons are short and walk on two stubby legs. They do not have arms capable of manipulating objects, and have instead a single weapon which takes up the bulk of their form.

#### Automoton

*Small Construct, unaligned*

* Armor Class 12
* Hit Points 12
* Speed 20 ft.

* **Damage Immunities** poison, psychic
* **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
* **Senses** blindsight 60ft. (blind beyond this radius), passive Perception 7
* **Languages** --

**Actions**

**Weapon attack**. *Melee Weapon Attack*:  its creator's spell attack bonus to hit, reach 5 ft., one creature. Hit: damage dice and type as appropriate to the weapon with which the automaton was built + 2.

### Construct Empathy

Beginning at 10th level, your connection to machines is second-nature. You gain advantage on Intelligence checks relating to understanding machines.

### Clockwork Knight

At 14th level, you may create a humanoid clockwork knight, which can walk and wield weapons as humans do, requiring 6 hours of work and expending a spell slot. When you expend a spell slot of 2nd level or higher to create your clockwork knight, its maximum hit points increase by 10, its armor class increases by 1, and it gains a +2 bonus to damage on its attacks, for each slot level above 1st. Each clockwork knight requires 4 Construct Points.

Clockwork knights are tall and powerful masterpieces of machinery, capable of taking damage and crushing your foes.

#### Clockwork Knight

*Medium Construct, unaligned*

* Armor Class 12
* Hit Points 20
* Speed 30 ft.

* **Damage Immunities** necrotic, poison
* **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
* **Senses** blindsight 60ft. (blind beyond this radius), passive Perception 14
* **Languages** --

**Spell Immunity.** The clockwork knight is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.

**Actions**

**Multiattack.** The clockwork knight makes two longsword attacks.

**Longsword.** *Melee Weapon Attack*: Its creator's spell attack bonus to hit, reach 5 ft., one target. Hit: 16 (2d10 + 4) slashing damage.

**Thunderwave.** The clockwork knight can cast *thunderwave* as a 4th level using its creator's spell save DC.

## POTION MASTER

The Potion Master specializes in making various magical concoctions infused with their spells. This arcane tradition requires a wizard to be adept both at spellcasting and alchemy.

#### Alchemical Savant

*2nd-level Potion Master feature*

You have an innate understanding of alchemical concepts. The gold and time you must spend to create a potion is halved.

You also gain proficiency in alchemist’s supplies and the herbalism kit.

### Potion Craft

*2nd-level Potion Master feature*

You’ve mastered basic alchemical formulas. When you finish a long rest, you can use alchemist’s supplies or a herbalism kit, touching an empty flask to create a potion of healing. You can create a number of these potions up to your proficiency bonus. A potion made in this way loses its potency at the end of your next long rest. When you reach 10th level in this class, you can expend two uses of this feature to create a potion of greater healing.

### Formulaic Notes

*6th-level Potion Master feature*

You take meticulous notes on the processes of creating potions. You can write down the steps needed to make a potion you have seen and ingested before into your spellbook. Copying down the steps required to make a potion requires

2 × the normal amount of gold and time for its respective rarity. Once you have written down the steps, creating that potion takes up a quarter of the gold and time required, rather than half.

In addition, when you craft a potion that emulates the effects of a spell (such as a potion of mind reading), you can have it use your spell save DC.

### Magical Infusions

*10th-level Potion Master feature*

You’re able to infuse the potions you make with your own magic. You can cast a wizard spell of 4th-level or lower that has a range of self into a potion of healing you have made with your Potion Craft feature. When you do, a creature that drinks the potion also activates the spell. The spell uses your spell attack bonus and save DC, and the spell treats the creature who drank the potion as the caster for all other purposes.

### Alchemical Mastery

*14th-level Potion Master feature*

Your experimentation with all sorts of potions have made you resistant to its detrimental effects. You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.

In addition, when a creature drinks a potion of healing that you created, it can treat a 1 rolled when regaining hit points as a 2.

**Creating Potions and Magic Items**

You can find rules on crafting magic items on page 128 of *Xanathar's Guide to Everything.* Consumables like potions and scrolls take half the gold and time required to craft compared to normal magic items. Therefore, when you use the Alchemical Savant feature, the gold and time spent is halved again. Notably, however, potions of healing follow different crafting gold and time costs. The table for creating a potion of healing can be found on page 130 of *Xanathar's Guide to Everything.* So when making potions of healing, or inscribing steps for it into your spellbook using Formulaic Notes, the gold and time cost is taken from this table instead.

## SCHOOL OF DREAD

Wizards that practice Dread Magic devote themselves to understanding one of the most primal emotions humanoids possess: fear. Through the study of fear, wizards of this tradition are able to lace their spells with insidious energy to unsettle their adversaries. A battle is first decided by a war of the minds. Assaulting the mind with fear strong enough to immobilize the body will have one already win the battle.

### Accursed Amulet

*2nd-level Dread Magic feature*

Your studies into the inner workings of fear have led you to produce a magical amulet. While you’re wearing this amulet, you gain the following benefits:

* When a creature you can see hits you with an attack, you can use a reaction to make it succeed on a Wisdom saving throw against your spell save DC or have it be frightened of you until the start of your next turn.
* When you cast a spell that has the target make a saving throw against being frightened, you can have the target roll with disadvantage. Once you use this benefit, you can't do so again until you finish a short or long rest.

If you lose the amulet, you can expend a spell slot of 1st level or higher and perform a 1-hour ritual to conjure a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The amulet turns to ash when you die.

### Frightful Casting

*2nd-level Dread Magic feature*

You’ve imbued your spells with the essence of primal fear. Once on your turn, when you make a spell attack roll using a wizard spell and hit, you can force the target to make a Wisdom saving throw against your spell save DC or have it be frightened of you until the end of its next turn. If the spell targets multiple creatures, you choose one creature to make the saving throw on a hit.

### Dreadful Disposition

*6th-level Dread Magic feature*

Your magic is laced with unsettling energy, making it easier to bend others to your will. A creature that is frightened by you can't attack or target you with harmful abilities or magical effects. You can also use a bonus action to make a creature frightened by you or your spells use its reaction to make one weapon attack against a target of your choice. The creature does not have disadvantage on its attack roll when attacking in this way.

In addition, while you are wearing your Accursed Amulet, you are immune to being frightened.

### Fear Made Real

*10th-level Dread Magic feature*

You are able to bring nightmarish illusions to life. You add the *phantasmal killer* spell to your spellbook if it is not there already. You always have this spell prepared, and it doesn't count against the number of spells you can prepare each day.

When a target is frightened by this spell, you can use a bonus action to physically manifest its fears, appearing within 30 feet of it within the range of the spell. The target is frightened of the manifestation and will rationalize any illogical outcomes from interacting with it. You can conjure this manifestation once per casting of the spell.

The manifestation uses the Fear form of the Shadow Spirit's stat block from the *summon shadowspawn* spell at a 4th-level, with the following changes:

* It has 1 hit point and immunity to all damage and conditions that aren't dealt by the target.
* It does not have its Dreadful Scream action.
* Its attacks deal psychic damage.
* It can move through creatures and objects as if they were difficult terrain, but will disappear if it ends its turn inside a creature or an object (this does not end the spell).

At the end of each of your turns, you can command the manifestation to move and make one weapon attack against the target, regardless of its distance to the manifestation.

The manifestation disappears if it is reduced to 0 hit points, is more than 120 feet away from you, or if the spell ends.

### All-Consuming Fear

*14th-level Dread Magic feature*

Your magic is so heavily laced with fearful energy that enemies instinctively cower. When a creature fails its saving throw against being frightened by a spell or effect from you, you can also have it be prone or restrained (your choice). If the spell targets multiple creatures, you choose one creature to affect with the extra condition. When it is no longer frightened, it is also no longer affected by the extra condition.

## SCHOOL OF EXORCISM

(Original by Blackbando)

Your focus on the study of magic is a kind relating to both those who have died, and the other beings that live in the Nine Hells, the underworld, and the Abyss. Exorcists both are able to remove these beings from the material plane, and are able to manipulate their might for their own power.

### **Exorcism**

Beginning when you select this school at 2nd level, you gain the ability to exorcise creatures. As an action, you can expend a spell slot to either attempt to exorcise a possessed creature or banish an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of yourself. If the creature's Challenge Rating is equal to or lower than 2 times the slot level, and they are possessing a creature, they are exorcised. If the creature's Challenge Rating is equal to or lower than the slot level, they are banished back to their home plane for 1 minute. If the slot level used is 6th level or higher, they are banished permanently, and will have to return some other way.

### **Demonology**

Additionally at 2nd level, you also gain the ability to conjure up creatures of the outer planes to use abilities for yourself. You gain one Summon, and gain an additional one each time you level up in the wizard class. Each of these summons must be of a level for which you have spell slots. You add these to your spellbook as you would normal wizard spells, however they cannot be copied by other wizards into their own spellbooks. As an action, you can expend a spell slot of the summon's level or higher to cast a summon, choosing a point within 30 feet of yourself for the summoned creature to appear in. The creature casts the spell of your choice at the slot level you summoned it at, however you are treated as the caster for every purpose aside from range. The creature disappears at the end of your turn.

### **Blood Pact**

Beginning at 6th level, you gain the ability to use your blood for your Summons. When you cast a summon, you may choose to expend hit die or take irreducible necrotic damage, to substitute slot levels. Every 2 hit die is equal to 1 slot level, and every 2d10 necrotic damage is equal to 1 slot level. You may use these in any combination. For example, for a 3rd-level summon, you may expend 1 spell slot, 2 hit die, and 2d10 hit points, or you might expend 6d10 hit points, or even 6 hit die.

### **Consume Quintessence**

Starting at 10th level, you are able to absorb the life of those who die near you. Whenever a creature with a Challenge Rating equal to or greater than half your wizard level dies within 15 feet of yourself, you restore hit dice equal to the creature's Constitution modifier (min 1).

### **Conjure Otherworldly Being**

At 14th level, you gain the ability to conjure up some creatures you would otherwise banish. As an action, you can expend a spell slot of 5th-level or higher, to cast *conjure elemental*, however there are the following changes.

* Instead of just elementals, you may also conjure up celestials, fey, and fiends.
* When you fail to keep concentration on the spell, you may expend hit dice equal to the slot level used to cast it, to continue concentrating.

### **SUMMONS**

**1st-Level**

* **Mud Mephit:** Casts *tasha's hideous laughter*.
* **Pixie:** Casts *sleep*.
* **Steam Mephit:** Casts *burning hands*.
* **Gazer:** Casts *ice knife*.
* **Ice Mephit:** Casts *fog cloud.*
* **Dryad:** Casts *entangle.*
* **Satyr:** Casts *charm person.*
* **Imp:** Casts *ray of sickness*.
* **Zombie:** Casts *nosferatu.*
* **Dretch:** Casts *earth tremor*.

**2nd-Level**

* **Azer:** Casts *heat metal*.
* **Gargoyle:** Casts *gust of wind*.
* **Nothic:** Casts *ray of enfeeblement.*
* **Pegasus:** Casts *shatter*.
* **Will-O-Wisp:** Casts *scorching ray*.
* **Spined Devil:** Casts *spike growth*.
* **Darkling Elder:** Casts *flux.*

**3rd-Level**

* **Hellhound:** Casts *fireball.*
* **Grell:** Casts *fear.*
* **Mummy:** Casts *wall of sand.*
* **Wight:** Casts *vampiric touch*.
* **Water Weird:** Casts *tidal wave.*
* **Nightmare:** Casts *melf's minute meteors.*

**4th-Level**

* **Banshee:** Casts *blight.*
* **Bone Naga:** Casts *black tentacles.*
* **Couatl:** Casts *death ward.*
* **Flameskull:** Casts *wall of fire.*
* **Shadow Demon:** Casts *gespenst.*
* **Neogi Master:** Casts *dominate beast*.
* **Succubus:** Casts *compulsion.*

**5th-Level**

* **Air Elemental:** Casts *control winds.*
* **Cambion:** Casts *cone of cold.*
* **Earth Elemental:** Casts *wall of stone.*
* **Fire Elemental:** Casts *immolation.*
* **Mindwitness:** Casts *hold monster.*
* **Salamander:** Casts *flame strike.*
* **Unicorn:** Casts *mass cure wounds.*
* **Water Elemental:** Casts *maelstrom.*

**6th-Level**

* **Annis Hag:** Casts *create undead.*
* **Bodak:** Casts *disintegrate.*
* **Galeb Duhr:** Casts *move earth.*
* **Invisible Stalker:** Casts *chain lightning.*
* **Vrock:** Casts *harm.*

## SCHOOL OF FEY MAGIC

Practitioners of Fey Magic are only open to a select few, limited not by its spread of knowledge but rather by bloodline. As this type of magic is drawn from the essence of the Feywild, only Fey and creatures descended from them are able to practice such magic. Characteristic of these playful creatures and the realm they come from, Fey Magic specialises in using misdirection and illusion to deter others from a place or person.

#### Restriction: Fey or Fey Ancestry Only

Only races that possess the Creature Type of Fey or that have the Fey Ancestry trait can choose this subclass, as Fey Magic draws directly from the Feywild. Your DM can lift this restriction to better suit your campaign.

### Fey Childer

*2nd-level Fey Magic feature*

You have further studied your unique fey heritage, gaining the following benefits.

* You can speak, read, and write Sylvan. Also, if another creature attempts to read your spellbook, it will be unable to understand or transcribe the spellbook unless it knows Sylvan or you choose to reveal its contents.
* Whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
* You can use a bonus action to magically teleport up to 30 feet to an unoccupied space you can see. Once you use this bonus action, you can’t use it again until you finish a long rest.

### Fey Captivation

*2nd-level Fey Magic feature*

Your magic is able to beguile even the most hardened of creatures. As a bonus action, you can choose one creature you can see within 60 feet of you. If it can see you, it must make a Wisdom saving throw against your spell save DC. Unless the saving throw is a success, it has disadvantage on all saving throws against spells and effects that cause it to be charmed for 1 minute. The creature also loses any immunity it has against being charmed. This effect ends early on a creature if it succeeds on a saving throw against being charmed.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a spell slot of any level to use it again.

### Shimmering Shelter

*6th-level Fey Magic feature*

You can use the temporal oddities of the Feywild to quickly recover your allies. At the start of a short or long rest, you can spend 1 minute touching your spellbook and reciting a Sylvan incantation. At the end of the duration, you project an otherworldly field in a 30-foot radius sphere centred on your spellbook.

Any creature outside the sphere that looks into the sphere doesn’t perceive anything inside it, but the sphere does not hide visual effects that travel beyond the sphere’s area. For example, a creature that looks into a camp set up inside the sphere only sees an empty field. However, if the camp has a campfire, the creature can see smoke coming out from atop the sphere’s area. The sphere also blocks any sounds inside it from coming out, but a creature within 5 feet of the sphere can hear muted muffling.

A short rest taken within the sphere takes only 10 minutes; a long rest taken within the sphere takes only 4 hours. At the end of the rest’s duration, the sphere vanishes. The sphere also vanishes if your spellbook is moved or destroyed, or if you leave the sphere.

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

### Mirthful Step

*10th-level Fey Magic feature*

Your very presence pulls in magic from the Feywild. You can use your Fey Childer feature to teleport twice between long rests. When you teleport using Fey Childer, you can choose one of the following effects to occur:

***Captivate.*** Immediately before or after you teleport, you can also use your Fey Captivation as part of the same bonus action. If you choose a creature within 5 feet of you, it automatically fails its saving throw.

***Cherish.*** Immediately after you teleport, each creature of your choice that you can see within 5 feet of you regains a number of hit points equal to half your wizard level.

***Vanish.*** You can use your reaction to teleport using this feature when you are damaged by an attack or harmful spell. You also turn invisible until the start of your next turn.

### Wandering Wilds

*14th-level Fey Magic feature*

You draw upon the disorienting nature of the Feywild to protect you and your allies. As an action, each creature in a 20-foot radius centred on a point that you can see within 60 feet of you must make an Charisma saving throw. On a failed save, the creature is charmed by you. While charmed in this way, the creature no longer perceives its immediate surroundings and instead perceives a lush and brightly lit vibrant forest or a darkened underbrush dotted by glowing flora (your choice). It seems completely real to the creature, including sounds, smells, and temperature appropriate to the surroundings depicted.

A creature that perceives these surroundings must spend 4 feet of movement for every 1 foot it moves. While a creature is perceiving this world, you can use an action (which can be part of the same action you take to use this feature) to alter its perception of any number of creatures that you can see. For example, you can choose to alter the appearance of the target’s allies so they look like monsters or some other enemy. You can also make it so that the target is unable to see you or your allies.

A creature affected in this way can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on a success. This effect also ends after 1 minute (as if you were concentrating on a spell).

Once you use this feature, you can’t use it again until you finish a long rest. If you are in the Feywild, you don’t take up a use of this feature and it can be used even if a use of it is already taken.

## SCHOOL OF FISSION

The knowledge of Fission is an incredibly new, unexplored and poorly understood mechanism in the world of arcana. Little is known about its reactions with magic, other than that it is a powerful and dangerous source of energy. As such, only the most innovative or foolhardy of wizards choose to study this path of magic.

### Fissile Element

*2nd-level Fission Magic feature*

Through the study of this tradition, you are able to cast stronger spells using less energy. When you cast a spell of 1st through 5th-level, you can choose to cast it as if using a spell slot that is one level higher. You can also cast a 1st-level spell at its lowest level without expending any spell slots.

Once you cast in this way, you can't do so again until you finish a long rest.

### Binding Energy

*6th-level Fission Magic feature*

You’ve learned to harness the power of fission to replenish your own magic. You can use your Arcane Recovery up to twice per day.

### Chain Reaction

*10th-level Fission Magic feature*

You can facilitate a deadly chain reaction with your spells. When you cast a spell with an area effect and that requires a saving throw, you can begin the chain reaction, choosing one creature that you can see inside the spell’s area to roll with disadvantage. If it fails the saving throw, you can choose a second creature that you can see within the spell’s range to roll with disadvantage. On a successful save, the chain ends.

If the chain continues after the second creature, you take 2d12 necrotic damage for each creature that makes the saving throw with disadvantage, as your atoms begin to decay. This damage can’t be reduced in any way.

The chain can affect a number of creatures up to your Intelligence modifier (minimum of one creature). Once you use this feature, you can't do so again until you finish a long rest.

### Unstable Decay

*14th-level Fission Magic feature*

Your experiments with applying fission in your magic has uniquely changed your material makeup. When you are brought down to 0 hit points, you can unleash a devastating blast centered on yourself. You are immune to the blast and become stable, unless you were killed outright.

Each creature in a 30-foot radius sphere must make a Constitution saving throw against your spell save DC. A creature that is within 5 feet of you automatically fails its saving throw. On a failed save, a creature takes 7d6 fire damage and 7d6 thunder damage, and is blinded for 1 minute. On a successful save, a creature takes half damage and isn't blinded. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.

If a creature is brought down to 0 hit points by the blast, the creature and everything it is wearing and carrying, except magic items, are reduced to ash. A creature reduced to ash can be restored to life only by a *true resurrection* or *wish* spell.

Once you use this feature, you can’t do so again until you finish a long rest.

## SCHOOL OF PSIONICS

Wizards of the Psionics arcane tradition unlock the power of the mind in order to better cast and empower their spells. Wizards of this tradition develop psychic abilities that allow them to amplify the power of their spells and even attack a creature's mind directly.

### Psionic Focus

*2nd-level Psionics feature*

Your study in the magic of psionics have resulted in you developing a special focus for your spells, known as a psionic focus. While you are holding your psionic focus, when you roll psychic or force damage for any of your wizard spells, you can reroll any 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 focusing your mind for 1 hour during a short or long rest, at the end of which the focus appears in your hand.

### Mind Adept

*2nd-level Psionics feature*

As part of your study into this area of magic, you have mastered the rudimentary functions of the psychic mind. You can do the following:

***Minor Telekinesis.*** You learn the *mage hand* cantrip if you haven't already. This cantrip doesn't count against the number of cantrips you know. You can cast the spell without verbal or somatic components, and you can make the hand invisible. You can also use the hand to move one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw against your spell save DC or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

***Minor Telepathy.*** You can speak telepathically to any creature you can see within 60 feet of you. The creature understands you only if it knows the language you speak in. Your communication doesn't give the creature the ability to respond to you telepathically. In addition, you learn the *detect thoughts* spell and can cast it even if you don’t have it prepared, requiring no spell slots or components. You must finish a long rest before you can cast in this way again.

### Mental Static

*6th-level Psionics feature*

Your psychic abilities can interfere with the minds of others. Whenever you cast a spell that requires the target to make a saving throw using Intelligence or Wisdom, you can roll a d4 and have the target subtract the number rolled from its total. If the spell affects multiple creatures, you can expend an extra use of this feature for each additional creature. You can also use this feature if a creature you can see makes a contested ability check using Intelligence or Wisdom.

You can use 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.

### Psionic Casting

*10th-level Psionics feature*

You have gained the ability to cast spells with your mind. You can choose to cast a wizard spell from your spell list, even if it isn't prepared, without verbal or somatic components. It also requires no material components, unless they are consumed by the spell.

Once you use this feature, you can't do so again until you finish a long rest

### Psychic Backlash

*14th-level Psionics feature*

You can make creatures experience mental whiplash in response to being targeted by your spells. When you use your Mental Static feature and the creature still succeeds its saving throw, you can use your reaction to deal psychic damage to it. The damage equals your wizard level. If the spell targets multiple creatures, you can only choose one of them to be affected.

## SCHOOL OF SURVEILLANCE

Wizards that study Surveillance magic are adept at keeping track of the locations of different creatures and objects, and being able to observe them from a distance. Those that follow this arcane tradition constantly find themselves in demand from royalty and the wealthy for their abilities to keep important possessions and people safe from those with ill intentions.

### Book of Secrets

*2nd-level Surveillance Magic feature*

You practice your magic using a special spellbook called the Book of Secrets. Once before the end of your next long rest, you can spend 1 hour converting your current spellbook into the Book of Secrets. While you are holding your Book of Secrets, you gain the following benefits:

* As an action, you can write down the name of a willing creature in your Book of Secrets. While the creature’s name is inscribed in the book, you can use an action to see through its senses for up to 1 minute. While perceiving through the creature’s senses, you gain the benefits of any special senses it has, though you are blinded and deafened to your own surroundings. You can stop observing through the creature’s senses as a bonus action.
* You can spend 1 minute sketching a stationary object into your Book of Secrets. You must be within 30 feet of the object and be able to see it for the entirety of the duration for your sketch to be accurate. Afterwards, while the sketch is in your spellbook, it magically alerts you if the object is moved more than 5 feet from its original position. This doesn’t tell you the location of the object, nor does it tell you who has moved it. The sketch then disappears from your spellbook.

Your Book of Secrets can contain a combination of both names and sketches equal to your proficiency bonus. If you are at your maximum, you must use an action to erase a name or sketch before you can inscribe a new one.

If you already have a Book of Secrets and use a different spellbook to create a new one, the first one loses all its inscriptions. It also loses all of its inscriptions if you die.

### Proximity Alarm

*6th-level Surveillance Magic feature*

Your Book of Secrets is able to alert you of danger. While the spellbook is on your person, you and any listed names in the book have advantage on initiative rolls, can’t be surprised, and can magically awaken from nonmagical sleep when combat begins.

While you are holding your Book of Secrets, you know the *alarm* spell. The spell is always prepared and it doesn’t count toward the number of spells you can prepare each day. Whenever you start casting the spell, you can modify it so that the spell’s duration becomes 24 hours. Once you cast in this way, you can't do so again until you finish a long rest.

### Secure Channel

*10th-level Surveillance Magic feature*

You can use your Book of Secrets to communicate with others secretly. You can cast the *sending* spell, targeting a creature whose name is in your Book of Secrets, without using a spell slot or material components. To do so, you must write the message in your spellbook. The target hears the message in their mind, and if the target replies, its message appears in your spellbook, rather than in your mind, and only you can see it. The writing disappears after 1 minute.

You can use this feature on each name in your spellbook once, and you must finish a short or long rest before you can use it on the same name again.

### Location Tagging

*14th-level Surveillance Magic feature*

Your Book of Secrets can now more effectively observe targets inscribed in it. You add the *locate object* and *locate creature* spells to your spellbook, if they’re not there already. You can use each of these spells in the following ways, which you can do only once before the end of your next long rest, as shown below. When you cast a spell using this feature, you don’t expend a spell slot or material components, and you ignore the distance limitation of the spell.

* When your spellbook alerts you to an object being moved, you can choose to cast *locate object* up to 1 hour after the object was moved. When you cast the spell, you can also choose to see and hear from the object as if you were located where it is, experiencing these senses through your spellbook’s pages (only you can observe the pages in this way).
* You can cast *locate creature*, targeting a creature written in your spellbook. When you do, you can also telepathically communicate with it as long as you share a language with it.

In addition, while you are holding your Book of Secrets, you are always under the effect of the *nondetection* spell.

## SUMMONER

The Summoner is a wizard that specialises in manifesting creatures to aid its allies in battle. Wizards that study this archetype can conjure powerful creatures and also possess their own cherished familiar, whose shared bond strengthens each other's abilities.

### Instant Companion

*2nd-level Summoner feature*

You are an expert in conjuring creatures out of thin air. You add the find *familiar spell* to your spellbook, if it is not there already. You always have the spell prepared and it doesn’t count against the number of wizard spells you prepare. When you cast the spell, you can modify it so the casting time becomes 1 action. Additionally, whenever you cast the spell, your familiar gains a bonus to its hit point maximum equal to your wizard level.

### Summoner's Bond

*2nd-level Summoner feature*

You create an instant bond with any creature you summon. You can communicate telepathically with a creature you summon so long as you are on the same plane of existence.

In addition, you can use an action to perceive through a summoned creature’s senses, seeing through its eyes and hearing what it hears, regardless of distance. While perceiving through the creature’s senses, you are blinded and deafened to your own surroundings. This effect lasts for 1 hour (as if you’re concentrating on a spell) and ends early if you are on a different plane of existence to the creature or if you return to your senses early as an action. You must finish a long rest before you can use this ability again.

### Soul Summoner

*6th-level Summoner feature*

You’re able to capture a creature’s essence to use in your summon. When you reduce a hostile creature’s hit points to 0, you can use your reaction to capture its spirit, provided you can capture its Creature Type. When you reach certain levels in this class, you can capture other Creature Types, as shown in the Creature Summoning table. You can hold up to two spirits at a time. If you capture a third spirit while already holding two, the oldest one immediately vanishes.

While you hold a spirit, you can use an action to summon it, manifesting it in an unoccupied space you can see within 90 feet of you. The creature is an ally to you and your companions. The creature's stat block is determined in the Creature Summoning table, and its form is determined by the DM. The creature acts as if it was summoned using a spell slot level equal to your proficiency bonus.

In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys any commands you give it (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

The creature disappears when it drops to 0 hit points, after 1 minute, or if you summon another creature using this feature. It also disappears if you fall unconscious. You can dismiss the creature early as a bonus action.

##### Creature Summoning

 10th
 14th

### Protection of the Familiar

*10th-level Summoner feature*

Your familiar is a stalwart presence. While your familiar is within 5 feet of you or another creature that you have summoned, that creature gains the following benefits:

* If the creature is damaged by an attack or spell, you can use your reaction to have your familiar take all the damage of the attack.
* When the creature makes an ability check, you can use your reaction to treat a roll of a 9 or lower as a 10. If the summoned creature makes the ability check, it also uses its reaction.
* You can use an action to reduce your familiar’s hit points to 0. When you do, the creature regains a number of hit points equal to twice your wizard level.

You can use each of these abilities once, and you can’t do so again until you finish a long rest.

### Potent Summoning

*14th-level Summoner feature*

When you summon a creature using a spell or other ability, it acts as if it is summoned as one level higher than normal (up to a maximum of 9th-level).

## RUNIC MAGIC

Runic is an ancient magic derived from the old Norse gods and is now rarely used in practice in favour of more modern spellbooks. Many of its meanings and symbols have been lost to time. However, a growing contingent of wizards have begun research into these symbols again, and those who choose to practice this tradition are constantly discovering new ways to integrate runes into modern spellcasting.

### Runic Spellbook

*2nd-level Runic Magic feature*

Your study into the magical application of runes has made you fluent in its language. Runic is an esoteric language that uses a heavily modified Dwarvish script. When you add spells to your spellbook, they can be written and verbalised in Runic. When you do so, you can use your spellbook as a spellcasting focus for your wizard spells.

### Runic Enhancement

*2nd-level Runic Magic feature*

You can use the runes embedded in your spells to enhance them. You learn two such symbols now, and gain another one at 9th and 15th level. Each time you gain a level in this class, you can replace one rune you know with a different one from this feature. You must be casting from your Runic Spellbook in order to use this feature, and a creature can only be affected by one rune at a time. Each effect lasts until the end of your next long rest, unless otherwise stated.

**Alrune.** After you cast a spell that forces a target to make a saving throw against being charmed, you can choose a number of creatures within 60 feet of you equal to half your Intelligence modifier (minimum of one creature). Those creatures have advantage on its next saving throw against being charmed.

**Biargrune.** After you cast a spell that forces a target to make a Constitution saving throw, you can choose a number of creatures within 60 feet of you equal to half your Intelligence modifier (minimum of one creature). Those creatures gains temporary hit points equal to half your wizard level.

**Brimrune.** After you cast a spell, you can choose a creature within 60 feet of you. That creature can’t be knocked prone and its movement doesn’t trigger opportunity attacks until the start of your next turn.

**Hugrune.** After you cast a spell that forces a target to make a Wisdom saving throw, you can choose a creature within 60 feet of you. That creature has advantage on its next ability check that uses Wisdom.

**Limrune.** After you cast a spell that deals damage, you can choose a creature within 60 feet of you. That creature recovers a number of hit points equal to your wizard level.

**Malrune.** After you cast a spell that forces a target to make a Charisma saving throw, you can choose a creature within 60 feet of you. That creature has advantage on its next ability check that uses Charisma.

**Tyrune.** After you make a spell attack roll, you can choose to give one creature within 60 feet of you advantage on its next weapon attack. If it hits, it can add bonus damage equal to your Intelligence modifier.

You can use this feature a number of times equal to half your Intelligence modifier (rounded up), and regain expended uses at the end of a long rest.

### Symbol Cast

*6th-level Runic Magic feature*

You can create physical manifestations of your runes to cast your spells. When you cast a spell from your Runic Spellbook, you can choose to cast it without either a verbal or somatic component (your choice). When you do, runic symbols appear to encircle you as you cast the spell. You can then choose to use a Runic Enhancement you know, even if the spell cast doesn’t correspond to the spell required for its activation. This doesn’t take up a use of the feature.

Once you cast in this way, you can’t do so again until the end of a short or long rest.

### Divine Omen

*10th-level Runic Magic feature*

You are able to use your runes to alter future outcomes. At the end of a long rest, you gain two foretelling dice, which are d6. When a creature you can see rolls a d20 to determine an attack roll, ability check, or saving throw, you can use your reaction and roll a foretelling die, choosing to add or subtract the rolled number from the d20. You can do so after seeing the roll but before the DM says whether the roll succeeds or fails. When you finish a long rest, you lose any unused foretelling dice.

### Rune Master

*14th-level Runic Magic feature*

You have mastered interweaving Runic into your spells. Creatures can now be affected by up to two of your Runic Enhancements, and you can also use your Symbol Cast twice before the end of a short or long rest. You also gain an extra d6 to roll when using your Divine Omen.