Subclass | Feature | Description |
---|---|---|
Abjuration | The residual magic of your spells forms a ward around you that protects you from harm.
Each time you cast an Abjuration spell, the intensity of the ward increases by the amount of the spell's Level, up to a maximum of 2x your Wizard level. Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1. After each Long Rest, the ward's intensity resets, and becomes the same as your Wizard level. | |
Conjuration | Call forth rain. It extinguishes exposed flames and forms a Water Surface. | |
Divination | Your dreams grant you glimpses that let you influence the future.
After each Long Rest, you gain two random Portent Dice. During the day, you can use your reaction to change the die of any Attack Roll or Saving Throw rolled near you to one of your Portent Dice. Each Portent Die can only be used once, and you lose your unused Portent Dice at the end of the day. | |
Enchantment | and a creature. It cannot attack you. It cannot act.
You can your Hypnotic Gaze each turn to extend its duration.The condition ends upon taking damage. | |
Evocation | Create pockets of safety within your Evocation spells. Allies automatically succeed their Saving throws against these spells and take no damage from them. | |
Illusion | You can cast You can remain hidden while casting this spell. This spell can be cast while you are | as a bonus action.
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Necromancy | Once per turn, if you kill a creature with a spell, you regain Hit Points equal to twice the Spell Slot level used - thrice if it's a Necromancy spell. Undead and Constructs are unaffected. | |
Transmutation | You brew two Alchemical Solutions instead of one when combining extracts, if you succeed a Difficulty Class 15 Medicine Check. |