|
|
Line 6: |
Line 6: |
| ! style="width: 115px" | Subclass | | ! style="width: 115px" | Subclass |
| ! style="width: 225px" | Feature | | ! style="width: 225px" | Feature |
| ! Description | | ! style="min-width: 350px" | Description |
| |- | | |- |
| | {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Arcane Ward|w=25}} || The residual magic of your spells forms a ward around you that protects you from harm. | | | {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Arcane Ward|w=25}} || The residual magic of your spells forms a ward around you that protects you from harm. |
Revision as of 15:20, 12 January 2024
Subclass features
Subclass
|
Feature
|
Description
|
Abjuration |
Arcane Ward |
The residual magic of your spells forms a ward around you that protects you from harm.
Each time you cast an Abjuration spell, the intensity of the ward increases by the amount of the spell's Level, up to a maximum of 2x your Wizard level.
Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1.
After each Long Rest, the ward's intensity resets, and becomes the same as your Wizard level.
|
Conjuration |
Minor Conjuration: Create Water |
Call forth rain. It extinguishes exposed flames and forms a Water Surface.
|
Divination |
Portent |
Your dreams grant you glimpses that let you influence the future.
After each Long Rest, you gain two random Portent Dice. During the day, you can use your reaction to change the die of any Attack Roll or Saving Throw rolled near you to one of your Portent Dice.
Each Portent Die can only be used once, and you lose your unused Portent Dice at the end of the day.
|
Enchantment |
Hypnotic Gaze |
Charm and Incapacitates a creature. It cannot attack you. It cannot act.
You can Maintain Hypnotic Gaze your Hypnotic Gaze each turn to extend its duration.
The condition ends upon taking damage.
|
Evocation |
Sculpt Spells |
Create pockets of safety within your Evocation spells. Allies automatically succeed their Saving throws against these spells and take no damage from them.
|
Illusion |
Improved Minor Illusion |
You can cast Minor Illusion as a bonus action.
You can remain hidden while casting this spell.
This spell can be cast while you are Silenced
|
Necromancy |
Grim Harvest |
Once per turn, if you kill a creature with a spell, you regain Hit Points equal to twice the Spell Slot level used - thrice if it's a Necromancy spell. Undead and Constructs are unaffected.
|
Transmutation |
Experimental Alchemy |
You brew two Alchemical Solutions instead of one when combining extracts, if you succeed a Difficulty Class 15 Medicine Check.
|
Subclass
|
Feature
|
Description
|
Abjuration |
Projected Ward |
When a nearby ally takes damage and you have an active Arcane Ward, you can sacrifice your ward to reduce the damage they take.
|
Conjuration |
Benign Transposition |
Teleport to a nearby, unoccupied space, or swap places with an ally.
Targets must be Medium or Small
|
Divination |
Expert Divination |
You may gain an additional Portent Die: when taking a Short Rest you receive a Prophecy. Complete it to regain a missing Portent Die.
|
Enchantment |
Instinctive Charm |
Charm an enemy attacking you. They will attack a new target if possible as a reaction.
|
Evocation |
Potent Cantrip |
Your cantrips become harder to evade entirely.
When a creature succeeds its Saving throw against one of your cantrips, it still takes half the cantrip's damage, but suffers no additional effects.
|
Illusion |
See Invisibility |
Glimpse Invisible creatures, and possibly reveal them to others.
|
Necromancy |
Undead Thralls: Animate Dead |
You gain the Animate Dead spell, if you didn't have it already.
|
Necromancy |
Undead Thralls: Additional Undead |
When you use Animate Dead, you can raise an additional corpse.
|
Necromancy |
Undead Thralls: Better Summons |
Creatures created with Animate Dead have additional hit points equal to your wizard level, and your Proficiency Bonus is added to their damage.
|
Transmutation |
Transmuter's Stone |
Store some of your transmutation magic in a small stone. A creature carrying the stone gains a benefit of your choice.
Once you have created a stone, you need to cast a Transmutation spell of Level 1 or higher or take a Long Rest before you can create another one.
|
↑ Back to top
Unique cantrips & spells
↑ Back to top
Common cantrips & spells
Cantrips and spells that are available for every subclasses of Wizard class.
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Burning Hands |
Evocation |
Sorcerer Wizard |
|
|
|
|
DEX |
0 |
5m |
|
Each flammable target is hit with 3d6Fire damage. |
|
Charm Person |
Enchantment |
Bard Druid Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. |
|
Chromatic Orb |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Hurl a sphere of energy.
It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
|
Colour Spray |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
5m |
|
Blind creatures up to a combined 33 Hit Points. |
|
Disguise Self |
Illusion |
Bard Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Magically change all aspects of your appearance. |
|
Enhance Leap |
Transmutation |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Triple a creature's Jumping distance. |
|
Expeditious Retreat |
Transmutation |
Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
|
False Life |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. |
|
Feather Fall |
Transmutation |
Bard Sorcerer Wizard |
|
|
|
|
|
0 |
9m |
|
You and nearby allies gain Immunity to Falling damage. |
|
Find Familiar |
Conjuration |
Wizard |
|
|
|
|
|
18m |
|
|
Summon a familiar, a fey spirit that takes an animal form of your choosing |
|
Fog Cloud |
Conjuration |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
18m |
5m |
|
Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
|
Grease |
Conjuration |
Wizard |
|
|
|
|
|
18m |
|
|
Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone. |
|
Ice Knife |
Conjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
2m |
|
Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. |
|
Longstrider |
Transmutation |
Bard Druid Ranger Wizard |
|
|
|
|
|
1.5m |
|
|
Increase a creature's Movement Speed by 3 m / 10 ft. |
|
Mage Armour |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. |
|
Magic Missile |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Create three darts of magical force, each dealing 1d4 + 1Force damage to its target.
The darts always hit their target, and can each be targeted individually. |
|
Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
|
Ray of Sickness |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Possibly Poisons the target. |
|
Shield |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn. |
|
Sleep |
Enchantment |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
|
Tasha's Hideous Laughter |
Enchantment |
Bard Wizard |
|
|
|
|
WIS |
18m |
|
|
Leave a creature Prone with laughter, without the ability to get up. |
|
Thunderwave |
Evocation |
Bard Druid Sorcerer Wizard |
|
|
|
|
CON |
1.5m |
5m |
|
Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage. |
|
Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Arcane Lock |
Abjuration |
Wizard |
|
|
|
|
|
1.5m |
|
|
Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. |
|
Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
Attack rolls against it have Advantage and the foe attacks with Disadvantage. |
|
Blur |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Attackers have Disadvantage on Attack rolls against you. |
|
Cloud of Daggers |
Conjuration |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Conjure a cloud of spinning daggers that attack anyone inside. |
|
Crown of Madness |
Enchantment |
Bard Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
|
Darkness |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create a cloud of magical darkness that Heavily Obscures and inflicts Blind to creatures within. Creatures cannot make ranged attacks into or out of it. |
|
Darkvision |
Transmutation |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. |
|
Detect Thoughts |
Divination |
Bard Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Focus your mind to read the thoughts of certain creatures while talking to them. |
|
Enlarge/Reduce |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
9m |
|
|
Make a creature larger or smaller. Either option has a duration of 10 turns.
This affects their weapon damage and Strength Checks and Saving throws. |
|
Flaming Sphere |
Conjuration |
Druid Wizard |
|
|
|
|
|
18m |
2m |
|
Summon a Flaming Sphere that deals 2d6Fire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere. |
|
Gust of Wind |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
0 |
12m |
|
Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Knock |
Transmutation |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Unlock an object that is held shut by a mundane lock. |
|
Magic Weapon |
Transmutation |
Paladin Wizard |
|
|
|
|
|
1.5m |
|
|
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. |
|
Melf's Acid Arrow |
Evocation |
Wizard |
|
|
|
|
|
18m |
|
|
Shoot a green arrow that bursts in a spray of acid. Deals 4d4Acid damage immediately and 2d4Acid damage at the end of the target's next turn.
If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn. |
|
Mirror Image |
Illusion |
Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. |
|
Misty Step |
Conjuration |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
|
Phantasmal Force |
Illusion |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered. |
|
Ray of Enfeeblement |
Necromancy |
Warlock Wizard |
|
|
|
|
|
18m |
|
|
Weaken a foe: they deal half damage with weapon attacks using Strength. |
|
Scorching Ray |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Hurl 3 rays of fire. Each ray deals 2d6Fire damage. |
|
See Invisibility |
Divination |
Bard Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Become able to see Invisible creatures, and possibly reveal them to others. |
|
Shatter |
Evocation |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
3m |
|
Damages all nearby creatures and objects. |
|
Web |
Conjuration |
Sorcerer Wizard |
|
|
|
|
|
18m |
4m |
|
Cover an area in thick, flammable webbing that can Enweb creatures within.
An ally can use its Help action to try and tear away the webs. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Animate Dead |
Necromancy |
Cleric Wizard |
|
|
|
|
|
3m |
|
|
Animate a corpse to create an undead servant while not in combat. |
|
Bestow Curse |
Necromancy |
Bard Cleric Wizard |
|
|
|
|
WIS |
1.5m |
|
|
Curse a creature with your touch. The curse either bestows Disadvantage on Ability checks and Saving throws, Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions.
The effect of the curse is based on the variant selected, and lasts for 10 turns. |
|
Blink |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Available only in combat.
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. |
|
Counterspell |
Abjuration |
Sorcerer Warlock Wizard |
|
|
|
|
|
m |
|
|
Try to stop a spell being cast. |
|
Fear |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
WIS |
0 |
9m |
|
Targets drop everything and become Fearful: they have Disadvantage on Ability Checks and Attack Rolls. |
|
Feign Death |
Necromancy |
Bard Cleric Druid Wizard |
|
|
|
|
|
1.5m |
|
|
Put an ally in a protective coma. They become Resistant to all damage except Psychic. Disease and Poison no longer have any effect.
Removed when Helped. |
|
Fireball |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
4m |
|
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6Fire damage. |
|
Gaseous Form |
Transmutation |
Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. |
|
Glyph of Warding |
Abjuration |
Bard Cleric Wizard |
|
|
|
|
|
9m |
4m |
|
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger.
The glyph will last until triggered, or until a Long Rest. |
|
Grant Flight |
Transmutation |
Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Bestow the ability to Fly upon yourself or an ally. |
|
Haste |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
9m |
|
|
Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn. |
|
Hypnotic Pattern |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
9m |
|
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act. |
|
Lightning Bolt |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
0 |
30m |
|
Call forth a blast of lightning that hits all creatures in the line of the eruption. |
|
Protection from Energy |
Abjuration |
Cleric Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
|
Remove Curse |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature or object to remove all Curses and Hexes affecting it. |
|
Sleet Storm |
Conjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Call forth a storm that douses fire, creates an Ice surface, and forces spellcasters to succeed at a Concentration Saving throw in order to maintain Concentration.
Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall Prone on a failed Dexterity Saving throw. |
|
Slow |
Transmutation |
Sorcerer Wizard |
|
|
|
|
WIS |
18m |
|
|
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
|
Stinking Cloud |
Conjuration |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Create a cloud of gas so nauseating it prevents creatures from taking actions. |
|
Vampiric Touch |
Necromancy |
Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch an enemy to siphon their life force and regain half as many Hit Points. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Banishment |
Abjuration |
Cleric Paladin Sorcerer Warlock Wizard |
|
|
|
|
CHA |
18m |
|
|
Temporarily Banish your target to another plane of existence. |
|
Blight |
Necromancy |
Druid Sorcerer Warlock Wizard |
|
|
|
|
|
9m |
|
|
Deals 8d8Necrotic to a target. Plants take maximum damage from this spell, and have Disadvantage on the Saving throw against it. |
|
Confusion |
Enchantment |
Bard Druid Sorcerer Wizard |
|
|
|
|
|
18m |
6m |
|
Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. |
|
Conjure Minor Elemental |
Conjuration |
Druid Wizard |
|
|
|
|
|
18m |
|
|
Conjure a minor elemental to fight alongside you. |
|
Dimension Door |
Conjuration |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
2m |
|
|
Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium. |
|
Evard's Black Tentacles |
Conjuration |
Wizard |
|
|
|
|
STR |
18m |
6m |
|
Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within. |
|
Fire Shield |
Evocation |
Wizard |
|
|
|
|
|
0 |
|
|
Wreathe your body in flames that shed light in a 3 m / 10 ft radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks. |
|
Greater Invisibility |
Illusion |
Bard Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Ice Storm |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
6m |
|
Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Bludgeoning and Cold damage. It also creates an Ice surface that lasts 2 turns. |
|
Otiluke's Resilient Sphere |
Evocation |
Wizard |
|
|
|
|
DEX |
9m |
|
|
Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and spell effects. |
|
Phantasmal Killer |
Illusion |
Wizard |
|
|
|
|
WIS |
18m |
|
|
Haunt a creature with illusions of its greatest fears. It takes 4d10Psychic Damage per turn, cannot move, has Disadvantage on Ability Checks and Attack Rolls |
|
Polymorph |
Transmutation |
Bard Druid Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Transform a creature into a harmless sheep. |
|
Stoneskin |
Abjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. |
|
Wall of Fire |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Create a blazing wall of fire, Burning anyone who dares stand too close. Deals Fire to anything that moves into or starts it's turn in the area. |
↑ Back to top
Self notes
Good stuffs:
- ...
↑ Back to top