Wikidot izvori

Spells . Races . Backgrounds . Classes . Items . Feats . Racial feats

Wizard

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.

Wizard overview

1d6 per wizard level
Proficiencies
Daggers, darts, slings, quarterstaffs, light crossbows
Intelligence, Wisdom
Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Wizard features

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

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.

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 of 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 of 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 of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast 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 cast 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 cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence 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 Intelligence 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 cast 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.

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 the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

School Source
Abjuration Player's Handbook
Bladesinging Sword Coast Adventurer's Guide
Tasha's Cauldron of Everything
Chronurgy Explorer's Guide to Wildemount
Conjuration Player's Handbook
Divination Player's Handbook
Enchantment Player's Handbook
Evocation Player's Handbook
Graviturgy Explorer's Guide to Wildemount
Illusion Player's Handbook
Necromancy Player's Handbook
Order of Scribes Tasha's Cauldron of Everything
Transmutation Player's Handbook
War Magic Xanathar's Guide to Everything
Unearthed Arcana
Archived Unearthed Arcana
Artificer Unearthed Arcana 1 - Eberron
Invention Unearthed Arcana 46 - Three Subclasses
Lore Mastery Unearthed Arcana 29 - Warlock and Wizard
 Mage of Lorehold Unearthed Arcana 79 - Mages of Strixhaven
 Mage of Prismari Unearthed Arcana 79 - Mages of Strixhaven
 Mage of Quandrix Unearthed Arcana 79 - Mages of Strixhaven
 Mage of Silverquill Unearthed Arcana 79 - Mages of Strixhaven
Onomancy Unearthed Arcana 63 - Cleric, Druid, Wizard
Order of Scribes Unearthed Arcana 72 - Subclasses Revisited
Psionics Unearthed Arcana 66 - Fighter, Rogue, Wizard
Technomancy Unearthed Arcana 7 - Modern Magic
Theurgy Unearthed Arcana 33 - Wizard Revisited
Cantrip Formulas (Optional)

At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

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. If 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. You 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.

Bladesinger

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

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. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Sources: Tasha's Cauldron of Everything

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 type of one-handed melee weapon of your choice.

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

Bladesong

Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. 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, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

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

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Song of Defense

Beginning at 10th level, 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 slot's level.

Song of Victory

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

School of philosophy

As a member of the School of Philosophy you are as much a theorist as you are a practitioner of arcane arts. A student of magic, you do not focus on a single school but seek to use logic and methodology to explore all mystical secrets. Other schools denounce the rhetoric of these so-called philosophers, often faulting them for sharing the esoteric teachings that most seek to keep to themselves.

Master’s Teachings

When you choose this school at 2nd level, you replace your spellbook with a magical scroll. The scroll acts as an arcane focus.
When you prepare your spells each day, you can prepare an additional number of spells equal to your Intelligence modifier (minimum 1).

Philosopher’s Rebuke

Starting at 6th level, your mastery of magical discourse allows you to efficiently counter hostile magic. Whenever you use dispel magic or counterspell to successfully end a spell, you regain one expended spell slot. The slot you regain must be of a lower level than the spell you cast and can’t be higher than 5th level.

Arcane Symposium

Beginning at 10th level you gain the ability to share your arcane teachings with others. When you prepare a 1st level wizard spell during a long rest you may choose a number of willing creatures who can hear and understand you, up to your Intelligence modifier (minimum 1). These creatures gain the ability to cast this spell once at its lowest level without expending a spell slot and requiring no material components. Intelligence is the spellcasting ability for spells cast in this way. Creatures lose the ability to cast the spell in this way 8 hours after the spell is prepared.

Magnum Opus

By 14th level your scroll has become a masterwork of arcane philosophy. You gain the ability to cast a spell of 3rd level or lower with a casting time of one action as if it were your highest level spell slot. Casting a spell in this way does not expend a spell
slot. You must complete a long rest before you can use this feature again.

Wizard spell list

Cantrips

Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Gust Barrier
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike

1st level

Alarm
Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Elevated Sight
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Fog Cloud
Grease
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Protection from
Evil and Good
Ray of Sickness
Shield
Silent Image
Sleep
Tasha’s Hideous Laughter
Tenser’s Floating Disk
Thunderwave
Unseen Servant
Witch Bolt

2nd level

Alter Self
Arcane Lock
Blindness/Deafness
Blur
Cloud of Daggers
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Magic Weapon
Melf’s Acid Arrow
Mirror Image
Misty Step
Nystul’s Magic Aura
Phantasmal Force
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web

3rd level

Animate Dead
Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Feign Death
Fireball
Fly
Gaseous Form
Glyph o f Warding
Haste
Hypnotic Pattern
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking Cloud
Tongues
Vampiric Touch
Water Breathing

4th level

Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Evard's Black Tentacles
Fabricate
Fire Shield
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Leomund’s Secret Chest
Locate Creature
Mordenkainen’s
Faithful Hound
Mordenkainen’s
Private Sanctum
Otiluke’s Resilient Sphere
Phantasmal Killer
Polymorph
Stone Shape
Stoneskin
Wall of Fire

5th level

Animate Objects
Bigby’s Hand
CloudkilI
Cone of Cold
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Rary’s Telepathic Bond
Scrying
Seeming
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone

6th level

Arcane Gate
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Drawmij’s Instant
Summons
Eyebite
Flesh to Stone
Globe of Invulnerability
Guards and Wards
Magic Jar
Mass Suggestion
Move Earth
Otiluke’s Freezing Sphere
Otto’s Irresistible Dance
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice

7th level

Delayed Blast Fireball
Etherealness
Finger of Death
Forcecage
Mirage Arcane
Mordenkainen's
Magnificent Mansion
Mordenkainen’s Sword
Plane Shift
Prismatic Spray
Project Image
Reverse Gravity
Sequester
Simulacrum
Symbol
Teleport

8th level

Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Demiplane
Dominate Monster
Feeblemind
Incendiary Cloud
Maze
Mind Blank
Power Word Stun
Sunburst
Telepathy
Trap the Soul

9th level

Astral Projection
Foresight
Gate
Imprisonment
Meteor Swarm
Power Word Kill
Prismatic Wall
Shapechange
Time Stop
True Polymorph
Weird
Wish

Plague doctor

Blending spellcasting with science, you distill your magic into concoctions that harm or heal. Plague Doctors often wear grotesque masks protecting them from toxic ingredients. Many regard the mask with fear as a sign of pestilence, making Plague Doctors a source of both hope and trepidation.

Potion Craft

Beginning when you select this arcane tradition at 2nd level, you gain proficiency in Medicine and with alchemist’s supplies and herbalism kits. Additionally, you have learned to create magical concoctions. You can create any number of concoctions using your alchemist supplies or herbalism kit for 10 minutes, expending a spell slot for each concoction created. When you do, for each concoction created, choose a spell from your wizard’s spell book that targets only one creature. The chosen spell must be of an equal or lower level than the expended spell slot. When a creature consumes the concoction, it becomes the target of the spell as if you had just cast it. If the spell requires concentration, the creature that consumes the potion needs to concentrate on it. Concoctions created this way lose their magical effect at the end of your next long rest.

Good Medicine

Also at 2nd level, when you craft a concoction, you can choose to expend a spell slot without choosing a spell, instead creating good medicine. When a creature consumes your good medicine, you roll 1d8 per level of the spell slot expended casting the spell, and the creature regains an equal number of hit points. If you expended a spell slot of 3rd level or higher, you also end all diseases afflicting the creature.

Bad Medicine

Starting at 6th level, when you craft a concoction you can choose to expend a spell slot without choosing a spell, instead crafting bad medicine. When you create a dose of bad medicine, choose one effect per level of spell slot expended.
• The creature is poisoned.
• The creature’s movement speeds are halved.
• The creature takes an additional 1d4 necrotic damage the first time it takes damage each turn.
• The creature takes 1d6 poison damage each time it takes an action, bonus action, or reaction on a turn.
• The creature takes acid damage equal to the level of the spell slot expended at the start of each of its turns.
As an action, you can hurl a dose of bad medicine at a point you can see within 30 feet. Creatures within 10 feet of that point must make a Constitution saving throw against your wizard spell save DC. On a failure, the creature suffers all of the chosen effects for the next minute. As an action, the affected creature can attempt another Constitution saving throw to end any effects early.

Breathe It In

Beginning at 10th level, being persistently exposed to the most deadly ailments known has given you some small measure of resistance to them. After you take necrotic or poison damage, you gain temporary hit points equal to the damage. In addition, you are immune to disease and have advantage on saving throws against being poisoned.

Medicinal Master

Starting at 14th level, when you heal with your Good Medicine or deal damage with your Bad Medicine, roll an additional 2d8 to determine the amount of hit points regained or necrotic damage dealt.

School of sangromancy

You study an uncommon subschool of magic known as sangromancy or blood magic. Despite its dark reputation, there’s nothing inherently evil about the practice of sangromancy, though its demands on its practitioners are gruesome. As a sangromancer, your chosen magic demands more than knowledge—it demands sacrifice as well. Other wizards may view you with skepticism or even outright hostility, but none can deny the potency of your art.

Sangromancy Savant

Beginning when you select this arcane tradition at 2nd level, all sangromancy spells are added to the wizard spell list for you. In addition, the gold and time you must spend to copy a sangromancy spell into your spellbook is halved.

Full-Blooded

Starting at 2nd level, you gain a pool of d12s that you can expend instead of a hit die when you cast sangromancy spells. The number of dice in the pool equals 1 + your wizard level. Your pool regains all expended dice when you finish a long rest.

Sanguine Vigor

Starting at 6th level, your hit point maximum increases by 6 and increases by 1 again whenever you gain a level in this class. In addition, when you cast a sangromancy spell, you regain a number of hit points equal to the level of the spell.

Blood for Blood

At 10th level, when you deal damage to a creature with a spell you cast, you can expend and roll a hit die, or a d12 from your Full-Blooded feature, to add its result to the damage dealt to that creature.

Red Renewal

Starting at 14th level, when you finish a short rest, you can choose expended hit dice to recover. When you do, choose a number of expended hit dice equal to half your wizard level and regain them. You regain an equivalent number of dice from your Full Blooded feature. Once you use this feature, you can’t use it again until you finish a long rest.

Clockwork adept

Masters of invention, clockwork adepts are specialists that blend precision craftsmanship, arcane knowledge, and clockwork understanding into a seamless art. Whether modifying developing technologies or creating entirely new ones from the ruins around them, these individuals combine their arcane talents and their specialized knowledge to repair technology and build new ingenious devices. Trained extensively in the arcane arts and engineering, these men and women use their intimate understanding of both magic and mechanics to unravel the heresy surrounding technology in Soburin (and sometimes, the realms beyond)—for good or ill.

Clockwork Components

Beginning when you select this school at 2nd level, you start to unlock the secrets of artifice. You learn the mending cantrip and gain proficiency with augmetics (as a tool kit proficiency). Every day when you prepare your spells, choose a number of spells equal to your proficiency bonus. You may spend an extra hour while preparing spells to fashion devices using clockwork components that enable you to cast these chosen spells without the need for verbal or material components (though any components costing 1 gp
or more are required to craft a device). Additionally, these spells and their effects are immune to counterspell, detect magic, dispel magic, and other spells that affect magic. You must choose what level spell slot a spell occupies when you prepare a spell this way, and the clockwork components required cost 5 gp per spell level prepared.

Greater Clockwork Components

Starting at 6th level, you increase the number of spells you are able to prepare with clockwork components by your Intelligence modifier. You also learn how to craft augmetics and technological devices of Uncommon rarity (including pistols and muskets), but unlike normal you are able to craft these items at a rate in gold piece value equal to your wizard level + your proficiency bonus + your Intelligence modifier each day.

Bonded Tool

Beginning at 10th level, choose a number of cantrips equal to half your Intelligence modifier. You craft an artisan’s tool that allows you to cast these cantrips as if you had prepared them with clockwork components. Your bonded tool has 20 hit points and an AC of 5 + your wizard level. You also learn how to craft augmetics and technological devices of Rare rarity.

Clockwork Companion

Starting at 14th level, you are able to craft a clockwork companion. Choose any creature of a CR up to your proficiency bonus that is of the humanoid or beast type. You create a copy of that creature, whose type changes to construct. It gains immunity to the charmed, exhaustion, frightened and poisoned conditions, and to poison damage, but otherwise it retains all of its normal statistics. It always follows your commands to the best of its ability, even self-destructive ones. Crafting this clockwork companion requires one week and 400 gp per CR of the created creature. You also learn how to craft augmetics and technological devices of Very Rare rarity.

Mage

Your understanding of magic is one entirely borne from dissecting its intricacies when it is wrought in script, given form by symbols and words. Through the power of scrolls you wield the arcane with terrible deftness, leaving your own distinct mark on every spell you cast.

Scroll Caster

Beginning when you select this tradition at 2nd level, all of your spells require a special material component that is consumed upon casting the spell: a scroll containing your personalized magical signature, a special rune or symbol of your own creation. Creating these signature scrolls costs 1 gp times the spell’s level. Any spells that you cast display your symbol near the point of origin—even illusion spells, which show your signature as the figments you create (or lack thereof) dissipate. Identifying a signature requires the use of the detect magic spell and an Intelligence (Arcane) check (DC 8 + spell level).

Magical Author

Beginning at 2nd level, you do not have to pay any gold to scribe new spells into your spellbook and the process only takes you ten minutes per spell level.

Well Read

Beginning at 6th level, your proficiency bonus is doubled on any ability check you make that uses Arcana, History, Nature, or Religion.

Lustrous Calligraphy

Beginning at 10th level, you can scribe scrolls that are much more potent than normal but cost twice as much gold to produce. At any time you may only possess up to your level times 10 gp in lustrous calligraphy scrolls. Your proficiency bonus on spell attacks or to determine spell saves is doubled when casting a spell using a lustrous calligraphy scroll.

Overwhelming Interpretation

Beginning at 14th level, you are able to call forth the magic from two spells using one action. Each spell cast this way must have a casting time of an action or bonus action. After casting the spell, you take an amount of damage equal to triple the combined spell levels. You may not use a lustrous calligraphy scroll with this feature. You can’t use this feature again until you complete a short or long rest.

Leyline magic

The primal forces which comprise nature have their own magical energy, one which can be harnessed by wizards with proper training. By drawing their power from nature, leyline wizards can tap into primordial reservoirs of magic to gain access to new spells, empower their own spellcasting, or disrupt opposing forces which attempt to take root in their domain. The most powerful of such wizards can sew new leylines, transforming unnatural or inhospitable places into natural paradises with time. These wizards work closely with druids, and they can gradually heal environments that have been blighted or corrupted.

Natural Attunement

When you choose this arcane tradition at 2nd level, you learn how to attune yourself to the magic of leylines which course through nature. Each day when you prepare your spells in a natural setting, you may also attune yourself to the energy of a leyline. When you do, choose a list of circle spells from the druid’s Circle of the Land which match the environment in which you prepared your spells. These become your leyline spells, and the druid level shown on each list represents the minimum wizard level you must have to access the listed spells. In some cases, you can choose from multiple options based on the terrain (for example, a frozen shoreline might provide you with either the Arctic or the Coast spell lists). You can only be attuned to one leyline at a time. While attuned to a leyline, you gain access to any spells on your current list of leyline spells for which you meet the level requirement. For as long as you are attuned to a leyline, you always have these spells prepared, and they don’t count against the number of spells you can prepare each day. Leyline spells are not copied into your spellbook.

Leyline Spells

Add the following spells to each leyline spell list. These are available to wizards at 2nd level. Spells marked with an asterisk can be found in the Humblewood Campaign Setting book.

Circle Spells Added Spells
Arctic: grease, spiny shield*
Coast: create or destroy water, thunderwave
Desert: color spray, create or destroy water
Forest: entangle, veil of dusk*
Grassland: burning hands, elevated sight*
Mountain: fog cloud, thunderwave
Swamp: faerie fire, veil of dusk*

Thrum of the Land

Also at 2nd level, you learn how to channel energy from leylines to supplement your spells, infusing them with power. Whenever you are in an environment that matches a leyline to which you are attuned, you can apply one of the following benefits to any leyline spell you cast (chosen when you cast the spell):

At 14th level, you can apply one of these benefits to a single spell of 6th level or higher when you cast it, so long as you are in an environment that matches a leyline to which you are attuned. You can’t use this feature again until you have completed a long rest.

Biorhythm

At 6th level, you learn how to channel the leyline’s energies to augment your body’s natural healing. As long as you are attuned to a leyline, whenever you use your Arcane Recovery feature to regain expended spell slots, you regain 1d8 hit points for each spell slot you recover.
Additionally, when you complete a short rest in a natural setting, you can attune yourself to a different leyline, following the rules of your Natural Attunement feature.

Natural Disruption

By 10th level, you can channel energy from your leyline to disrupt opposing magic. You can cast counterspell or dispel magic, without expending a spell slot, at the level of the highest spell slot available to you. Once you use this feature, you can’t use it again until you finish a long rest.

Leyline Weaving

At 14th level, you have learned how to alter the properties of magic around you, temporarily infusing even unnatural or hostile environments with the power of your leyline. By spending 1 hour in meditation, you can create a new leyline. This new leyline affects a 1-mile-radius area from the spot you meditated upon, which counts as the environment of the list of leyline spells you are attuned to for the purposes of using your leyline abilities. It is hard for a leyline to take root in unfamiliar spaces, and in 24 hours this effect dissipates. However, by using this ability to create the same type of leyline on the same spot each day for a full year, you can cause the effect to be permanent. This will forever alter the natural landscape within the zone you created, and you can choose whether the environment within this zone matches your leyline or combines the features of your leyline’s environment with those naturally present.

Technomancy

A new world brings new opportunities as the magical and the
mundane fuse into novel patterns. The technomage combines
the rising power of magic with a deep understanding of
technology. The technomage has a roster of spells that she
may cast, and in addition gains new powers that meld magic
and machinery.
Technomancy Savant
Beginning when you select this school at 2nd level, you
change your spellbook into a E-book device infused with
magic, allowing you to save spells on it in a special format
called "spellfiles". The gold or the time you must spend to
copy a spell in your E-book device is halved (your choice).
Machine Empathy
Also at 2nd level, you gain proficiency with one of the
following tools: engineering kit, hacking tools or mechanic
tools. In addition, whenever you make an ability check using
the chosen tool, you can twice your proficiency bonus to that
roll.
Program Spell
At 6th level, you can cast a 5th-level spell or lower while
touching an electronic device. When you do so, you expend
the spell slot, but none of the spell's effects occur. Instead, the
spell is programed into the device for later use if the item
doesn't already contain a spell from this feature. When you
program it, you determine the method of activating the spell,
such as typing a specific word, flicking a switch or similar.
After that, a creature that has an Intelligence score of at
least 6 can use an action to activate the spell and cast the
programmed spell in the device. The creature must know the
method of activation to cast the spell (for example, you can
program the haste spell to be casted in a creature when it hits
Control-Alt-H in the keyboard). A concentration spell placed
in a device cannot be activated while you are concentrating
on another spell.
When you program a spell in this way, it must be used
within 8 hours. After that time, the magic fades and is wasted.
The programmed spell is also lost if the device is destroyed
or after you finish a long rest.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Online Casting
At 10th level, you can cast spells through electronic devices,
including cameras, smartphones, tablets and computers. If a
spell requires the caster to be seen, the target must see you,
and if it requires the caster to be heard, then the target must
be able to hear you.
The range is determined from the caster to the device and
then from the device to its target. You must be able to see or
otherwise be able to determine the location of your target.
You can only use this feature to cast spells that target a
specific creature.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain
expended uses when you finish a long rest.
Download Spell
At 14th level, you can download temporary spellfiles into your
E-book device to cast them once.
When you prepare your spells, you can choose four spells
of 4th level or lower you know. These spells don't count
against the total number of spells you can prepare and you
can cast each of them once without expending a spell slot
until you finish a long rest.