Cybermage (Wizard)

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System: D&D5e

With the access to arcane magic greatly restricted, the only remaining option was to connect to the recently created plane of existence called the Cyberplane. Though in essence, this class is unchanged from the Wizard class, there are a few differences mechanically that is detailed below. Otherwise, it’s mostly a “flavor” difference, but still not too far off.

Role: ????

Class Features

As a Cybermage, you gain the following class features.

Hit Points

Hit Dice: 1d6 per cybermage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Cybermage level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows and pistols
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: You gain Computer Use as a bonus skill and choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Level Proficiency Bonus Features Cantrips Known Spell Slots Per level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery,Cyberplane Access 3 2
2nd +2 Arcane Tradition 3 3
3rd +2 Improved Cyberplane Access 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Arcane Tradition feature, Improved Cyberplane Access 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Arcane Tradition feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

Spellcasting

As a student of arcane magic, you have a Communicator 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 (Note: You will need to apply the Wizard filter to see available spells).  You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table above.

Communicator (Spellbook)

At 1st level, Cybermages form a powerful bond with an object, namely their Communicator. They come in various sizes and shapes, but essentially they are either the size of a Tablet or a cell phone. In either case, the Cybermage’s life is literally contained within because not only does it contain their contacts and provide internet access, it is also their spell book and their main connection to the Cyberplane and thus the source of their spells.

If a Cybermage attempts to cast a spell without his Communicator (Comm for short), he must make a concentration check or lose the spell. The DC for this check is equal to 15 + the spell’s level.

A bonded object can be used once per day to cast any one spell that the Cybermage has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the Cybermage, including casting time, duration, and other effects dependent on the Cybermage’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the Cybermage’s opposition schools (see arcane school).

Additionally, the Cybermage can use their Comm to store Cybermage Spell Wares, or Spell Wares for short. Unlike non-Cybermages, it is a bit easier for them to find, use, and modify Spell Wares. They follow the “Find your Own” rules detailed here, but they are considered to already have the appropriate emulator. They also begin play with a Cerebral Processor and a WiFi link, however, they are specially crafted and the bond with their Comm extends to this and thus the Constitution Cost incurred does not affect their ability to channel magic. Any additional cybernetics purchased will affect them and the total cost will be the final effect. For example, the processor and WiFi link has a total of 2.5 constitution cost. This would normally drop the Cybermages’ spells per day by one due to losing 2 points, but it does not. However, if say they get a cybernetic arm afterwards (another 2 CC) their total is 4.5 and at this point, yes they now lose 2 spells per day per the rules for Constitution Cost.

If Comm is damaged, it is restored to full hit points the next time the Cybermage prepares his spells. If their Comm is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 2000 cp per Cybermage level plus the cost of the Communicator. This ritual takes 8 hours to complete. Comms replaced in this way do not possess any of the additional enchantments of the previous Communicator.

Preparing and Casting Spells

The chart above 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 Communicator equal to your Intelligence modifier + your Communicator 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 Cybermage, 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 Communicator. 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 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 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 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 Communicator. You don’t need to have the spell prepared.

Cyberplane Access

At 1st level, the Cybermage can access and affect the Cyberplane. Like other planes of reality, just a bit more accessible, the Cyberplane exists alongside the Prime Material plane. However, unlike other planes, it is “modifiable” by means of programming. Thus, hundreds of tiny worlds exist within the Cyberplane at any given time. The Cyberplane is normally accessed by a secure connection. For non-Cybermages, they do so with a Cerebral Processor and a WiFi link. They Cybermage does the same, but their connection runs deeper.

For the Cybermage, they pass beyond the secure “playgrounds” coded and programmed by various companies and groups. For example, Tyr Tech has a presence in the Cyberplane to run their various Internet operations. There are security layers, much like with our internet, but they have their own world in which they can interact. However, to access you need a secure link and your link allows you access only to this virtual world within the Cyberplane. The Cybermage, with a bit of hacking, can go between these virtual worlds.

Additionally, their spells (and at 1st level ONLY their spells) can affect programs, applications, avatars, and other items or entities within the Cyberplane. They can do so either by connecting to the Cyberplane or any virtual world inside via a Virtual Reality (VR) link or an Augmented Reality (AR) link.

Along with being able to affect the Cyberplane, the Cybermage is also an expert hacker. Thus they can use the new skill Computer Use to hack into a computer system. They can also choose to hack, by using their spells to affect any protection programs or entities physically on the Cyberplane, however, they can only do so via a VR or AR link.

At 3rd level, the Cybermage can physically enter the Cyberplane without having to connect via a VR or AR link. While they’re there physically, this resembles a VR link, only again, you’re actually THERE.

At 6th level, the Cybermage can bring other beings physically into the Cyberplane with them and they do not have to be other Cybermages. Any non-Cybermage physically in the Cyberplane affects the Cyberplane with any physical attack or action just as they would in the Prime Material plane, meaning if they shoot a program or entity with a physical weapon they do normal damage to the program or entity. A Cybermage can take up to his Int bonus companions with him.

Note: Like with any other plane of existence, you are physically in, if you die there you physically die there. Your spirit may pass into some other realm or may stay in the Cyberplane, but your physical shell will remain and rot where it lies.

Learning Spells of 1st Level and Higher

Each time you gain a Cybermage level, you can add two wizard spells of your choice to your communicator for free. Each of these spells must be of a level for which you have spell slots, as shown on the table above. On your adventures, you might find other spells that you can add to your Communicator.

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 Cybermage level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level Cybermage, 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 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.

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.

Communicators and SpellWares

A Cybermage no longer has a traditional “spellbook”. Instead, they have their Communicator. They prepare spells in the same way as if they did have a spell book, but it is instead stored in their communicator. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Cybermages can prepare from memory.

At any time, a Cybermage can also add spells found in other Cybermages’ Communicators to his own or they can seek out Spell Wares. The most common source is from a Subscription or Pay-as-you-go service, such as YouCast. However, with these services, the spell is usually deleted once cast and needs to be downloaded again. However, with a Computer Use (Int) roll at TN 20 + level of the spell, the Cybermage can attempt to recover the spell from their Communicator’s Cache, but they can only do so within 1d4 x 10 mins of the spell being cast normally from this service provided they paid (either subscription or one-time fee).  Multiple, cumulative rolls can be used, but each roll represents 5 minutes of work.  If successfully recovered, it is still as is and the Cybermage will need to hack the file to “unlock” it. That is another Computer Use roll at TN 20 + level of the spell. Again, multiple cumulative rolls can be used and each roll is 1 minute of work.  Once unlocked, it is unlocked for the Cybermage only and will be cast at their appropriate level and is considered a spell in their “spellbook” or communicator. They can then prepare it as normal from then on. It is not a Spell Ware however, that can be used by non-Cybermage players.

Any spell in the Cybermage’s Communicator can be converted into a Spell Ware and used by other Cybermages or non-Cybermages with a Computer Use (Int) roll at TN 30 + level of the spell. Multiple rolls can be done, but each roll represents a week’s worth of work (minimum 1 week, so even if you beat the TN in 1 roll, it takes 1 week). So if it takes you 3 rolls to beat the TN, then it takes you 3 weeks to create the Spell Ware. Once created, it is again created “as is” meaning the ware is cast at the spell slot used at that moment to create the ware.  For example, if the Cybermage cast fireball using a 5th level slot, it would do 10d6 damage and cannot be cast using a higher level slot.

Arcane Traditions

The following are the Arcane traditions that are available to Cybermages.

School of Abjuration

The School o f Abjuration emphasizes magic that blocks, banishes, or protects. Detractors o f 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 o f this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Abjuration Savant

Beginning when you select this school at 2nd level, the Calories and time you must spend to copy an abjuration spell into your Communicator or creating a SpellWare of an Abjuration spell is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your Cybermage 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 1st level or higher, the ward regains a number of hit points equal to twice the level o f the spell. Once you create the ward, you can’t create it again until you finish a long rest.

Projected Ward

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

Improved Abjuration

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

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

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 tofight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

Conjuration Savant

Beginning when you select this school at 2nd level, the Calories and time you must spend to copy a conjuration spell into your Communicator or creating a SpellWare of a Conjuration spell is halved.

Major 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.

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 M edium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Focused Conjuration

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

Durable Summons

Starting at 14th level, 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 alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Divination Savant

Beginning when you select this school at 2nd level, the Calories and time you must spend to copy a divination spell into your Communicator or creating a Spell ware of a Divination spell is halved.

Portent

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

Expert Divination

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

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest. Darkvision. You gain darkvision out to a range of 60 feet. Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you. Greater Comprehension. You can read any language. See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Portent

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

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 w ho bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Enchantment Savant

Beginning when you select this school at 2nd level, the Calories and time you must spend to copy a enchantment spell into your Communicator or creating a Spell ware of a enchantment spell is halved.

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. A s 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 peed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Instinctive Charm

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

Split Enchantment

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

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your 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.

School of Evocation

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

Evocation Savant

Beginning when you select this school at 2nd level, the Calories and time you must spend to copy a evocation spell into your Communicator or creating a Spell ware of a evocation spell is halved.

Sculpt Spells

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

Potent Cantrip

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

Empowered Evocation

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

Overchannel

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

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 are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Savant

Beginning when you select this school at 2nd level, the Calories and time you must spend to copy a illusion spell into your Communicator or creating a Spell ware of a illusion spell is halved.

Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

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

Illusory 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.

Illusory Reality

By 14th level, you have learned the secret of weaving shadowmagic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.

School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Savant

Beginning when you select this school at 2nd level, the Calories and time you must spend to copy a necromancy spell into your Communicator or creating a Spell ware of a necromancy spell is halved.

Grim Harvest

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

Undead Thralls

At 6th level, you add the animate dead spell to your Communicator 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:

The creature’s hit point maximum is increased by an amount equal to your level.
The creature adds your proficiency bonus to its weapon damage rolls.

Injured to Undeath

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

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other casters. 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 throwand has an Intelligence of 12 or higher, it can repeat the saving throwat the end of every hour until it succeeds and breaks free.

School of Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the rawstuff of creation and learn to alter both physical forms and mental qualities. Your m agic gives you the tools to become a smith on reality’s forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmutation Savant

Beginning when you select this school at 2nd level, the Calories and time you must spend to copy a transmutation spell into your Communicator or creating a Spell ware of a transmutation spell is halved.

Minor Alchemy

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

Transmuter’s Stone

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

  • Darkvision out to a range of 60 feet
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Constitution saving throwsResistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
  • Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.

Shapechanger

At 10th level, you add the polymorph spell to your Communicator, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Master Transmuter

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

Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your Communicator.

Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3 d 10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.