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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] rt rest. Vou can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. Vou can't affect an artifact or a sentient weapon in this way. The weapon ceas...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] at your feet if it is in the extradimensional space when the bond breaks. PACT OF THE TOME Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spelllist. ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] from your patrono This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. ABILITY SCORE IMPROVEMENT When you reach 4th leveI. and again at 8th, 12th, 16t...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] ncrease an ability score above 20 using this feature. MYSTIC ARCANUM At 11th levei, your patron bestows upon you a magical secret called an arca num. Choose one 6th-leveI spell from the warlock spelllist as this arcanum. Vou can...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] our choice that can be cast in this way: one 7th.level spell at 13th leveI, one 8th.level spell at 15th levei, and one 9th-leveI spell at 17th leveI. Vou regain all uses of your Mystic Arcanum when you finish a long rest. ELDRIT...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] nded spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. PART I I CLASSES ••• YOUR PACT BOON Each Pacl Boon oplion produces a special c...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] tied to lhe Archfey and imps and quasits lied to lhe Fiend. Because lhe Great Old One's nalure is inscrulable, any familiar form is suitable for il. Pact afthe 8lade. If your patron is the Archfey, your weapon mighl be a slender...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] your weapon mighl be an ancienl.looking spear, wilh a gemslone embedded in ils head, carved to look like a lerrible unblinking eye. Pact ofthe Tome. Your Book ofShadows might be a fine, gíll-edged lome wilh spells of enchanlmenl...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] on hide sludded wilh iron, holding spells of conjuralion and a weallh offorbidden lore aboul lhe sinisler regions of lhe cosmos, a gíft of lhe Fiend. ar il could be lhe tattered diary of a lunatic driven mad by conlact wilh the ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] ATRONS The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] nly grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivaIs. THEARCHFEY Your patron is a lord or lady of the fey, a creature of legend who ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] otivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] hfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spelllist for YOU. ARCHFEY EXPANDED SPELLS Spell Levei Spells 1st faerie fire, sleep 2nd calm emo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] when you reduce a hostile creature to Ohit points, you gain temporary hit points equal to your Charisma modifier +your warlock levei (minimum of 1). EXPANDED SPELL LIST The Fiend lets you choose from an expanded list of spells w...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] iend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spelllist for YOU. Spells burning hands, command b/indnessjdeaJness, scorching roy fireba//, stin...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] u can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously oc...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] again until you finish a long rest. FIENDISH RESILIENCE Starting at 10th leveI, you can choose one damage type when you finish a short or long rest. Vou gain resistance to that damage type until you choose a different one with t...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] all on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a dlO to your roll. Vou can do so after seeing the initial roll but before any of the roll's effec...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] or long rest. FEY PRESENCE Starting at 1st leveI, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from y...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] htened by you (your choice) until the end of your next turno Once you use this feature, you can't use it again until you finish a short or long rest. DARK DELIRIUM Starting at 14th leveI, you can plunge a creature into an illuso...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] feature again. BEGUILING DEFENSES Beginning at 10th levei, your patron teaches you how to turn the mind-affecting magic of your enemies against them. Vou are immune to being charmed, and when another creature attempts to charm y...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] by you for 1 minute or until the creature takes any damage. MISTY ESCAPE Starting at 6th leveI, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest. THE FIEND Vou have made a pact with a fiend from the lower planes of existence...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of ali things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon,...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] mighty; and ultroloths and other lords of the yugoloths. Vour patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Otherwordly Patrons] eat Old One might be unaware of your existence or entirely indifferent to you, but the secrets YOllhave learned allow YOllto draw YOllrmagic from it. Entities of this type inclllde Ghallnadar, called That Which Lllrks; Tharizdun...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spelllist for you. THOUGHT SHIELD Starting at 10th levei, your thoughts can't be read by telepath...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] amount of damage that you do. AWAKENED MIND Starting at 1st levei, your alien knowledge gives you the ability to touch the minds of other creatures. Vou can communicate telepathically with any creature you can see within 30 fee...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] ITCHING WHISPERS Prerequisite: 7th leveI Vou can cast compulsion once using a warlock spell slot. Vou can't do so again until you finish a long rest. BOOK OF ANCIENT SECRETS Prerequisite: Pact of the Tome feature Vou can now in...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] pear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituais. Vou can't cast the spells except as rituais, unless you've learned them by so...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] to the book if the spell's levei is equal to or less than half your warlock leveI (rounded up) and if you can spare the time to transcribe the spell. For each levei of the spell, the transcription process takes 2 hours and cost...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] spell slot. ASCENDANT STEP Prerequisite: 9th leveI Vou can cast levitate on yourself at will, without expending a spell slot or material components. ARMOR OF SHADOWS Vou can cast mage armor on yourself at will, without expendin...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] ell slot or material components. ARMOR OF SHADOWS Vou can cast mage armor on yourself at will, without expending a spell slot or material components. Spells dissonant whispers, Tasha's hideous /aughter detect thoughts, phantasm...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] strike into good luck for yourself, When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. ]f the attack misses you, your next attack roll against the creature has advan...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] ei, you gain the ability to infect a humanoid's mind with the alien magic of your patrono Vou can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] eldritch invocation has prerequisites, you must meet them to learn it. Vou can learn the invocation at the same time that you meet its prerequisites. CHAINS OF CARCERI Prerequisite: 15th leveI, Pactofthe Chain feature Vou can c...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] se this invocation on the same creature again. DEVIL'S SIGHT Vou can see normally in darkness, both magical and nonmagical, to a distance Df120 feet. DREADFUL WORD Prerequisite: 7th leveI Vou can cast confusion once using a war...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] a modifier to the damage it deals on a hit. ELDRITCH SIGHT Vou can cast detect magic at will, without expending a spell slot. 110 I'ART 1 I CLASSES . ELDRITCH SPEAR Prerequisite: eldritch blast cantrip When you cast eldritch bl...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] d ali writing. FIENDISH VIGOR VOUcan cast false /ife on yourself at will as a 1st-levei spell, without expending a spell slot or material components. GAZE OF Two MINDS VOUcan use your action to touch a willing humanoid and perc...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] e other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. LIFEDRIN KER Prerequisite: 12th leveI, Pact of lhe 81ade fcature When you hit...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] ill, without expending a spell slol. MASTER OF MYRIAD FORMS Prerequisile: 15th leveI Vou can cast alter self at will, without expending a spell slol. MINIONS OF CHAOS Prerequisite: 9th leveI Vou can cast conjure elemenlal once ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] an't do so again until you finish a long resl. MISTY VISIONS VOUcan cast silenl image at wilI, without expending a spell slot or material components. ONE WITH SHADOWS Prerequisite: 5th leveI When you are in an area of dim light...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] hout expending a spell slot or material components. REPELLING BLAST Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast. you can push the creature up to 10 feet away from you in a straight line. SCU...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] using a warIock spell slol. Vou can't do so again until you finish a long resl. THIEF OF FIVE FATES VOUcan cast bane once using a warIock spell slot. Vou can't do so again until YOII finish a long resl. THIRSTING BLADE Prerequi...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] the Attack action on your tllrn. VISIONS OF DISTANT REALMS Prerequisite: 15th levei Vou can cast arcane eye at wilI, without expending a spell slot. VOICE OF THE CHAIN MASTER Prerequisite: Pact ofthe Chain feature Vou can commu...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Warlock > Eldritch Invocations] ng through your familiar's senses, you can also speak through your familiar in your own voice, evcn if your familiar is normally incapable of speech. WHISPERS OF THE GRAVE Prerequisite: 9th levei Vou can cast speak with dead at...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard] changer or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sighl. PARf 1 (l SE . 112 PART 1 I CLASSES WIZARD Clad in the silver robes that denote her station, an elf closes her eyes ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard] her, she completes her spell and launches a tiny bead of tire toward the enemy ranks, where it erupts into a confiagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare ston...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard] is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the fioor in a dungeon intersection, a gnome tosses a handful of small bones inscribed w...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard] then opens his eyes and points down the passage to his left. Wizards are supreme magic-users, detined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spel1s of explosive tire,...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard] s slain foes into zombies. Their mightiest spel1s change one substance into another, cal1 meteors down from the sky, or open portaIs to other worlds. SCHOLARS OF THE ARCANE Wild and enigmatic, varied in form and function, the power of magic draws stud...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard] n form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spel1 requires merely the utterance of a few strange words, fieeting ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard] haurs of study. Wizards live and die by their spel1s. Everything else is secondary. They learn new spel1s as they experiment and grow in experience. They can also learn them fram other wizards, from ancient tomes or inscriptions, and from ancient crea...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] can also learn them fram other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic. . Preficiency Cantrips -Spells Slets per Spell Level- Levei Bonus Features Known 1st 2...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] ent 4 4 3 5th +3 4 4 3 2 6th +3 Areane Traditien feature 4 4 3 3 7th +3 4 4 3 3 1 8th +3 Ability Seere Improvement 4 4 3 3 2 9th +4 4 4 3 3 3 1 ~ •.. 10th +4 Areane Traditien feature 5 4 3 3 3 2 11th +4 5 4 3 3 3 2 1 12th +4 Ability S...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] ard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue l...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] e and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets o...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] magic available in the present age. CREATING A WIZARD Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you h...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] f knowledge not yet plundered by any other wizard? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger. QUICK BUILD Vou can make a wizard quickly by following these suggestions. First, Int...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray af frost cantrips, alang with the fallowi...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] k: burning hands, eharm persan, feather fali, mage armar. magie missi/e, and s/eep. CLASS FEATURES As a wizard, yau gain the follawing dass features. HIT POINTS Hit Dice: 1d6 per wizard leveI Hit Points at 1st LeveI: 6 + your Canstitu...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] None Saving Throws: Intelligenee, Wisdom Skills: Choose two from Areana, History, Insight, Investigation, Medicine, and Religion PART I CLASSES 113 . •• 111- EQUIPMENT Vou start with the following equipment, in addition to the equipme...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] lls that show the first glimmerings of your true power, See ehapter 10 for the general rules of spelleasting and ehapter 11 for the wizard spelllist. CANTRIPS At 1st leveI, you know three eantrips of your ehoice from the wizard spelll...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] ain leveis refiect the arcane research Vou conduct on your own, as well as intellectual breakthroughs Vou have had about the nature ofthe multiverse. You might find other spells during your adventures. You could discover a spell recor...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] or higher, Vou can add it to your spellbook if it is of a levei for which Vou have spell slots and if Vou can spare the time to decipher and copy il. Copying a spell into your spellbook involves reproducing the basic form of the spell...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] res required, then transcribe it into your spellbook using your own notation. For each levei of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components Vou expend as Vou experiment with the spell ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] Replacing lhe Book. You can copy a spell from your own spellbook into another book-for example, if Vou want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, sin...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] of the copied spell. If Vou lose your spellbook, Vou can use the same procedure to transcribe the spells that Vou have prepared into a new spellbook. Filling out the remainder of your spellbook requires Vou to find new spells to do so...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] lbooks in a safe place. The Book's Appea,ance. Your spellbook is a unique compilation af spells, with its own decorative f10urishes and margin notes. It might be a plain, functionalleather volume that Vou received as a gift from your ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] evious spellbook in a mishap. •• PART I I CLASSES SPELLBOOK At 1st leveI. you have a spellbook eontaining six 1st-levei wizard spells of your ehoice. PREPARING ANO CASTING SPELLS The Wizard lable shows how many spell slots you have to...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] or higher. Vou regain ali expended spell slots when you finish a long rest. Vou prepare the Iist of wizard spells that are available for you to east. To do so, ehoose a number of wizard spells from your spellbook equal to your Intelli...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] must be of a leveI for whieh you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-leve! and two 2nd-levei spell slots. With an lntelligenee of 16, your list of prepared spells ean include six spells of 1s...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] slot. Casting lhe spell doesn't remove it from your Iist of prepared spells. Vou ean ehange your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook an...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] STING ABILITY lntelligenee is your spelleasting abilily for your wizard spells, sinee you learn your spells through dedieated study and memorization. Vou use your Intelligenee whenever a spell refers to your spel1casting ability. In a...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] In addition, you use your Inlelligenee modifier when setting the saving throw DC for a wizard spell you east and when making an attaek roll with one. Spell save De = 8 + your proficiency bonus + your Intelligence modifier Spell attack...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Class Features] need to have the spell prepared. SPELLCASTING Focus Vou ean use an areane foeus (found in ehapler 5) as a spelleasting foeus for your wizard spells. LEARNING SPELLS OF 1sT LEVEL ANO HIGHER Eaeh time you gain a wizard leveI, you ean ad...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] s shown on lhe Wizard table. On your advenlures, you might find other spells lhat you ean add to your spellbook (see the "Your Spellbook" sidebar). . ARCANE RECOVERY Vou have learned to regain some of your magical energy by studyin...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] ), and none of the slots can be 6th leveI or higher. For example, ifyou're a 4th-leveI wizard, you can recover up to two leveIs worth of spell slots. Voucan recover either a 2nd-leveI spell slot or two 1st-levei spell slots. ARCANE...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] Transmutation, ali detailed at the end of the class description. Your choice grants you features at 2nd leveI and again at 6th, 10th, and 14th leveI. ABILITY SCORE IMPROVEMENT When you reach 4th levei, and again at 8th, 12th. 16th,...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] ty score above 20 using this feature. SPELL MASTERY At 18th leveI, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-levei wizard spell and a 2nd.level wizard spell that are in your spe...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] d 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 leveIs. SIGNATURE SPELLS When you reach 20th levei, you gain mastery over two powerful sp...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] red, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd leveI without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. 1£yo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] k to the earliest mortal discoveries of magic. It is firmly established in the worlds of 0&0, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] hese traditions are literally schools; a wizard might study at the School of lllusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] ch school require mastery of different techniques. SCHOOL OF ABJURATION The School of Abjuration emphasizes magic that blocks, banishes, or protects. Oetractors of this school say that its tradition is about denial, negation rather...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] nding 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 e...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] AVANT Beginning when you select this school at 2nd leveI, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. ARCANE WARD Starting at 2nd levei, you can weave magic around yourself for protec...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] . The ward has hit points equal to twice your wizard leveI + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. lf this damage reduces the ward to O hit points, you take any remaining damage. W...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] twice the leveI of the spell. Once you create the ward, you can't create it again until you finish a long resto PROJECTED WARD Starting at 6th leveI. when a creature that you can see within 30 feet of you takes damage, you can use ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] ion to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to O hit points, the warded creature takes any remaining damage. IMPROVED ABJURATION Beginning at 10th leveI, when you cast an abjuration spell th...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] RESISTANCE Starting at 14th leveI, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells. SCHOOL OF CONJURATION As a conjurer, you favor spells that produce objects and cr...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instan!. CONJURATION SAVANT Beginning when you select this school at 2nd leveI, the gold an...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] ou 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 poun...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] s visibly magical, radiating dim light out to 5 fee!. The object disappears after 1 hour, when you use this feature again, or if it takes any damage. BENIGN TRANSPOSITION Starting at 6th leveI, you can use your action to teleport u...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] apping 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 levei or higher. FOCUSED CONJURATION Beginning at 10th leveI, while you are concentrating on a con...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] f taking damage. DURABLE SUMMONS Starting at 14th leveI, any creature that you summon or create with a conjuration spell has 30 temporary hit points. SCHOOL OF DIVINATION The counsel of a diviner is sought by royalty and commoners ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] time, and consciousness so that you can see clearly. Vou work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. DIVINATION SAVANT Beginning when you select this school at 2nd levei, the gold an...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] se 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. Vou can replace any attack roll, saving throw, or ability check made by you or a ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] roll in this way only once per turno 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 leveI, casting divination spells comes so easi...