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Alternate Wizard Class v1.1.0

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0% found this document useful (0 votes)
38 views

Alternate Wizard Class v1.1.0

Uploaded by

lucasm.spinassi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Alternate Wizard

The Wizard
A tiny halfling lowered the
hood of his azure robe as he
drew his gem-encrusted wand
from his sleeve. Focusing on the
charging bandit leader, he muttered a
spell in Elvish, and an iridescent blast
of light burst from his wand. The bandit
captain fell to the ground, clawing at his
eyes that had been blinded by the spell.
Drawing out the final runes on a magic
circle on the ground, an elvish sage prepared
to recite the incantation that would bind the
ancient fey spirit to her service. In a flash of
light and burst of cold, a Lord of the Unseelie
Court appeared before her, bound to the circle.
The elven summoner unfurled another ancient
scroll and began the incantation which would
would bind the faerie to her service.
A stark white owl flew in front of the full moon and
came to rest on the outstretched arm of an impossibly
old man. The owl, his familiar, rested weightless on the
sage's arm as he expertly transcribed the arcane runes
from the ancient tablet into his grimoire of spells. After
he finished, he slowly stood, grasped his staff, and began
to cast the spell he had just transcribed.
All three of the magicians described here are Wizards,
sages who through careful study learn to manipulate the
forces of the multiverse to perform spells and rituals.
Scholars of the Arcane
Wizards use their incredible genius to decode the laws of the Creating
multiverse, then manipulate the same laws to produce spells.
Traditional scholars divide the types of magic into eight Spell Your Wizard
Schools: Abjuration, Conjuration, Divination, Enchantment, When creating a Wizard, consider what drives their pursuit of
Evocation, Illusion, Necromancy, and Transmutation. Each of arcane knowledge. Are they the eldest child of a noble house
these schools with its own unique theorems, esoteric rules, who was molded from birth to become a powerful wielder of
and magical abilities, and the Wizards who master them. the arcane arts? Are they a self-taught magician who found a
While all Wizards have a basic knowledge and know some Spellbook and decoded the esoteric theorems within? Or, are
spells from each school of magic, they always choose a single they simply an average student at a wizarding academy?
school as their focus. In pursuit of mastery over their chosen Also, consider the visual aesthetics of your spells. As magic
magical specialty, Wizards will search the multiverse for any is an expression of its channeler, it varies by the Wizard. Do
knowledge that could aid in advancing their arcane research. your spells appear as crimson flashes of ruthlessly efficient
light? Are they luminescent manifestations of beauty and art?
Independent Magicians
Unlike all other practitioners of the arcane arts, Wizards earn
their magical abilities through sheer dedication and research. Multiclassing and the Wizard
While other channelers of occult and divine magic are gifted If your group uses multiclassing, here's what you
with, inherit, or bargain for their power, Wizards unlock their need to know if you take a level in the Wizard class.
spellcasting with no supernatural help. Often apprenticed to Ability Score Minimum. As a multiclass character,
an elder of the same arcane tradition or studying in a formal you must have at least an Intelligence score of 13
school of magic, a Wizard will learn all they can before they to take a level in the Wizard class, or to take a level
can before striking out to advance their knowledge alone. in another class if you are already a Wizard.
The call of undiscovered knowledge, potential power, and Proficiencies Gained. If Wizard is not your initial
forgotten secrets eventually draws a Wizard from the safety class, you gain no proficiencies of any kind when
of their university or tower, and out into the world. Wizards you take your first level as a Wizard.
Spellcasting. Add all of your levels in the Wizard
take up adventuring as part of their quest to understand the class to the appropriate levels from other classes
multiverse, and the magical knowledge that is only found in to determine available spell slots.
the ancient tombs of arcane sages and the forgotten ruins of
empires whose knowledge eclipses that of modern sages.
The Wizard
Cantrips
Level PB Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Arcanist, Spellcasting 3 2 — — — — — — — —
2nd +2 Studious Recovery 3 3 — — — — — — — —
3rd +2 Arcane Tradition 3 4 2 — — — — — — —
4th +2 Ability Score Increase 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Tradition Feature 4 4 3 3 — — — — — —
7th +3 Signature Spell (1) 4 4 3 3 1 — — — — —
8th +3 Ability Score Increase 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 New Focus School, Tradition Feature 5 4 3 3 3 2 — — — —
11th +4 Signature Spell (2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Increase 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Tradition Feature 5 4 3 3 3 2 1 1 — —
15th +5 Signature Spell (3) 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Increase 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Archmage, New Focus School 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 Arcane Mastery 5 4 3 3 3 3 2 2 1 1

Arcanist
Class Features You understand the arcane and esoteric as well as any mortal
Hit Points being can. At 1st level, you gain proficiency in Arcana. If you
Hit Dice: 1d6 per Wizard level are already proficient in Arcana, you instead add double your
Hit Points at 1st Level: 6 + your Constitution modifier. proficiency bonus to your Intelligence (Arcana) checks.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per Wizard level after 1st Spellcasting
Proficiencies Through your research, study, and practice you have learned
Armor: None to manipulate the forces of reality to cast spells. At 1st level,
Weapons: Daggers, quarterstaffs you gain the features below and create your own Spellbook:
Tools: calligrapher's supplies
Focus Schools
Saving Throws: Intelligence, Wisdom Arcane magic is divided into eight traditional Spell Schools:
Skills: Choose two of the following: Arcana, History, Insight, Abjuration, Conjuration, Divination, Enchantment, Evocation,
Investigation, Medicine, Nature, and Religion Illusion, Necromancy, and Transmutation; each with its own
Starting Equipment unique theorems, esoteric rules, and magical abilities.
As a Wizard, you start with the following equipment, along At 1st level, you gain unique insights into one Spell School
with the equipment granted to you by your background: of your choice from the list above, your Focus School. Certain
(a) a quarterstaff or (b) a dagger Wizard features only apply to spells from Focus Schools.
(a) a component pouch or (b) an arcane focus You gain an additional Focus School of your choice at 10th
(a) a scholar's pack or (b) an explorer’s pack and 18th level. Whenever you gain a Focus School after your
A Spellbook with 100 pages, a quill, and a robe first, you can forgo the new School to add three new Wizard
spells to your Spellbook (see below), all from Focus Schools.
Quick Build Cantrips
You can make a Wizard quickly by using these suggestions: At 1st level, you know three Cantrips from the Wizard spell
First, make Intelligence your highest ability score, followed list, one of which must be from your Focus School. You learn
by Dexterity. Second, choose the Sage background. Finally, another Wizard Cantrip of your choice from any Spell School
choose to learn the firebolt and prestidigitation Cantrips. at 4th level, and again at 10th level in this class.
Wizard's
Spellbook
You have compiled yourself an Arcane Spellbook,
a tome of arcane lore with its own secret notation unique
to you. It can only be read by you, or another Wizard if they Preparing &
are able to decipher your notation. You determine what your Casting Spells
Spellbook looks like, but it must be a Tiny object capable of
storing written information. The Wizard table above shows how many spell slots you have
At 1st level, your Spellbook contains six 1st-level Wizard to cast spells. To cast a Wizard spell of 1st-level or higher, you
spells of your choice, two must be from your Focus School. must expend a slot of the spell's level or higher. You regain all
of your expended spell slots when you finish a long rest.
Copying Additional Spells During each long rest, you prepare the list of Wizard spells
As you adventure, you may discover additional Wizard spells that are available for you to cast by studying your Spellbook.
recorded in ancient scrolls or hidden away in esoteric tomes. When you do, you choose a number of Wizard spells from
When you discover such a spell of 1st-level or higher, you your Spellbook equal to your Wizard level + your Intelligence
can copy it into your Spellbook if the spell is a level for which modifier (a minimum of 1). This process of memorization and
you have spell slots as shown on the Wizard class table. To do study takes 1 minute per each level of the spells you prepare.
so, it takes you 2 hours per level of the spell. This represents Learning Spells of 1st-level & Higher
all of the experimentation, deciphering, and arcane notations
that are necessary for you to understand this new spell. When you gain a Wizard level, you add two Wizard spells of
When you copy a new Wizard spell from one of your Focus your choice to your Spellbook at no cost, one of which must
Schools, the time required to copy that spell is halved. be from your Focus School. Both the spells must be of a level
for which you have spell slots, as shown on the Wizard table.
Replacing your Spellbook Spells added to your Spellbook this way reflect the arcane
You can copy Wizard spells from your Spellbook into another research you conduct, as well as intellectual breakthroughs
Spellbook only needing to spend 1 hour per level of the spell, you have had about the nature of magic and the multiverse.
as your own notation is easier to decipher. This time is halved Ritual Casting
to 30 minutes per level for spells from Focus Schools. Your understanding of the arcane arts allows you to perform
If your Spellbook is lost, you can use this same procedure ritual magic. You can cast any Wizard spell in your Spellbook
to transcribe the Wizard spells you currently have prepared as a ritual, so long as it has the ritual tag, even if not prepared.
into a new Spellbook. The knowledge of all other spells from
your Spellbook is lost. For this reason, many Wizards create Spellcasting Ability
multiple well-hidden copies of their Spellbook. As you learned your magic through research and study, your
Spellcasting Focus Intelligence is the spellcasting ability for your Wizard spells.
You can use either an Arcane Focus or your Spellbook as the Use Intelligence if one of your Wizard spells refers to your
spellcasting focus for the Wizard spells you have prepared. spellcasting ability, Spell save DC, or Spell attack modifier.
Spellcasting Restrictions Spell save DC = 8 + your proficiency bonus
Because of the delicate and precise gestures required to cast + your Intelligence modifier
spells, you cannot cast Wizard spells while you are wearing Spell attack modifier = your proficiency bonus
armor or wielding a shield, unless a feature says otherwise. + your Intelligence modifier
Signature Spell
Your research has led you to the discovery of a spell that
is known only to you, a Signature Spell. At 7th level,
choose one spell in your Spellbook of 2nd-level or
lower to become your Signature Spell. It must be
chosen from one of your Focus Schools.
You can modify this spell in any number of the ways below,
but you cannot modify it so that its spell level is greater then
the level for which you have spell slots on the Wizard table.
If the spell gains benefits from being cast at a higher level,
the level of these benefits also increase with the spell's level.
Once discovered, your Signature Spell is added as a new
spell in your Spellbook. You also rename your new spell to
reference you as its creator and its modified power. Another
Wizard can copy your Signature Spell into their Spellbook
following the normal rules for copying spells.
At certain Wizard levels, your study results in additional
Signature Spells, following these guidelines: at 11th-level
you create a new Signature Spell of 3rd-level or lower, and
at 15th-level you gain a Signature Spell of 5th-level or lower.
Alternatively, whenever you create a new Signature Spell,
you can select a previous Signature Spell and modify it again.
Casting Time
If the spell has a casting time of one action, it becomes one
bonus action, but the spell level of this spell increases by 1.
Components
You remove components from the spell. It must have at least
one remaining component. You cannot remove components
that are consumed or have a gold cost. For each component
you remove, the level of this spell increases by 1.
Concentration
The level of this spell increases by 1, but if you fail a saving
throw to maintain your concentration on this spell you can
use your reaction to automatically succeed instead.
Damage
You replace all the damage dealt by the spell with the type of
damage dealt by another spell contained in your Spellbook.
Studious Recovery Ritual
Starting at 2nd level, you can study your Spellbook to regain If the spell lacks the Ritual tag, it has a casting time of one
some of your potential. During the course of a short rest, you action or one bonus action, and it does not have a material
can regain a single expended spell slot of a level equal to half component with a gold cost, it becomes a ritual spell for you.
your Wizard level (rounded down), or lower. Shape
Arcane Tradition You modify the shape of a spell that normally targets a cone,
cube, cylinder, line, or sphere to target an area of equivalent
At 3rd level, you choose the Arcane Tradition that represents size (the same number of 5-foot cubes) but a new shape.
your magical knowledge from the list here: Abjurer, Conjurer,
Diviner, Evoker, Illusionist, or Transmuter, all of which are
detailed at the end of this class description. Custom Signature Spells
Your Arcane Tradition grants you features at 3rd level, and At the discretion of your DM, a Wizard can modify
again when you reach 6th, 10th, and 14th level in this class. a Signature Spell in ways not detailed here, or even
create a completely new original Signature Spell!
Ability Score Improvement When using this optional rule, be attentive to the
When you reach 4th level, and again at 8th, 12th, 16th, and effects of spells of the same level and Spell School.
19th level, you can increase one ability score of your choice Spells that are questionably powerful should have
their level increased to match its newfound effect.
by 2, or two ability scores by 1. As normal, you can't increase
one of your ability scores above 20 using this feature.
Archmage
You have mastered the lofty heights of arcane knowledge.
At 18th level, choose two spells of 1st or 2nd-level that you
have in your Spellbook. These spells must be from one of
your Focus Schools and have a casting time of one action.
You always have these spells prepared, though they don't
count against your prepared spells. You can cast these
spells at their lowest level without spending a spell slot.
You can replace one of these spells following the same
guidelines by spending 8 hours studying your Spellbook.
Arcane Mastery
You are an unparalleled master of arcane arts who bends
reality itself their will. At 20th level, you are considered to
always have every spell in your Spellbook prepared.
Wizard Spell List
Below are the spells available to the Wizard, organized by
spell level. They are in the Player's Handbook, Xanathar's
Guide to Everything *, Tasha's Cauldron of Everything **,
and the laserllama Spell Compendium LL, a tome of
both new and alternate versions of official spells.
All spells have their School listed in abbreviated form:
Abj Abjuration Evo Evocation
Con Conjuration Ilu Illusion
Div Divination Nec Necromancy
Enc Enchantment Tra Transmutation

Cantrips (0-level Spells)


School Spell School Spell School Spell School Spell
LL
Abj blade ward Div message Evo ray of frost Nec poison spray LL
Abj resistance LL Div true strike LL Evo shocking grasp Tra beckon air LL
Con create bonfire * Enc friends LL Evo thunderclap * Tra control flame LL
Con frostbite * Enc mind sliver ** Ilu dancing lights Tra mending
LL
Con infestation * Evo acid splash Ilu light Tra mold earth LL
Con mage hand Evo fire bolt Ilu minor illusion Tra prestidigitation
Div guidance LL Evo lightning lure LL Nec chill touch Tra shape water LL

1st-level Spells
School Spell School Spell School Spell School Spell
LL
Abj absorb elements * Con ice knife * Evo arcane lance Ilu silent image
Abj alarm (r) Con unseen servant (r) Evo burning hands Nec cause fear *
Abj mage armor Div comprehend lang. Evo caustic brew ** Nec false life
Abj prot. evil & good Div detect magic (r) Evo chromatic orb * Nec inflict wounds
LL
Abj shield Div identify (r) Evo thunderwave Nec ray of sickness
LL
Abj snare * Div magic missile Evo torrent Tra earth tremor *
LL
Con find familiar (r) Enc catapult * Evo witch bolt Tra expeditious retreat
Con floating disk (r) Enc charm person Ilu color spray Tra feather fall
Con fog cloud Enc hideous laughter Ilu disguise self Tra jump LL
Con grease Enc sleep Ilu illusory script (r) Tra longstrider
2nd-level Spells
School Spell School Spell School Spell School Spell
LL
Abj earthbind * Div locate creature Evo pyrotechnics Ilu skywrite (r)
LL
Abj lock/unlock Div locate object Evo scorching ray Nec blindness/deafness
Abj rope trick Div mind spike * Evo shatter Nec gentle repose (r)
Con cloud of daggers Div see invisibility Evo snowball swarm * Nec ray of enfeeblement
Con continual flame Enc crown of madness Evo warding wind * Nec shadow blade *
Con dust devil * Enc hold person Ilu blur Tra alter self
Con flaming sphere Enc levitate Ilu darkness Tra dragon's breath *
Con misty step Enc mind whip ** Ilu invisibility Tra earthen grasp *
Con web Enc suggestion Ilu magic aura Tra enhance ability
Div augury (r) Evo acid arrow Ilu magic mouth (r) Tra enlarge/reduce
Div darkvision Evo arcane scorcher * Ilu mirror image Tra magic weapon LL
Div detect thoughts Evo gust of wind Ilu phantasmal force Tra spider climb

3rd-level Spells
School Spell School Spell School Spell School Spell
LL
Abj counterspell Con thunder step * Evo lightning bolt Nec summon undead **
Abj dispel magic Con wall of sand * Evo minute meteors * Nec vampiric touch
Abj prot. from energy Con wall of water * Evo stinking cloud Tra blink
Abj glyph of warding Div clairvoyance Evo tidal wave * Tra erupting earth *
Abj magic circle Div nondetection Ilu feign death (r) Tra fly
LL
Abj remove curse Div sending Ilu hypnotic pattern Tra gaseous form
Abj tiny hut (r) LL Div speak with dead Ilu major image Tra haste
Con sleet storm Enc enemies abound * Ilu phantom steed (r) Tra slow
Con summon fey ** Enc fear Nec animate dead Tra tiny servant *
Con summon shadow ** Enc intellect fortress ** Nec bestow curse Tra water breathing (r)
Evo fireball Nec life transference *
4th-level Spells
School Spell School Spell School Spell School Spell
Abj banishment Con sum. construct ** Evo ice storm Ilu phantasmal killer
Abj private sanctum Con sum. elemental ** Evo sickening radiance Nec blight
Abj resilient sphere Con wall of fire Evo storm sphere Tra control water *
Abj secret chest Div arcane eye Evo vitriolic sphere * Tra elemental bane *
Abj stoneskin Div divination (r) Evo watery sphere * Tra fabricate
Con dimension door Enc charm monster Ilu faithful hound Tra polymorph LL
Con sum. aberration ** Enc confusion Ilu greater invisibility Tra stone shape
Evo fire shield Ilu hallucinatory terrain
5th-level Spells
School Spell School Spell School Spell School Spell
Abj planar binding Div legend lore Evo cloudkill Nec enervation
LL
Abj wall of force Div scrying Evo cone of cold Nec neg. energy flood *
Con arcane hand Enc dominate person Evo dawn Tra animate objects
Con conjure elemental Enc geas Evo immolation * Tra control winds *
Con far step Enc hold monster Ilu creation Tra passwall
Con infernal calling Enc modify memory Ilu dream Tra skill empowerment*
Con teleportation circle Enc synaptic static * Ilu mislead Tra transmute rock
Div cont. other plane (r) Enc telekinesis Ilu seeming Tra wall of stone
Enc telepathic bond (r) Nec danse macabre *

6th-level Spells
School Spell School Spell School Spell School Spell
Abj contingency Con wall of ice Ilu eyebite Tra create homunculus *
Abj globe of invul. Div true seeing Ilu mental prison Tra flesh to stone
Abj guards and wards Enc mass suggestion Ilu programmed illusion Tra investiture of flame *
Con arcane gate Evo chain lighting Nec circle of death Tra investiture of ice *
Con instant summons Evo disintegrate Nec create undead Tra investiture of stone *
Con scatter Evo freezing sphere Nec magic jar Tra investiture of wind *
Con summon fiend ** Evo sunbeam Nec soul cage * Tra move earth

7th-level Spells
School Spell School Spell School Spell School Spell
Abj magnificent mansion Con teleport Evo prismatic spray Tra etherealness
Abj symbol Enc power word: pain Ilu mirage arcane Tra reverse gravity
LL
Con forcecage Evo arcane sword Ilu project image Tra sequester
Con plane shift Evo crown of stars * Ilu simulacrum Tra whirlwind
Evo delayed blast fireball Nec finger of death

8th-level Spells
School Spell School Spell School Spell School Spell
Abj antimagic field Con mighty fortress Enc power word: stun Nec clone
Abj mind blank Div telepathy Evo incendiary cloud Nec horrid wilting *
Con demiplane Enc antipathy/sympathy Evo sunburst Tra control weather
Con maze Enc dominate monster Ilu illusory dragon * Tra mass polymorph LL
Enc feeblemind Ilu maddening dark *

9th-level Spells
School Spell School Spell School Spell School Spell
Abj imprisonment Div foresight Evo prismatic wall Nec power word: kill
Abj invulnerability * Div time stop Ilu shapechange Tra true polymorph
LL
Con blade of disaster ** Enc psychic scream * Ilu weird — wish
Con gate Evo meteor swarm Nec astral projection
Scholar of Abjuration
Arcane Traditions 3rd-level Abjurer Tradition feature
Choose the Arcane Tradition from the options below that best You are a dedicated student of Abjuration magic. Abjuration
represents your Wizard's arcane knowledge and spellcraft: is now one of your Focus Schools of magic. If Abjuration was
already one of your Focus Schools, you gain another Focus
Abjurer Evoker
School of your choice.
Conjurer Illusionist You also choose two Abjuration spells of 2nd-level or lower
Diviner Transmuter from the Wizard spell list to add to your Spellbook.
Projected Ward
Abjurer 6th-level Abjurer Tradition feature
Abjurers are masters of magic that safeguards, banishes, and You can use the power of your Arcane Ward to defend others.
thwarts hostile magical creatures, spells, and effects. Known When a creature that you can see within 30 feet of you takes
for their ability to reverse potent enchantments and combat damage, you can use a reaction to cause your Arcane Ward to
extraplanar entities, Abjurers are sought out to reverse alien absorb that damage. If this damage reduces your Ward to 0
incursions into the material plane and banish evil creatures. hit points, the original target takes any residual damage.
Arcane Ward Empowered Abjuration
3rd-level Abjurer Tradition feature 10th-level Abjurer Tradition feature
You can siphon residual abjuration magic to create an Arcane Your knowledge of Abjuration magic allows you to utilize it
Ward around yourself. When you spend a spell slot to cast an better than most. You add counterspell LL and dispel magic to
Abjuration spell, you can siphon some of its residual power to your Spellbook if they were not already there. If you already
cloak yourself in an Arcane Ward, which persists until the end had them in your Spellbook, you add one Abjuration spell of
of your next long rest. your choice to your Spellbook for each that was there.
On creation, your Arcane Ward has a number of hit points Whenever you make an ability check as part of either spell
equal to twice your Wizard level + your Intelligence modifier. you can add your proficiency bonus to your roll.
Whenever you take damage, your Arcane Ward takes it in Your Arcane Ward also gains resistance to all non-magical
your place. If your Ward is reduced to 0 hit points, you take bludgeoning, piercing, and slashing damage.
any residual damage. While at 0 hit points, the magic of the Master of Abjuration
Arcane Ward remains, but it cannot absorb any damage. 14th-level Abjurer Tradition feature
Whenever you expend a spell slot to cast an Abjuration Your mastery over Abjuration magic has infused your mortal
spell, your Arcane Ward regains hit points equal to twice the form with an innate magical ward. You have advantage on all
level of the spell slot expended. You can also use your bonus saving throws against spells, and resistance
action to expend a spell slot and cause your Ward to regain to all damage dealt by spells.
hit points equal to twice the level of the slot expended.
Once you create your Arcane Ward, you
cannot create another until
you finish a long rest.
Conjurer
As a student of Conjuration, you specialize in spellcraft
that conjure creatures, objects, and energy from other
planes. As your powers as a Conjurer grow, you learn to
create things from nothing, call powerful extraplanar
creatures to your aid, and teleport yourself and your
allies across vast distances in an instant.
Scholar of Conjuration
3rd-level Conjurer Tradition feature
You are a student of Conjuration magic. Conjuration
is now one of your Focus Schools. If Conjuration was
already one of your Focus Schools, you gain another
another Focus School of your choice.
You also add two Conjuration spells of your choice,
of 2nd-level or lower from the Wizard spell list, to your
Spellbook when you adopt this Arcane Tradition.
Minor Conjuration
3rd-level Conjurer Tradition feature
You can draw on your knowledge of Conjuration magic
to conjure temporary objects from nothing. As an action,
you can instantly conjure a single Tiny inanimate object
in your hand, or in an unoccupied space on the ground
that you can see within 10 feet of you.
To conjure an object you must have seen the object
before, and be familiar with its makeup. To conjure an
object that would special require expertise to craft, you
must be proficient in the corresponding artisan's tools.
You cannot conjure copies of magic items.
Any object you conjure is visibly magical, and radiates
dim light in a 5-foot radius. It has a number of hit points
equal to your Wizard level, and its Armor Class is equal
to your Intelligence score. The object disappears after
1 hour, or when it is reduced to 0 hit points, or if you
use this feature to conjure another object.
When you use this feature you can expend a spell
slot to conjure a larger object, determined by the level
of the spell slot you expend as shown below:
Spell Slot Size Spell Slot Size
None Tiny 5th Large
1st Small 7th Huge
3rd Medium 9th Gargantuan

Self Transposition Empowered


6th-level Conjurer Tradition feature Conjuration
You use Conjuration magic to instantly move through space. 10th-level Conjurer Tradition feature
You add misty step to your Spellbook and you always have it Your deep knowledge of Conjuration magic allows you to call
prepared, but it does not count against your prepared spells. increasingly powerful entities. When you cast a Conjuration
If you already have misty step in your Spellbook, you add one spell that summons creatures or use your Minor Conjuration
Conjuration spell of your choice to your Spellbook instead. to create an object, one creature or object you conjure gains
Moreover, you can cast misty step once between each long temporary hit points equal to twice your Wizard level.
rest without expending a spell slot.
Whenever you cast misty step, you can force one object or Master of Conjuration
creature equal to your size or smaller in range of the spell to 14th-level Conjurer Tradition feature
make a Charisma saving throw against your Spell save DC. Your ability to conjure and control extraplanar creatures and
On a failed save, you and the target instantly switch places energies is unparalleled. When you cast a Conjuration spell
in place of the normal effects of the misty step spell. that summons or conjures a creature, your concentration on
Creatures can willingly fail this Charisma saving throw. that spell cannot be broken by taking damage.
Diviner Ascended Awareness
Often carrying out their research far from civilization, Diviner 6th-level Diviner Tradition feature
Wizards use their knowledge of the arcane arts to reveal the Your constant use of Divination magic gives you an increased
unseen, uncover lost secrets, and even predict the future. The awareness of the world. So long as you are not incapacitated,
magic of Divination is an uncertain one, but Diviners attempt you can't be surprised and you add your Intelligence modifier
to master this esoteric school of magic to further their ends. (minimum of +1) to your initiative rolls.
Scholar of Divination The Third Eye
3rd-level Diviner Tradition feature 10th-level Diviner Tradition feature
You are a dedicated student of Divination magic. Divination You can use Divination magic to awaken your true powers of
is now one of your Focus Schools of magic. If Divination was perception. Over the course of 1 hour, which can be during a
already one of your Focus Schools, you gain another Focus short or long rest, you can perform a ritual to enhance your
School of your choice. sight in one of the ways listed below. It extends out from you
You also choose two Divination spells of 2nd-level or lower in a 60-foot radius and lasts until you use this ritual again:
from the Wizard spell list to add to your Spellbook. Eldritch Sight. You can see magical effects and objects as
if you were using the detect magic spell. You can only see if
Portent objects are magical, you do not learn their school of magic.
3rd-level Diviner Tradition feature Ethereal Sight. You can see into the Ethereal Plane and
You have begun to unlock the secrets of Divination magic, the within the range of your special sight, invisible creatures and
ability to see the future, if only in short and shadowy visions. objects appear to you as if they were visible.
Once during a long rest, you can perform an esoteric 1-hour Infernal Sight. You can see normally in both dim light and
ritual where you view shadowy glimpses of the future. darkness, produced by magical and non-magical sources, like
At the end of this ritual, you roll two d20s and record the the darkness created by the darkness spell.
results. When a creature you can see makes an ability check, Runic Sight. You can read any language, even those that
attack roll, or saving throw, you can replace its d20 roll with have been lost, as if was written in your native language. This
one of the Portent d20 rolls that you recorded. You must use does not, grant you the ability to speak the languages.
this feature before the creature rolls its d20.
When you choose this school, glimpses of the future begin Master of Divination
to press in on your awareness. When you finish a long rest, 14th-level Diviner Tradition feature
roll two d20s and record the numbers rolled. You can replace Your ability to glance the future has grown, giving additional
any attack roll, saving throw, or ability check made by you or clarity to your visions. When you perform your Portent ritual
a creature that you can see with one of these foretelling rolls. during a long rest, you roll each d20 twice and choose which
You must choose to do so before the roll, and you can replace of the results to record as your Portent d20 rolls.
a roll in this way only once per turn. You can also use an action on your turn to expend a spell
Once you use a Portent d20 roll it is expended. Any unused slot of 2nd-level or higher to replace your current Third Eye
Portent rolls are lost when you perform this ritual again. benefit to another benefit with your choice from the list.
Evoker Sculpt Spells
While most view Evokers as channelers of destructive magic, 6th-level Evoker Tradition feature
Evokers consider themselves to be masters of arcane energy Your understanding of Evocation magic allows you to shape
of all kinds. Scorching flames, bitter frost, crackling lightning, your destructive magic to safeguard your allies. Whenever
and caustic acid, Evokers can control it all. Powerful Evokers you cast an Evocation spell, you can designate a number of
are a terrifying sight to behold on the field of battle, reducing creatures equal to 1 + the level of the spell. These creatures
their foes to smoldering heaps with their elemental magicks. are immune to the effects of your spell and take no damage
on the turn that you cast the spell.
Scholar of Evocation However, any effects of the spell that persist after its initial
3rd-level Evoker Tradition feature casting affect these designated creatures as normal.
You are a dedicated student of Evocation magic. Evocation
is now one of your Focus Schools of magic. If Evocation was Empowered Evocation
already one of your Focus Schools, you can select another 10th-level Evoker Tradition feature
Focus School of your choice. Your Evocation spells are especially potent, even compared to
You also choose two Evocation spells of 2nd-level or lower those cast by other mages. On the turn you cast an Evocation
from the Wizard spell list to add to your Spellbook. spell, you can re-roll any number of the damage dice for that
spell, but you must keep the new result of these rolls.
Potent Cantrip You must choose how many dice you will re-roll at once.
3rd-level Evoker Tradition feature
Your deep understanding of Evocation magic increases the Master of Evocation
potency of even your minor magic. You learn one additional 14th-level Evoker Tradition feature
Evocation Cantrip of your choice from the Wizard spell list. You can channel your life force into your magic to increase its
Also, when you cast an Evocation Cantrip that requires a power in times of need. When you cast an Evocation spell of
spell attack roll or saving throw you gain the benefits below: 5th-level or lower, you can choose for it to deal its maximum
Spell Attack. When an Evocation Cantrip requires you to possible damage, in place of rolling.
make a Spell Attack Roll, you add your Intelligence modifier You can use this feature once between each long rest with
(minimum of +1) to one damage roll of the spell. no adverse effects to you. However, each additional time you
Saving Throw. When an Evocation Cantrip requires its use this feature before you finish a long rest you take 2d12
targets to make a saving throw, creatures take half damage necrotic damage per level of the spell (minimum 2d12).
on a successful save, but do not suffer any additional effects, This damage ignores resistance and immunity to necrotic
other than damage, imposed by the Cantrip. damage, and the damage cannot be lessened in any way.
Illusionist Illusory Self
10th-level Illusionist Tradition feature
You are a practitioner of all magic that misdirects, befuddles, You can disappear into your illusions when in danger. When
and confuses, you are an Illusionist. Limited only by your own you are hit by an attack, you can use your reaction to create
ingenuity, you can create profound effects that dupe all but an illusory version of yourself in your space which takes the
the most observant foes. While other Wizards prefer a more attack instead of you. You then immediately teleport to an
direct approach, you pride yourself on unorthodox solutions. unoccupied space you can see within 10 feet.
Scholar of Illusion Once you use this feature you must finish a short or long
3rd-level Illusionist Tradition feature rest before you can use it again. When you have no uses left,
You are a dedicated student of Illusion magic. Illusion is one can expend a spell slot of 2nd-level or higher to use it again.
of your Focus Schools of magic. If Illusion was already one of Illusory Reality
your Focus Schools, you gain another of your choice. 14th-level Illusionist Tradition feature
You also choose two Illusion spells of 2nd-level or lower Your skill with illusions allows you to give your phantasmal
from the Wizard spell list to add to your Spellbook. creations solid form, if only temporarily. When you use your
Illusionist Adept action to cast an Illusion spell from your Spellbook, you can
3rd-level Illusionist Tradition feature use a bonus action on that turn to make a single non-magical,
Your study of illusions has made you exceptionally skilled in inanimate object that is part of that illusion real.
their use. You learn the minor illusion Cantrip, but it doesn't The object cannot deal damage or cause harm of any kind.
count against your Cantrips Known. If you already know the This effect lasts for 1 minute, but it ends early if you end the
Cantrip, you learn another Wizard Cantrip of your choice. effect (no action required) or if you use this feature again.
When you cast minor illusion you can create both illusory For example, you could create an illusion of a ladder, make
sound and image with a single casting of the Cantrip, and you it real for you to climb, then dispel it so your enemies cannot
can cast minor illusion as an action or a bonus action. follow you up.
Finally, you can cast any Illusion spell from your
Spellbook without providing verbal components.
Phantasmal Spells
6th-level Illusionist Tradition feature
Your skill with Illusions allows you to create illusory
versions of your other spells. Whenever you cast a
Conjuration or Evocation spell from your Spellbook,
you can choose to produce an illusory version of the
spell, changing its effects in the following ways:
Its Spell School changes to Illusion.
You can ignore any of the normal material
components of the spell for this casting.
If it forces its targets to make a saving
throw, targets make an Intelligence
saving throw instead of the normal
saving throw for that spell.
If it deals damage, its damage is
replaced with psychic damage.
If it conjures anything with hit
points, its hit points are halved.
Any creature whose Intelligence
score is greater than your Wizard
level immediately sees through
any spell cast in this way and is
immune to all of its effects.
All other creatures interact with,
and believe they are experiencing the
normal effects of the spell.

Illusory Magic & Effects


Whenever playing a mage that uses Illusion magic,
and especially when playing an Illusionist, talk with
your DM about how they plan to run Illusion spells.
Transmuter Transmute Self
6th-level Transmuter Tradition feature
Transmutation is the magic of understanding, deconstructing, Your deep understanding of Transmutation magic allows you
and reconstructing matter. However, it is not an all-powerful to make dramatic alterations to your physical form. During a
magic; it is impossible to create something out of nothing. As long rest, you can choose one 1st-level Transmutation spell in
a Transmuter, you know that if you wish to obtain something, your Spellbook that targets a creature, and perform a 1-hour
something of equal value must be sacrificed in exchange. ritual to make its benefits permanent for you. If it normally
Scholar of Transmutation requires concentration, it does not when cast in this way.
3rd-level Transmuter Tradition feature The effects of this spell last until you perform this ritual on
You are a student of Transmutation magic. Transmutation is yourself again during a subsequent long rest.
one of your Focus Schools of magic. If Transmutation was Empowered Transmutation
already one of your Focus Schools, you can select another 10th-level Transmuter Tradition feature
Focus School of your choice. You add polymorph LL to your Spellbook. You always have it
You can also choose two Transmutation spells of 2nd-level prepared, but it does not count against your prepared spells.
or lower from the Wizard spell list to add to your Spellbook. If you already have polymorph in your Spellbook, you add one
Equivalent Exchange Transmutation spell of your choice to your Spellbook instead.
3rd-level Transmuter Tradition feature Also, when you cast polymorph on yourself, its casting time
You can use your knowledge of Transmutation magic to alter becomes a bonus action. While transformed you retain your
the physical properties of objects. As an action, you can touch personality, Intelligence, Wisdom, and Charisma scores.
a non-magical object (or part of an object) and expend a spell Finally, when you use your Transmute Self feature, you can
slot to transform its Material or Shape as detailed below: now select 2nd-level Transmutation spells in your Spellbook.
Material. You change an object made of iron, steel, stone Master of Transmutation
(not gems), or wood to another material from this same list. 14th-level Transmuter Tradition feature
Shape. You alter the shape of the object to suit your needs. You learned the secrets necessary to create a Philosopher's
You cannot add or destroy material as part of this action. The Stone, a Tiny alchemical object capable of wondrous feats of
new shape of the object is crude unless you are proficient in Transmutation. During each long rest, you can spend 1 hour
the artisan's tools corresponding to its material makeup, or performing a ritual to create one Philosopher's Stone. This
are familiar with the inner workings of such an object. ritual renders any previous Philosopher's Stones inert.
Size. The level of the spell slot you expend determines the When you cast a Wizard spell, you can expend the Stone to
size of the object you can change. You can alter an object that cast that spell at 5th-level, without expending a spell slot.
fits in a cube with sides of 1-foot per level of the spell slot. Alternatively, you can use an action cast to one of the spells
For example, by expending a 3rd-level spell slot below at 5th-level, expending the Philosopher's Stone in place
you can alter any object (or part of an object) that of a spell slot and any material components. When you cast
fits inside of a 3-foot cube. a spell in this way it counts as a Wizard spell for you:
Concentration. You must concentrate on this
change as if concentrating on a spell or the object awaken mass cure wounds
instantly reverts to its previous form. After
1 minute of concentration any changes contagion raise dead
to the object become permanent. creation restoration LL
The Alternate
Wizard
Become the master of arcane spellcraft that you
were meant to be! Master arcane magic with a
reworked Spell List and six Arcane Traditions!

Version 1.1.0 - Created by /u/laserllama


Last Updated: December 14th, 2024

Artist Credits:
Covers - Hugh Pinder - MTG: Hard Cover
Page 1 - Victor Adame Minguez - Teller of Tales
Page 3 - Magali Villeneuve - Intrude on the Mind
Page 4 - Magali Villeneuve - Temporal Pilgrim
Page 5 - Dominik Mayer - Time Stretch
Page 6 - Dominik Mayer - Inverse Sun
Page 8 - Chris Rahn - Starlit Mantle
Page 9 - Kieran Yanner - Architect of Law
Page 10 - Dominik Mayer - Negate
Page 11 - Marta Nael - Lightning Strike
Page 12 - Dmitry Burmak - Wily Illusionist
Page 13 - Josua Raphael - Urza, Prince of Kroog

Additional Laserllama Homebrew content,


can be found for free on GM Binder.

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access to three Elemental Arcane Traditions:

Aeromancer - Geomancer - Hydromancer

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