Wizard

Primary
Focus
Hit Points
12
Talent
Related to the arcane and academia, with expertise in it
Class Question
Did research I conducted uncover a vital answer for the group?

Wizards approach the arcane weave with intellectual rigor and boundless curiosity. To a wizard, the arcane weave is a rational, orderly system governed by consistent laws waiting to be unlocked. They spend years in libraries and laboratories, testing theories and recording formulas within the pages of a meticulously maintained spellbook.

This scholarly devotion yields unmatched versatility. Wizards continually expand their repertoire with new domains and charms, adapting their spellcasting for the task at hand. Accompanied by a familiar spirit that extends their senses and shares the mental strain of concentration, a wizard approaches danger with calculated precision and an answer for every contingency.

Core Feats

Arcane ScholarCore Feat Spellcasting Feat

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. You’re proficient with alchemist’s tools.

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 domains and charms work, notes you’ve taken on the weave and the arcane, and of course, how to perform the domains and charms you know. Add a number of domains and non-rare charms castable with those domains 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 domains or non-rare charms from the arcane spell list to your spellbook.

You have a charm pool equal to +SPELL plus your Prowess plus 3. As part of your daily preparations, you can change all of your readied charms from the domains and charms in your spellbook—when you take the Prepare downtime activity, you can change one of your readied charms.

You can add any domain 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 domains 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 FamiliarCore Feat

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.

Advanced Feats

Arcane Archer

You have learned to merge marksmanship with arcane theory, letting you conjure arcane arrows that fly from your bowstring.

You gain proficiency with the longbow, and gain mastery with the shortbow and longbow. While you wield a shortbow or longbow, it gains the conduit and assail properties, and its assail property lets you cast effect charms as a ranged Strike. Instead of physical arrows, you can conjure and loose a magical arrow when you draw your bow, dealing force damage with it.

When you have channeled a domain through a bow, you can fire spells cast with that domain from it, using the bow’s range instead of the spell’s normal range. You can only fire spells through the bow while channeling a domain, and only spells cast with that channeled domain. Firing a spell this way deals the spell’s damage and effects, not the weapon’s damage.

Finally, you learn the Curving Shot technique, and can use it with spells fired from your bow as long as it targets only a single creature.

Arcane Ward

You bind protective magic into a tangible lattice of force, shielding yourself and nearby allies from incoming harm.

As part of your daily preparations, you weave an arcane ward with a number of charges equal to your +SPELL (minimum 1).

As a reaction when you or a creature within 30 feet takes damage, you can spend 1 charge from your ward to reduce the damage taken by 1 step.

Whenever you cast an abjuration spell that costs at least 1 fatigue, your ward regains 1 spent charge, up to its maximum charges.

If you spend your last ward charge, it overloads and explodes. Make a +SPELL vs POWER attack. You and all creatures within 10 feet of you take 2d6 force damage on a strong hit, or half damage on a weak hit. This attack cannot change the spotlight. Once it explodes, the ward is destroyed and cannot be used again until you reshape it as part of your daily preparations.

Expanded Familiar

Your bond with your familiar deepens, transforming your companion into an arcane relay that extends your senses and the reach of your spellcraft.

Your familiar can also take the shape (and use the stat block) of an Easy-tier celestial, dragon, fey, or fiend.

The range of your telepathic communication and sensory sharing with your familiar extends to 300 feet. Spending 1 AP to see and hear through its senses no longer blinds or deafens you to your own surroundings.

While seeing and hearing through your familiar’s senses, any spell you cast can originate from your familiar’s space, using that spell’s normal range, area of effect, and line of sight measured from the familiar rather than yourself.

You learn the Familiar Transposition technique: on your turn, you can spend 1 AP to magically swap places with your familiar, provided you can see each other and are within 60 feet of one another.

Signature Spell

Most spellcasters assemble their magic piece by piece in the heat of combat, but your favorite spells are second nature.

Choose a number of spells equal to half your +SPELL plus one (minimum 1) to make your signature spells. Each signature spell is built from one domain you know and any compatible charms you know, obeying the standard limit of one charm per tag.

Your signature spells are always readied and do not count against your charm pool. Their composition is set—you cannot cast the individual domains or charms on their own or mix them with other charms unless you ready those components separately in your charm pool.

Whenever you take the Level Up downtime activity, you can rebuild any of your signature spells using any domains and charms you know.

Spell Duelist

You have trained your reflexes and arcane senses for direct confrontation against rival spellcasters, mastering the art of the magical duel.

You always have the counterspell and reaction charms readied, and they do not count against your charm pool.

When you cast a spell that includes the counterspell charm, its fatigue cost is reduced by 1 (minimum 1 fatigue).

When you cancel a spell being cast with the counterspell and reaction charms, the casting creature takes damage equal to your +SPELL (minimum 0). This damage is of the domain’s damage type, or physical if the domain has no damage type.

You can mark fatigue equal to half the counterspell cost (minimum 1) to redirect a spell that targeted only you to a creature of your choice within its original range.

Rare Feats

Archmage Rare Feat

Your relentless pursuit of magical theory transcends the boundaries of traditional arcane academia, allowing you to study and adapt magic from any tradition.

Provided you have someone to teach you or a source to copy from (such as a spell scroll), you can add domains and charms from any spell list—arcane, divine, primal, or psionic—to your spellbook, letting you prepare and cast them like the rest of your spells. Adding these spells to your spellbook follows standard scribing rules and costs. You cannot add metamagic charms to your spellbook this way.

This study has expanded your casting capabilities, increasing your charm pool by your +FOCUS.

Grand Magister Rare Feat

You have dedicated your study to the deep theory of a single praxis of magic, mastering its nuances.

Choose a praxis to specialize in when you gain this feat: Abjuration, Conjuration, Enchantment, Evocation, or Transmutation. A spell belongs to your praxis when its effect charm does.

Your dedication grants you the following benefits:

  • Praxis Mastery: When you cast a spell belonging to your praxis, reduce its fatigue cost by 1 (minimum 1 fatigue). In addition, your charm pool increases by half your +SPELL (minimum 1).
  • Expanded Repertoire: You learn 1 rare charm of your praxis that can be cast with a domain you know. You also learn 2 metamagic charms of your choice; you can only use these metamagic charms when casting spells that belong to your praxis.
  • Praxis Specialty: When you cast a spell belonging to your praxis, you can activate a specialty benefit tied to it. You can activate this benefit a number of times equal to your Prowess, and you recover all spent uses when you complete your daily preparations:
    • Abjuration: You or a creature you can see within 30 feet of you gains temporary HP equal to your +SPELL.
    • Conjuration: You teleport up to 25 feet to an unoccupied space you can see, and one willing creature within 5 feet of you can teleport to an unoccupied space adjacent to your destination.
    • Enchantment: One target of the spell rolls with disadvantage on their next attack roll or ability check made before the end of their next turn.
    • Evocation: The spell deals additional damage equal to your +SPELL on a hit.
    • Transmutation: Choose one creature you can see within 30 feet of you: either increase their speed by 20 feet, or reduce their speed by 20 feet (to a minimum of 0), until the end of their next turn.