Wizard - Archetypes

Duncehack Edition

Part 2

Skipping the preamble because this is Part 2 of the Wizard redesign.

See Part 1 if any of the introductory stuff matters to you.

Obligatory Natural Crit Plug

http://www.naturalcrit.com/

Someone else made a thing that lets me make homebrews without having to post them on pastebin or something. They deserve a lot of credit for that.

Obligatory /tg/ Plug

The feedback I got from various Anons on this helped me build it into something that wasn't bad and stupid.

I love you all in a way only abused spouse can possibly understand.



What if I think these are too much?

I'm more inclined to advocate nerfs to some of the archetypes honestly.

At the very least, ban Abjurers from pulling Arcane Ward points from rituals and the Svirfneblin Magic feat.

WIZARD | DUNCEHACK

School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier + 3. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the spell slot level used.

Once you create the ward, you can't create it again until you finish a long rest.

When you use Arcane Recovery, you restore half your Wizard Level to the Arcane Ward.

Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

Abjuration Mastery

At 20th level, non-ritual Wizard spells of any school that requires a spell slot restores php to your Arcane Ward, however it only restores hp equal to the spell slot level used.


Elephant (Gnome) in the Room

For those who don't know, there's a Svirfneblin build that ramps Abjuration into overpowered territory.

Essentially, it comes down to the fact that the racial feat for Svirfneblin Magic allows them to cast nondetection at will. So it means that they can just hit nondetection over and over, ensuring there's always 6 hit points available on Projected Ward (as RAW, nondetection is a 3rd level spell).

It doesn't sound like much on the surface, but that's 6 damage mitigated for free every single turn, and the build comes online at level 6.

Or to put it another way: imagine if you got an action cast time version of healing word as a cantrip that only does temp HP.

Yeah, sure, it loses a little effectiveness at higher levels, but even then being able to top up the ward for free between fights means it will always be useful.

There's no rule interpretation things you can do like with the goodberry for a life cleric abuse either (where you can argue, that the goodberry being a conjured item that is consumed and not a direct healing ability, means it isn't subject to the 2 + spell slot level increase for healing given by the feature) - Arcane Ward is very clear: any abjuration spell.

What about Ritual Abuse?

The only Abjuration ritual is alarm, it ain't exactly an abuse case worth thinking too hard on. To be fair though, that's 'as of this writing', and rituals of higher spell levels that might come in a later book would change this.

My Solution

Its already in the feature: spell slot level used. No spell slot used, no restoration.

Why +3 on Arcane Ward?

Because without Svirfneblin abuse, Abjurers are a bit on the weaker side compared to the other archetypes in the early levels. Plus, this rounds things off to the ward having a maximum of 50 hp at 20th level.

Arcane Recovery on Arcane Ward?

Does two things, gives them more effectiveness on the ward, but constrains it to only one short rest worth of recharge per long rest.

Abjuration Mastery

At this point of the game, school matters much less than you'd think. That and if you want a long rest, you'll have your nice ssfe demiplane to do it in.

WIZARD | DUNCEHACK

Bladesinging

Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one martial weapon of your choice.

You also gain proficiency in the Performance skill if you don't already have it.

Unarmored Defense

Beginning at 2nd level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. You may benefit from this feature while using a shield.

Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss Bladesong at any time you choose (no action required).

While your bladesong is active, you gain the following benefits:

  • While wearing light or medium armour, or under the effects of the mage armor spell, you may use Intelligence instead of Dexterity for your AC.
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
  • You can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Singing Strike

At 6th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.


Song of Fury

At 10th level, when you take the attack action while your bladesong is active, you can spend your bonus action to cast a Wizard cantrip you know with a cast time of 1 action.

Song of Victory

Starting at 14th level, while bladesong is active, you add your Intelligence modifier (minimum of +1) to the damage of your weapon attacks.

Bladesong Mastery

At 20th level, when you take the attack action while your bladesong is active, you can spend your bonus action to cast a Wizard spell of 5th level or lower you know with a cast time of 1 action.


Dropping the weapon restrictions?

To be honest, with what I've got for changes to weapon layouts, being restricted to a single one-handed weapon is not going to be much of a downside.

Unarmoured Defense and Bladesong

I know it's technically a nerf to the AC stacking meme, but it wasn't healthy. Balancing anything I wanted to do with Intelligence as a stat had to be weighed against Bladesinging. To compensate, I rolled Song of Defense into Bladesong and gave it Int Mod uses per short rest.

Singing Strike

The fact of the matter is, you won't use extra attack in the majority of situations, simply because booming blade exists. So this is to prevent 6th level from being an almost dead level.

Paradoxically, Extra Attack is more worthwhile when the Bladesinger is faced with magic resistant foes - which means that as a feature it grows in use in the later levels, but is near useless the level you get it.

Song of Fury

This was initially the 20th level archetype feature, but given how Bladesinging works, it probably should have been earlier in the class. I am aware this means 2 attacks and a green-flame blade in the same round. I also think its a far cry from what Wizards can do at this point with just their spell list.

Song of Victory

Dropped the melee restriction. booming blade/green flame blade makes melee optimal on their own anyway.

Bladesong Mastery

An improvement over Song of Fury that seems appropriate.

WIZARD | DUNCEHACK

School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

Conjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.

Durable Summons

Starting at 2nd level, any creature that you summon or create with a conjuration spell has temporary hit points equal to twice your Wizard level.

Benign Transposition

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Malign Transposition

At 14th level, you can use your action to teleport up to 30 feet to a space occupied by a small or medium creature. They must succeed a Charisma Saving throw or switch places with you. If they succeed, this feature is spent to no effect.

You regain usage of this feature after a long rest.

Conjuration Mastery

At 20th level, spells from any school refreshes the usage of your Benign Transposition feature.


Durable Summons change

Conjurers aren't great minionmancers as such (at least compared to Sherpherd Druids), but they are very reliable ones due to their 10th level feature. Rather than make them better at handling minions, I figure making this feature scale with level instead would give conjurers the early game boost they need.

Malign Transposition

A situational ability meant to encourage the Conjurer to take more risks, and not just sit back with summoned creatures.

Conjuration Mastery

By this point, you'll be caring more about the spells themselves than the spell school.

WIZARD | DUNCEHACK

School of Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.


  • Darkvision. You gain darkvision out to a range of 60 feet.
  • Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
  • Greater Comprehension. You can read any language.
  • See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

Divination Mastery

At 20th level, You regain usage of the Portent feature on a short or a long rest.


Divination Mastery

This is about the only thing I can do to Divination without breaking it. If you don't already follow: mind spike.

WIZARD | DUNCEHACK

School of Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.


Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Intelligence modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.

Enchantment Mastery

At 20th level, you can charm creatures otherwise immune to the Charm condition, however they have advantage on the saving throw.


Alter Memories

Changed it to Intelligence from Charisma simply because it was a strange place for Multiple Attribute Dependency.

Enchantment Mastery

By this point most things are charm immune, which really hurts Enchanters.

WIZARD | DUNCEHACK

School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Evocation Mastery

At 20th level, you recover from Overchannel faster, and are able to use it again with no ill effects after a short rest. If you were to fall to 0hp using your Overchannel feature, you may instead fall to 1hp. If you do, you cannot do so again until after you finish a long rest.

In addition, you add your Intelligence modifier to the damage of all wizard spells you know, not just evocation spells.


Evocation Mastery

Raw damage is the Evoker's only real purpose to exist, opening up their options on how to do that damage makes the most sense to me.

WIZARD | DUNCEHACK

School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

Illusory Step

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can't use it again until you finish a short or long rest.

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.

Illusion Mastery

At 20th level, illusion spells you know of 5th level or lower with a casting time of 1 action may be cast during your bonus action.


Illusion Mastery

The majority of 1 action illusion spells are concentration effects. Of those only a small number are damage spells.

WIZARD | DUNCEHACK

School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Undead Thralls

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. When you use your animate dead spell to eassert control over undead, you can reassert control over up to 8 skeletons or zombies.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon attack and damage rolls, as well as their shove and grapple checks.

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.


Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Necromancy Mastery

At 20th level, Targets of your Control Undead feature have disadvantage to the check. Undead with 8 or more intelligence instead lose their advantage.

In addition, undead raised by your animate dead feature gain two attacks when the take the attack action.


Undred Thralls/Necromany Mastery

Buffed the zombies to make them more worthwhile using.

Now we can actually have an undead horde.

WIZARD | DUNCEHACK

School of Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Minor Transmutation

At 2nd level, you gain the magic stone and shillelagh cantrips. These count as Wizard spells for you and don't count toward your known cantrips.

Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

  • Darkvision out to a range of 60 feet.
  • An increase to speed of 10 feet while the creature is unencumbered.
  • Proficiency in Constitution saving throws.
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter's stone, the previous one ceases to function.


Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

  • Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
  • Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
  • Restore Life. You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.
  • Restore Youth. You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.

Transmutation Mastery

At 20th level, spells of 1st level or higher from any school can change the effect of a Transmuter's Stone. In addition, using the Master Transmuter feature no longer destroys the stone, but it does drain it of power and it loses its benefits until you spend some time during a short or long rest to recharge it.

Your Master Transmuter feature may not be used with the same Transmuter's Stone until you finish a long rest.


Minor Transmutation

At first I worried about multiclass abuse, but frankly there are far better 2 level dips for access to those cantrips.

as for why, transmutation has arguably the weakest early game combat of all the archetypes.

Transmutation Mastery

Effectively this means your stone's effects are up more often, as you no longer have to spend a long rest and then another 8 hours to get the benefits back.

WIZARD | DUNCEHACK

War Magic

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?"

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to your Intelligence modifier (minimum of one). Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals your wizard level.

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.


Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

War Magic Mastery

At 20th level, you gain Power Surges whenever Arcane Deflection is used to successfully avoid an attack or to succeed a saving throw. In addition, your Arcane Reflection feature no longer inhibits spellcasting after it is used.


Power Surge

Yes, you get all your power surges back on a long rest. The way it worked before, while it did encourage counterspell and dispel magic usage, also meant you were kind of boned against martials.

Also, changed it from half wizard level to full wizard level - at half it's too weak to really go out of your way to use.

War Magic Mastery

If we're going to be full selfish abjurer, might as well have a capstone that makes it easier to do so.

WIZARD | DUNCEHACK