Wizard (School of Aethernetics)
Hit Points
Hit Dice: d6 per Wizard (School of Aethernetics) level
Hit Points at first Level: 6 + Con Mod
Hit Points at Higher Levels: 1d6 + Con Mod
Proficiences
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs. light crossbows
Tools: None
Saving Throws: Int, Wis
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Class Features
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day 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 half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of ten schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
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.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. 1£you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Signature Spells
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. Vou always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Starting Equipment
• (a) a quarterstaff or (b) a dagger
• (a) a component pouch or (b) an arcane focus
• (a) a scholar's pack or (b) an explorer's pack
• A spellbook
Spellcasting
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level. you have a spellbook containing six 1st-level wizard spells of your choice.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to east your spells of 1st level and higher. To east one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence
modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can east it using a 1st level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard
spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to east the spell: aI least 1 minute per spell level for each spell on your list.
Spellcasting Ability
lntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intlelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Ritual Casting
You can east a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
Your Spellbook
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
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 level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book: You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level o f the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder o f your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book’s Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection o f notes scrounged together after you lost your previous spellbook in a mishap.
Subclass Options
School of Aethernetics
Arcane Device
At 2nd level, you trade out your spellbook for a specially attuned storage device, capable of recording magical data. Only one storage device can be attuned to you at any given time. You can copy one spell from any class into your device. You can only have one such spell copied into your device at the same time.
When you reach 6th, 10th and 14th level, you may have one additional non-wizard spell copied into the device at the same time.
Tweaking
Starting 2nd level, you can slighly tweak your spells when you cast them.
- When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.
- When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice.
You can do so a number of times equal to your intelligence modifier per long rest.
Optimizing
At 6th level, you learn to augment spells in a variety of ways.
When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.
- An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.
- An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.
- An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.
Program Spell
At 6th level, you can insert a spell within an item of your choosing, so that by using an action, the spell activates. All variables of the spell are set at the time of casting. A programmed spell remains placed in its item for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one item at a time, and an item can hold only one programmed spell. Only you can activate the programmed spell in the item. If the item is destroyed, the programmed spell is lost. A concentration spell placed in an item cannot be activated while you are concentrating on another spell.
Once you use this feature, you can’t use it again until you finish a long rest.
Chained Device
By 14th level, you have learned to imprint vestiges of your consciousness on your device. When you cast a concentration spell, you can use your device to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends.
Once you use this feature, you can’t use it again until you finish a long rest.
Lvl | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | | | | | | | | | |
2nd | +2 | Arcane Tradition | 3 | 3 | | | | | | | | |
3rd | +2 | | 3 | 4 | 2 | | | | | | | |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | | | | | | | |
5th | +3 | | 4 | 4 | 3 | 2 | | | | | |
6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | | | | | | |
7th | +3 | | 4 | 4 | 3 | 3 | 1 | | | | |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | | | | | |
9th | +4 | | 4 | 4 | 3 | 3 | 3 | 1 | | | | |
10th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | | | | |
11th | +4 | | 5 | 4 | 3 | 3 | 3 | 2 | 1 | | | |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | | | |
13th | +5 | | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | | |
14th | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | | |
15th | +5 | | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
17th | +6 | | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |