Hit Points at 1st level: 6 + Constitution Score
Hit points per level: 3
Hit Dice amount: Prof + constitution modifier (minimum 1)
Hit Dice Size: 1d6
Saving Throws: Composure, Sanity
Skill pts at 1st level: 2
Skill pts per level: 1
Proficiencies: Armor: None
Weapons: Daggers, darts, slings, and quarterstaffs
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 two plus a sixth of your your wizard level (rounded up).
At 1st level you have a spellbook containing the written spells you study. You use your spellbook to cast your spells. You have Full Caster spell progression and your spellcasting Ability is Intelligence.
You prepare the list of wizard spells that are available for you to cast, choosing from the spells written in your spellbook. When you do so, choose a number of wizard spells equal to your Intelligence modifier + your wizard level (minimum of one spell). You can change your list of prepared spells whenever you finish a long rest by studying your spellbook for at least 1 minute per spell level for each spell on your list.
You can use an arcane focus as a spellcasting focus for your wizard spells.
At 1st level, your spellbook contains six 1st-level wizard spells of your choice. Your spellbook contains all of the wizard spells you know, except your cantrips, which you maintain in your memory. Whenever you gain a wizard level, you can add two more spells from the wizard spell list you are able to cast in your spellbook.
Copying a Spell into the Book. When you find a wizard spell of 1st-level or higher, you can add it to your spellbook if it is of a spell level that you can prepare, and if you take the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the instructions of the spell, as well as deciphering any notation or cipher used by the wizard who wrote it. You must also practice the spell until you comprehend any words, sounds, gestures, or materials required to use the spell. Finally, you transcribe the spell into your own spellbook, with any notation or cipher you wish to write it with. For each level of the spell, the process takes 2 hours and costs 50 gold. The cost represents material components you utilize as you experiment with the spell to master it, as well as the fine inks you use to record it into your spellbook. Once you have spent this time and money, you can prepare the spell like any other spell in your spellbook.
Replacing the Book. You can copy a spell from your own spellbook into another book, in the case that you want to create a backup copy of your spellbook. This is similar to copying a new spell into your spellbook, but simpler and quicker since you understand your own notation and already know how to cast the spell. You spend 1 hour and 10 gold per level of copying your own spells. If you lose your spellbook, you can use the same procedure to transcribe spells that you have prepared into a new spellbook.
Spellbook Appearance. Your spellbook is as unique as you want it to be, and can have its own decoration, including margin notes and addendums made by you. It could be a simple, leather-bound book, or it can be finely-bound, gilded, leaflets stored in a box, or made of unique materials as well.
At 2nd level, you choose a tradition of magic that you have dedicated your studies to (from in-print books or from the ones available here, recommended in-print archetypes: none). Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
At 3rd level, you have a particular set of skills that sets you a cut above a novice mage. Choose one of the following:
Academic
You’ve got a whole lot of book smarts. Choose two Intelligence-based skills. For each of those skills, you gain a niched academic specialty. Choose a subset of the skill, such as a particular outer plane for Religion, or a certain group for The City. When you make a check with that skill regarding your specialty, you gain two expertise dice (1d6). In addition, when you use either Deception or Persuasion to make a point related to an academic specialty, you gain your expertise die from the specialty and use Intelligence for your ability check.
Ritual Connoisseur
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in spellbook.
Rote Memorization
Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest, and can switch the cantrip associated with this feature each time you gain a wizard level.
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.
Your study of magic has uncovered unique ways to explore the world. At 4th level you gain one elective study of your choice. Elective studies are detailed at the end of the class description. The Studies Known column of the Wizard table shows when you learn more elective studies. Unless otherwise noted, you can gain each study only once.
At 5th level, you have developed your spellcasting skill and honed it into spells that you consider to be your Signature Spells.
Choose one 1st-level wizard spell that is in your spellbook. You always have this spell prepared, it doesn’t count toward your maximum prepared spells, and you can cast this spell at its lowest level without expending a spell slot. Once you have cast a Signature Spell in this way, you must finish a short or long rest before you can do so again.
At higher levels, you gain additional Signature Spells, each of which you can cast once between rests. At 11th level, you can choose one 2nd-level Signature Spell. At 17th level, you can choose one 3rd-level Signature Spell. Each time you gain a level in this class, you can replace one of your Signature Spells with another of the same level.
At 7th level, you learn to hone your magic and spells to new power levels thanks to your dedicated studies. Choose one Spell Study that reflects what you have dedicated your arcane studies to.
Arcane Objects
When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast identify on it as an action without spending a spell slot, even if you don’t have the spell prepared. In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed, and the Narrator will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).
Detective Spell Study
You are adept at sensing magic and its effects. If there are active magical effects near you, such as a spell effect on an object or a spell effect in an area, you automatically sense its presence. You don’t know what spell effects there are or where they are, but you can automatically sense the effect of magic in a 20-foot radius around you. In addition, you have honed your detection spells. Add detect magic and detect thoughts to your spellbook if they weren’t already there. Whenever you cast detect magic, the range that you can sense magic is increased to 60 feet. Whenever you cast detect thoughts, the range of creatures that you can read thoughts from is increased to 60 feet.
Fauna and Flora
Your research into plants, wildlife, and the natural workings of magic grants you superior insights into the magic of living creatures and flora. When a plant or beast makes a saving throw against a spell that you cast, it makes the saving throw with disadvantage.
At 9th level, you have created a flair that you use when casting spells. Choose a flair from the options below. When you finish a long rest, you may replace your flair with another. Whenever you cast a spell of 1st-level or higher, you can choose to cast it with your flair. Once you cast a spell in this way, you can't do so again until you finish a short or long rest.
Awe and Wonder
Choose one creature affected by the spell. It must succeed on a Sanity saving throw or be charmed by you until the end of its next turn. While charmed in this way, it is incapacitated, has a movement speed of 0, and does nothing but stare blankly at the dazzling effects of your magic. If it takes any damage or is forced to make another saving throw, the charm effect ends.
Terror
Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Courage saving throw or become frightened of you until the end of its next turn. While frightened in this way, it starts its turn by using its full movement to get away from you in the most direct manner possible, avoiding obvious hazards along the way.
Brilliance
Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Composure saving throw or be blinded until the end of its next turn.
Warding
After casting the spell, until the start of your next turn, a creature who attempts to attack you must make a Sanity saving throw. On a failure, it must choose a new target or waste its attack.
At 13th level, your understanding of magic is so thorough that you can even grant it to others. You can spend 1 minute touching a willing creature and concentrating, spending a spell slot of 3rd-level or lower. When you do, choose a spell you have prepared of that level or lower. The creature can cast the spell using the slot you expended, following its normal rules for casting time, spell components, range, and concentration, but using your spellcasting ability modifier, spell attack modifier, and spell save DC. You can only have one spell imbued at a time, and if you bestow a spell upon a different creature the previous spell dissipates, its magic unspent and the spell slot used to imbue it expended.
At 15th level, your training has granted you certain protections against magic. Choose one of the following:
Mental Discipline
Your mind is sheltered from intrusion. When you fail a Sanity or Composure saving throw, you can choose to succeed instead. You can’t do so again until you finish a short or long rest.
Mystic Mantle
Magic layers upon you into a defensive ward that you can extend to even protect your allies. You and creatures within 10 feet of you have resistance to the damage of spells.
Superior Countermagic
When you make an ability check as part of casting counterspell or dispel magic, you add your proficiency bonus to the roll. In addition, when you cast one of these spells, treat the spell slot level of the spell as one level higher than the actual slot you spent. The slot you use to cast the spell must still be at least 3rd-level.
At 18th level, you gain new ways to intensify the power of your spells, sometimes at cost to yourself. Choose one of the following features, which can be used to augment your wizard spells of 5th-level or lower. You must choose whether or not to augment the spell when you declare you’re casting it, before any rolls are made. The first time you use this feature to augment a spell, you suffer no adverse effect. If you use this feature again before finishing a long rest, your current and maximum hit points are both reduced by 1d12 per level of the spell augmented (cantrips count as 1st-level spells for this purpose). This reduction lasts until you finish a long rest.
Binding
After you have affected a creature with a spell that has a duration and it is able to end the spell’s effect on itself with a successful saving throw, it must succeed on that saving throw twice to end the effect.
Burn
Any creature that takes damage from the spell takes that damage again at the start of your next turn, unless a dispel magic spell of any level is cast on it before then or it’s in an antimagic field at the time.
Chain
When you cast a spell that can normally only target a single creature, it can also target up to 2 more creatures within 15 feet of the initial target.
Duality
When you cast a spell that requires concentration while already concentrating on another spell, you can maintain concentration on both spells simultaneously. If you’re forced to make a Constitution saving throw to maintain concentration, the minimum DC is 10 + the combined levels of the two spells. On a failure, both spells end.
Overchannel
When you would roll damage for a spell, you instead deal maximum damage with that spell.
At 19th level, you’re especially efficient with your Signature Spells. When you cast a spell that has a casting time of 1 action using your Signature Spell feature, you can cast it as a bonus action instead.
At 20th level, you have achieved a rare level of achievement and prestige, gaining the following features.
Magesight. Your eyes become attuned to the supernatural. You cannot be blinded, and you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. When you can see a creature use Spellcasting to cast a spell you instinctively know what spell is being cast before the casting is complete. This does not tell you what level spell slot is being used to cast the spell.
True Magician. When you have a 1st-level wizard spell prepared, you are able to cast it as a 1st-level spell without expending a spell slot.
When you gain access to a new elective study, choose one of the following. Some studies have requirements, such as minimum wizard level, or another study. You must meet those requirements before you can choose that study.
You can use an action to increase your vertical jump distance to 15 feet until the end of your turn. When you jump in this way, you can also glide with the updraft, allowing you to move 10 feet horizontally for every 5 feet you descend vertically.
Prerequisite: Able to cast detect magic
Whenever you cast detect magic, you can choose one of the following benefits to amplify the spell.
Lengthened Detect Magic. The duration of detect magic is increased by 10 minutes.
Extended Detect Magic. The detection radius of detect magic is increased by 30 feet.
Penetrating Detect Magic. The spell can penetrate most barriers, and it is only blocked by 2 feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6 feet of wood or dirt.
Your memory is nearly perfect. You can accurately recall anything you’ve read or seen in the past month. Additionally, when retreading a travel route you’ve traveled in the past month, you have advantage on ability checks made against environmental hazards on that route, unless the landscape has been significantly altered in that time.
Prerequisite: At least one illusion spell in your spellbook
You have advantage on Investigation checks and Intelligence saving throws made against illusion. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute.
You are well-studied on naturally occurring creatures of the world. When you choose this study, choose one creature type: beasts, constructs, dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This creature type becomes your Loremaster Creature Specialty. When you encounter a creature of the same type as your Loremaster Creature Specialty, you automatically know any history, legends, or myths related to it.
You are well-travelled and well-studied. You have advantage on checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace. The Narrator will give you a useful fact about that subject. You can take an expertise die on ability checks related to that subject in this settlement.
Prerequisite: The ability to cast mending
When you finish a long rest, choose up to 6 creatures who rested with you, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect. The chosen item instantly fixes itself if it becomes damaged. If you choose an item from the following list, it also grants an additional benefit. This effect lasts for 7 days.
Coat. Choose either hot or cold weather. The creature gains an expertise die on Constitution saving throws made to resist the effect of that kind of weather.
Goggles. The creature’s vision can never be reduced to less than 20 feet due to inclement weather.
Shoes. The creature gains an expertise die on Enddurance checks made to undertake a forced march.
Prerequisite: The ability to cast prestidigitation
If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean. The following effects are added to the list of options you can choose from when you cast prestidigitation.
You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope.
Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends.
A pebble you touch becomes a sensor that you can use to see through. For the duration as long as you are within 10 feet of the pebble, you can use an action to see through the pebble to a range of 15 feet. While seeing through the pebble, you are blinded and deafened with regard to your own senses.
On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends