Wizard

PrimaryFocus HP12

Magic!

Gain a talent related to the arcane and academia, and gain expertise in that talent.

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. Think of your spellbook as your personal tome of all of your spellcasting knowledge—how cantrips and charms work, notes you’ve taken on the weave and the arcane, and of course, how to perform the cantrips and charms you know. Add a number of cantrips and non-rare charms castable with those cantrips equal to twice your Prowess plus twice your Focus, drawn from the arcane spell list. Whenever your Focus or Prowess permanently increases by 1, add another two cantrips or non-rare charms from the arcane spell list to your spellbook.

You have a number of spell slots equal to +SPELL plus your Prowess plus 3. As part of your daily preparations, you can change all of your prepared spell slots from the cantrips and charms in your spellbook—when you take the Prepare downtime activity, you can change one of your prepared spell slots.

You can add any cantrip or charm from the arcane spell list to your spellbook, either by copying it from a spell scroll or learning it 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.

Find Familiar

You gain the service of a familiar, a minor celestial, fey, or fiend spirit bound to your service that takes the shape (and uses the stat block) of a tiny, Easy-tier, non-swarm beast.

Your familiar obeys your commands, and you direct it with the Control Companion technique. It cannot cast spells, use the Strike technique, or use advanced or rare techniques.

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 senses until the start of your next turn. 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.

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.

Your familiar also helps you maintain spell concentration: when you use the Concentrate on a Spell technique, your first use of it can sustain two spells as the burden of concentrating on it is split between you and your familiar.

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.