Wizard

PrimaryFocus HP12

Magic!

Core Feats

Arcane Scholar

You’re a magical academic, studying the mechanical minutia of spellcasting, breaking down the arcane weave into its constituent parts and building it back up again. Your spellcasting ability is +FOCUS.

When you gain this feat, you gain a spellbook if you don’t already have one. Your spellbook is your repository of knowledge of all things spellcasting. Choose 4 cantrips from the Arcane spell list and a number of non-rare charms equal to twice your PROWESS plus 2.

As part of your daily preparations, you can prepare 3 cantrips and a total number of charms from your spellbook equal to twice your PROWESS. During a short rest, if you take the Prepare downtime activity, you can swap one cantrip or charm you currently have prepared with one from your spellbook.

You can add spells to your spellbook, either by copying them from a spell scroll or learning them from another wizard. Doing so requires special ink, with cantrips costing 200g, charms costing 100g + 100g per fatigue and 200g per AP, or 200g if it is a ritual without an AP cost. This cost is doubled for rare spells. If your spellbook is destroyed, you can recreate it by taking the Work on a Project downtime activity during an Extended Rest and paying a material cost of 100g. Be creative with your spellbook! It doesn’t need to be a dusty old tome; it may be tattooed onto you, or stitched into your robes.

Finally, when you take this feat, gain a talent related to the arcane or academia, and gain expertise in that talent.

Find Familiar

You gain the service of a familiar, a minor spirit bound to your service that takes the form of an Easy-tier Tiny creature of your choice, such as an owl, spider, or cat.

Your familiar obeys your commands; on your turn, you can spend 1 AP to command it to act, using basic techniques. It cannot cast spells, use the Strike technique, or use advanced or rare techniques. Choose an aerial, aquatic, or terrestrial form — its stat block is provided with this feat.

You can telepathically communicate with your familiar from up to 100 feet away. While it is within this range, you can spend 1 AP on your turn to see and hear through its eyes and ears until the start of your next turn, gaining the benefit of its senses. While doing so, you are blinded and deafened to your own surroundings.

On your turn, you can cast one of your spells through your familiar; the spell’s range becomes touch, originating from your familiar’s space.

Your familiar can use the Concentrate on a Spell technique on your turn to sustain one of your concentration spells; you do not spend AP to command it to do so.

When you cast a spell, you can instead store it in your familiar, paying its AP and fatigue cost up front and specifying a trigger condition. The stored spell remains held until its trigger occurs, then resolves immediately, originating from your familiar’s space. Your familiar can store only one spell at a time, and a stored spell is lost if your familiar is reduced to 0 HP.

If your familiar is reduced to 0 HP, it vanishes, leaving behind anything it was wearing or carrying. You can summon it back with full HP, or change its form, when you take the Prepare downtime activity during a short or long rest, or as part of your daily preparations. You can also spend 1 AP on your turn to temporarily dismiss your familiar to a pocket dimension or summon it from that dimension to an unoccupied space within 10 feet of you.