Wizard Arcane Traditions
Wizard Arcane Traditions
Wizard Arcane Traditions
Extra Attack
Starting at 6th level, you can attack twice, instead of
Bladesinger
once, whenever you take the Attack action on your
Restriction: Elves Only
turn.
Song of Defense
Beginning at 10th level, you can direct your magic to Divination
absorb damage while your Bladesong is active. When Divination Savant
you take damage, you can use your reaction to Beginning when you select this school at 2nd level,
expend one spell slot and reduce that damage to you the gold and time you must spend to copy a
by an amount equal to five times the spell slot's level. Divination spell into your spellbook is halved.
Master Transmuter
Transmutation Starting at 14th level, you can use your action to
Transmutation Savant consume the reserve of transmutation magic stored
Beginning when you select this school at 2nd level, within your transmuter's stone in a single burst. When
the gold and time you must spend to copy a you do so, choose one of the following effects. Your
Transmutation spell into your spellbook is halved. transmuter's stone is destroyed and can't be remade
until you finish a long rest.
Minor Alchemy Major Transformation. You can transmute one
Starting at 2nd level when you select this school, you nonmagical object – no larger than a 5‐foot cube –
can temporarily alter the physical properties of one into another nonmagical object of similar size and
nonmagical object, changing it from one substance mass and of equal or lesser value. You must spend 10
into another. You perform a special alchemical minutes handling the object to transform it.
procedure on one object composed entirely of wood, Panacea. You remove all curses, diseases, and poisons
stone (but not a gemstone), iron, copper, or silver, affecting a creature that you touch with the
transforming it into a different one of those materials. transmuter's stone. The creature also regains all its hit
For each 10 minutes you spend performing the points.
procedure, you can transform up to 1 cubic foot of Restore Life. You cast the Raise Dead spell on a
material. After 1 hour, or until you lose your creature you touch with the transmuter's stone,
concentration (as if you were concentrating on a without expending a spell slot or needing to have the
spell), the material reverts to its original substance. spell in your spellbook.
Restore Youth. You touch the transmuter's stone to a
Transmuter's Stone willing creature, and that creature's apparent age is
Starting at 6th level, you can spend 8 hours creating a reduced by 3d10 years, to a minimum of 13 years.
transmuter's stone that stores transmutation magic. This effect doesn't extend the creature's lifespan.
You can benefit from the stone yourself or give it to
War Magic Appendix 1
Arcane Deflection d10
At 2nd level, you have learned to weave your magic to Cantrip
fortify yourself against harm. When you are hit by an 1 Acid Splash
attack or you fail a saving throw, you can use your 2 Chill Touch
reaction to gain a +2 bonus to your AC against that 3 Fire Bolt
attack or a +4 bonus to that saving throw. 4 Light
When you use this feature, you can’t cast spells other 5 Poison Spray
than cantrips until the end of your next turn. 6 Ray of Frost
7 Shocking Grasp
Tactical Wit 8 Sacred Flame
Starting at 2nd level, your keen ability to assess 9 Thorn Whip
tactical situations allows you to act quickly in battle. 10 Roll twice and cast each cantrip, but if you roll
You can give yourself a bonus to your initiative rolls another 10 on either die, you cast nothing, wasting
equal to your Intelligence modifier. your action.
d10
Power Surge 1st‐Level Spell
Starting at 6th level, you can store magical energy 1 Burning Hands
within yourself to later empower your damaging 2 Chromatic Orb
spells. 3 Colour Spray
You can store a maximum number of power surges 4 Faerie Fire
equal to your Intelligence modifier (minimum of one). 5 False Life
Whenever you finish a long rest, your number of 6 Fog Cloud
power surges resets to one. Whenever you 7 Jump
successfully end a spell with Dispel Magic or 8 Magic Missile
Counterspell, you gain one power surge, as you steal 9 Thunderwave
magic from the spell you foiled. If you end a short rest 10 Roll twice and cast each spell, but if you roll
with no power surges, you gain one power surge. another 10 on either die, you cast nothing, wasting
Once per turn when you deal damage to a creature or your action.
object with a wizard spell, you can spend one power d10
surge to deal extra force damage to that target. The 2nd‐Level Spell
extra damage equals half your wizard level. 1 Blur
2 Darkness
Durable Magic 3 Enlarge/Reduce
Beginning at 10th level, the magic you channel helps 4 Gust of Wind
ward off harm. While you maintain concentration on a 5 Invisibility
spell, you have a +2 bonus to AC and all saving throws. 6 Levitate
7 Melf's Acid Arrow
Deflecting Shroud 8 Scorching Ray
At 14th level, your Arcane Deflection becomes infused 9 Shatter
with deadly magic. When you use your Arcane 10 Roll twice and cast each spell, but if you roll
Deflection feature, you can cause magical energy to another 10 on either die, you cast nothing, wasting
arc from you. Up to three creatures of your choice your action.
within 60 feet of you each take force damage equal to d10
half your wizard level. 3rd‐Level Spell
1 Blink
2 Fear
3 Feign Death
4 Fireball
5 Fly
6 Gaseous Form
7 Lightning Bolt
8 Sleet Storm
9 Stinking Cloud
10 Roll twice and cast each spell, but if you roll
another 10 on either die, you cast nothing, wasting
your action.
d10
4th‐Level Spell
1 Blight
2 Confusion
3 Evard's Black Tentacles
4 Fire Shield
5 Greater Invisibility
6 Ice Storm
7 Phantasmal Killer
8 Stoneskin
9 Wall of Fire
10 Roll twice and cast each spell, but if you roll
another 10 on either die, you cast nothing, wasting
your action.
d10
5th‐Level Spell
1 Cloudkill
2 Cone of Cold
3 Destructive Wave
4 Flame Strike
5 Hold Monster
6 Insect Plague
7 Mass Cure Wounds
8 Wall of Force
9 Wall of Stone
10 Roll twice and cast each spell, but if you roll
another 10 on either die, you cast nothing, wasting
your action.