\section{Wizard}\label{wizard}

Clad in the silver robes that denote her station, an elf closes her eyes
to shut out the distractions of the battlefield and begins her quiet
chant. Fingers weaving in front of her, she completes her spell and
launches a tiny bead of fire toward the enemy ranks, where it erupts
into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic
circle in chalk on the bare stone floor, then sprinkles powdered iron
along every line and graceful curve. When the circle 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 floor in a dungeon intersection, a gnome tosses a
handful of small bones inscribed with mystic symbols, muttering a few
words of power over them. Closing his eyes to see the visions more
clearly, he nods slowly, then opens his eyes and points down the passage
to his left.

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, and brute---force mind control. Their magic conjures
monsters from other planes of existence, glimpses the future, or turns
slain foes into zombies. Their mightiest spells change one substance
into another, call meteors down from the sky, or open portals to other
worlds.

\subsection{Background}\label{background}

\subsubsection{Scholars of the Arcane}\label{scholars-of-the-arcane}

Wild and enigmatic, varied in 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
spell requires merely the utterance of a few strange words, fleeting
gestures, and sometimes a pinch or clump of exotic materials, these
surface components barely hint at the expertise attained after years of
apprenticeship and countless hours of study.

Wizards live and die by their spells. Everything else is secondary. They
learn new spells as they experiment and grow in experience. They can
also learn them from other wizards, from ancient tomes or inscriptions,
and from ancient creatures (such as the fey) that are steeped in magic.

\subsubsection{The Lure of Knowledge}\label{the-lure-of-knowledge}

Wizards' lives are seldom mundane. The closest a wizard 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 lives of crime or domination.

But the lure of knowledge 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 of magic that have
been lost to the ages, and discovering those secrets could unlock the
path to a power greater than any magic available in the present age.

\subsubsection{Creating a Wizard}\label{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 had an aptitude for it? Do you have
a natural talent, or did you simply study

hard and practice incessantly? Did you encounter a magical creature or
an ancient tome that taught you the basics of magic?

What drew you forth from your life of study? Did your first taste of
magical knowledge leave you hungry for more? Have you received word of a
secret repository of 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.

\paragraph{Quick Build}\label{quick-build}

You can make a wizard quickly by following these suggestions. First.
Intelligence should be your highest ability score, followed 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 of frost cantrips, along with the following
lst---level spells for your spellbook: burning hands, charm person,
feather fall, mage armor, magic missile, and sleep.

\subsection{Class Features}\label{class-features}

\subsubsection{Baseline}\label{baseline}

\paragraph{Hit Points}\label{hit-points}

\emph{Hit Dice:} 1d6 per wizard level

\emph{Hit Points at lst Level:} 6 + your Constitution modifier

\emph{Hit Points at Higher Levels:} 1d6 (or 4) + your Constitution
modifier per Wizard level after 1st

\paragraph{Proficiencies}\label{proficiencies}

\textbf{Armor:} None

\textbf{Weapons:} Daggers, darts, slings, quarterstaffs, light crossbows

\textbf{Tools:} None

\textbf{Saving Throws:} Intelligence, Wisdom

\textbf{Skills:} Choose two from Arcana, History, Insight,
Investigation, Medicine, and Religion

\paragraph{Equipment}\label{equipment}

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

\begin{itemize}
\tightlist
\item
  \emph{(a)} a quarterstaff or \emph{(b)} a dagger
\item
  \emph{(a)} a component pouch or \emph{(b)} an arcane focus
\item
  \emph{(a)} a scholar's pack or \emph{(b)} an explorer's pack
\item
  A spellbook
\end{itemize}

\subsubsection{Spellcasting}\label{spellcasting}

As a student of arcane magic. you have a spellbook containing spells
that show the first glimmerings of your true power. See chapter 10 for
the general rules of spellcasting and chapter 11 for the Wizard spell
list.

\paragraph{Cantrips}\label{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.

\paragraph{Spellbook}\label{spellbook}

At lst level. you have a spellbook containing six lst---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.

\textbf{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 ofa 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.

\textbf{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.

\textbf{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.

\paragraph{Preparing and Casting
Spells}\label{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. ifyou're a 3rd-level wizard. you have four lst---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 lst---level
spell magic missile. you can cast it using a lst---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.

\paragraph{Spellcasting Ability}\label{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.

\begin{quote}
\textbf{Spell save DC} = 8 + your proficiency bonus + your Intelligence
modifier

\textbf{Spell attack modifier} = your proficiency bonus + your
Intelligence modifier
\end{quote}

\paragraph{Ritual Casting}\label{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.

\paragraph{Spellcasting Focus}\label{spellcasting-focus}

You can use an arcane focus (found in chapter 5) as a spellcasting focus
for your wizard spells.

\paragraph{Learning Spells of 1st Level and
Higher}\label{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 (see the ``Your Spellbook'' sidebar).

\subsubsection{Arcane Recovery}\label{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 tha 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 lst---level spell slots.

\subsubsection{Arcane Tradition}\label{arcane-tradition}

When you reach 2nd level, you choose an arcane tradition, shaping your
practice of magic through one of eight schools: Abjuration, Conjuration,
Divination, Enchantment, Evocation, Illusion, Necromancy, or
Transmutation, all detailed at the end of the class description.

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

\subsubsection{Ability Score
Improvement}\label{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.

\subsubsection{Spell Mastery}\label{spell-mastery}

At 18th level, you have achieved such mastery over certain spells that
you can cast them at will. Choose a lst---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.

\subsubsection{Signature Spells}\label{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.

\subsection{Arcane Traditions}\label{arcane-traditions}

The study of wizardry is ancient, stretching back to the earliest mortal
discoveries of magic. It is firmly established in the worlds of D\&D,
with various traditions dedicated to its complex study.

The most common arcane traditions in the multiverse revolve around the
schools of magic. Wizards through the ages have cataloged thousands of
spells, grouping them into eight categories called schools, as described
in chapter 10. In some places, these traditions are literally schools; a
wizard might study at the School of Illusion while another studies
across town at the School of Enchantment. In other institutions, the
schools are more like academic departments, with rival faculties
competing for students and funding. Even wizards who train apprentices
in the solitude of their own towers use the division of magic into
schools as a learning device, since the spells of each school require
mastery of different techniques.

\subsubsection{School of Abjuration}\label{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.

\paragraph{Abjuration Savant}\label{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.

\paragraph{Arcane Ward}\label{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. 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 lst level or higher,
the ward regains a number of hit points equal to twice the level of the
spell.

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

\paragraph{Projected Ward}\label{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.

\paragraph{Improved Abjuration}\label{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.

\paragraph{Spell Resistance}\label{spell-resistance}

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

Furthermore, you have resistance against the damage of spells.

\subsubsection{School of Conjuration}\label{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.

\paragraph{Conjuration Savant}\label{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.

\paragraph{Minor Conjuration}\label{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, or
if it takes any damage.

\paragraph{Benign Transposition}\label{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.

\paragraph{Focused Conjuration}\label{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.

\paragraph{Durable Summons}\label{durable-summons}

Starting at 14th level, any creature that you summon or create with a
conjuration spell has 30 temporary hit points.

\subsubsection{School of Divination}\label{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.

\paragraph{Divination Savant}\label{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.

\paragraph{Portent}\label{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 d205 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.

\paragraph{Expert Divination}\label{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.

\paragraph{The Third Eye}\label{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.

\textbf{Darkvision.} You gain darkvision out to a range of 60 feet, as
described in chapter 8.

\textbf{Ethereal Sight.} You can see into the Ethereal Plane within 60
feet of you.

\textbf{Greater Comprehension.} You can read any language.

\textbf{See Invisibility.} You can see invisible creatures and objects
within 10 feet of you that are within line of sight.

\paragraph{Greater Portent}\label{greater-portent}

Starting at 14th level, the visions in your dreams intensify and paint a
more accurate picture in your min of What is to come. You roll three
d205 for your Portent feature, rather than two.

\subsubsection{School of Enchantment}\label{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.

\paragraph{Enchantment Savant}\label{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.

\paragraph{Hypnotic Gaze}\label{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 O, 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.

\paragraph{Instinctive Charm}\label{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.

\paragraph{Split Enchantment}\label{split-enchantment}

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

\paragraph{Alter Memories}\label{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 Charisma modifier (minimum 1). You can make
the creature forget less time, and the amount of time can't exceed the
duration of your enchantment spell.

\subsubsection{School of Evocation}\label{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.

\paragraph{Evocation Savant}\label{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.

\paragraph{Sculpt Spells}\label{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.

\paragraph{Potent Cantrip}\label{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.

\paragraph{Empowered Evocation}\label{empowered-evocation}

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

\paragraph{Overchannel}\label{overchannel}

Starting at 14th level, you can increase the power of your simpler
spells. When you cast a wizard spell of 5th level or lower 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. Thi damage ignores
resistance and immunity.

\subsubsection{School of Illusion}\label{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.

\paragraph{Illusion Savant}\label{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.

\paragraph{Improved Minor Illusion}\label{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.

\paragraph{Malleable Illusions}\label{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.

\paragraph{Illusory Self}\label{illusory-self}

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.

\paragraph{Illusory Reality}\label{illusory-reality}

By 14th level, you have learned the secret of weaving shadow magic into
your illusions to give them a semi--- reality. When you cast an illusion
spell of lst 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.

\subsubsection{School of Necromancy}\label{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.

\paragraph{Necromancy Savant}\label{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.

\paragraph{Grim Harvest}\label{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 lst 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.

\paragraph{Undead Thralls}\label{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.

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

\begin{itemize}
\tightlist
\item
  The creature's hit point maximum is increased by an amount equal to
  your wizard level.
\item
  The creature adds your proficiency bonus to its weapon damage rolls.
\end{itemize}

\paragraph{Inured to Death}\label{inured-to-death}

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.

\paragraph{Command Undead}\label{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 0f 12
or higher, it can repeat the saving throw at the end of every hour until
it succeeds and breaks free.

\subsubsection{School of Transmutation}\label{school-of-transmutation}

You are a student of spells that modify energy and matte 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.

\paragraph{Transmutation Savant}\label{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.

\paragraph{Minor Alchemy}\label{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.

\paragraph{Transmuter's Stone}\label{transmuters-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:

\begin{itemize}
\tightlist
\item
  Darkvision out to a range of 60 feet, as described in chapter 8
\item
  An increase to speed of 10 feet while the creature is unencumbered
\item
  Proficiency in Constitution saving throws
\item
  Resistance to acid, cold, fire, lightning, or thunder damage (your
  choice whenever you choose this benefit)
\end{itemize}

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.

\paragraph{Shapechanger}\label{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.

\paragraph{Master Transmuter}\label{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.

\textbf{Major Transformation.} You can transmute one nonmagical
object---no larger than a 5---foot cubeiinto 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.

\textbf{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.

\textbf{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.

\textbf{Restore Youth.} You touch the transmuter's stone to a willing
creature, and that creature's apparent age is reduced by 3le years, to a
minimum of 13 years. This effect doesn't extend the creature's lifespan.

\subsection{Progression Summary}\label{progression-summary}

\textbf{Spell Slots}
