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===[[Wizard]]=== Knows a bag of holding worth of spells, can cast some spells without using up slots at higher levels, etc. Instead of filling each spell slot with a particular spell at the beginning of the day, he chooses a small set of spells from his spellbook to be his "prepared" spells for the day, and then uses these "prepared" spells as though he were a 3e Sorcerer. Archetypes are named after schools of magic and grant awesome bonuses when casting spells from those schools - like allowing an Evoker to shape a fireball so it doesn't hurt allies or granting an Abjurer a damage-absorbing shield (of the scifi videogame variety) which recharges as he casts lots of abjurations. All archetypes also get to know spells of their school for cheaper, making spellbook-scribing less of a money-sink. Not as overwhelmingly powerful as they were in 3.5, but they still have more options than pretty much anyone else, and still get ridiculous at high levels with the [[powergamer|right mindset]]. Simulacrum + wish can bypass the usual restrictions on both spells for free wishes and infinite simulacra[https://www.reddit.com/r/DnD/comments/35kea4/5e_potentially_gamebreaking_problem_with/], true polymorph allows you to turn your entire party into pit fiends with no duration limit (if your DM is gullible enough to allow such shenanigans). *'''Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation Schools''' (PHB): A tradition for each of the types of spells. Each one makes writing down a spell from their respective school cheaper and offers some extra effects when casting them. Abjurers gain shielding benefits, Conjurers have benefits for teleports and summons, etc. etc.. These subclasses are of [[skub|wildly varying power levels and debatable usefulness]], especially early. To wit, Abjurers, Necromancers, and Diviners are strong off the bat, Conjurers and Transmuters are far less so. * '''Bladesinger School''' (Sword Coast Adventurer's Guide): Although based on [[Forgotten Realms]] lore, it may well remind players of the [[Swordmage]]. Officially comes with the fluff-based lore of "this should be restricted to elf and half-elf PCs", but the book admits the DM can waive this if they require - and, really, who would want to leave this cool class in the hands of elves? Best thing 4e did for the Swordmage vs. the Bladesinger was remove that stupid racial restriction. Anyway, it differs from the Eldritch Knight in that it's a full caster path that has some extra "oomph" in close quarters, thanks to its Bladesong class features. Was reprinted in ''Tasha's Cauldron of Everything''. * '''[[Artificer]] School''' (UA: Eberron): Yes, this is the "magic item maker" class that was its own thing in the last two editions. Gains the ability to create spell scrolls and potions, to temporarily enhance ammunition/armor/weapons, and finally to create permanent magical items, though it takes a week to make an item and after making one you need to rest for a ''month'' before you can regain the mojo to make another. It is worth noting that there is a very sharp limit on the strength of those items, and by the time you get this ability those items have long since ceased being useful. It was eventually made into its own class. * '''Technomancy School''' (UA: Modern Magic): Tablet computer spellbooks, programming electronic gear to disperse spells, casting spells through electronic medium (so, yes, if you can see them on the security camera's monitor, you can blast them with a fireball) and ability to set a computer to concentrate on a spell for you. * '''Theurgy School''' (UA: The Faithful): an alternative take on the [[Mystic Theurge]] concept earlier covered by the Arcana Domain for Clerics. In essence, it lets you pick a Cleric Domain and gain that Domain's powers, though at a lower level than a Cleric would, as well as the ability to learn Cleric spells, although A: you need to learn all of your Domain Spells first before you can add other Cleric spells to your spellbook (so, if you didn't take the Life Domain, you can't learn Cure Wounds until around level 10), and B: other wizards can't copy your clerical spells out of your spellbook. It has been roundly denounced as the most ''broken'' Tradition in 5e so far, between arguments that, RAW, an Arcana Domain Theurgist gets Wish at level 14, and arguments about the potential to apply Spell Mastery to Cleric spells like Cure Wounds. * '''Lore Mastery School''' (UA: Warlocks and Wizards): This is probably the closest thing we're going to get to the traditional "generalist" wizard in 5e, but it's more of an Admixture specialist. Fortunately, it's quite powerful. Its first 2nd level feature, Lore Master, doubles your proficiency bonus for Arcana, History, Nature and Religion checks (you still gotta be proficient in the first place) ''and'' lets you roll Initiative based on your choice of Int or Dex. The second level 2 feature, Spell Secrets, lets you change the change the damage types of non-physical damage spells (that is, spells that inflict something not Bludgeoning/Piercing/Slashing) at will, and change the saving throw type of a single spell per rest. This means that not only could you throw around all of the "acid damage inflicting fireballs" that you want, you could also throw a fireball that is resisted with a Strength check once per encounter. Level 6's Alchemical Casting lets you modify certain spells by burning an extra spell slot; give up a 1st level spell slot when casting a spell that inflicts damage for +2d6 bonus Force damage, give up a 2nd level spell slot when casting a ranged spell of at least 30 feet to instead upgrade its range to 1 mile, and give up a 3rd level spell slot when casting a spell with a saving throw to increase its DC by +2. At level 10, you gain the Prodigious Memory trait, which lets you use a bonus action to swap one of your memorized spells out for a prepared spell instead once per encounter. Finally, level 14 makes you a Master of Magic, letting you cast 1 spell from '''any''' spell list (must be a level you can actually cast for, though) once per day. This tradition has received a huge outcry for effectively being better at magical flexibility than the entire Sorcerer class is. * '''[[Warmage|War Magic]] School''' (Xanathar's Guide to Everything): This is weird at first glance due to how the class functioned more like a [[Sorcerer]] in 3e, but given it's based on extensive study and training (as well as a kit in 2E), actually does make sense. Perhaps more surprising is that it's not redundant when compared to the Evoker; its powers actually make it more of a tank. Their first features, Arcane Deflection and Tactical Wit, give them the ability to spend a reaction to being hit or failing a Con save to grant themselves +2 AC or +4 to their Con save (at the cost of not being able to cast any spells more powerful than cantrips until the end of their next turn) and the ability to add their Int bonus to their Initiative rolls, respectively. Their second feature, Power Surge, lets them boost up a group-affecting damage-inflicting spell by doing +2 dice worth of damage once per short rest. Their next feature, Durable Magic, gives them +2 to AC and all saving throws whilst sustaining a Concentration spell. Finally, their last feature, Deflecting Shroud, lets them blast all enemies within 10 feet for half their level in Force damage each time they use Arcane Deflection. So basically it has boring, but decent features, and two very interesting, but unluckily weak ones. I mean, come on, bonus damage equal to half your wizard level once per spell? Meh. * '''Invention School''' (UA: Three Subclasses January 2018): A sort of rework of Lore Mastery, you now gain proficiency with a specific suit of armor that resists Force damage. It also gains the ability to cast randomized spells. It also steals Lore Mastery's Alchemical Casting, adding in that sacrificing a first-level slot changes the spell's damage type. * '''Onomancy School''' (UA: Cleric, Wizard and Druid): The return of the much-maligned [[Truenamer]]. This lets you force an enemy to make a Wis save in order to learn their names, but it suffers the same issue of everything being tied to that one feature. You now have special features that you can add to your spells that focus on this true name, and all of them don't work otherwise. * '''[[Psionics]] School''' (Mearls' Stream, UA: Fighter, Rogue, and Mage): The ultimate end-result of Mearls' idea of trying to handle [[psionics]] without needing specific new classes to ''be'' psionic, this turns your [[wizard]] into a [[psion]]. The UA version is disgustingly powerful, from high damage, a powerful "Thought Form," and a bonus cantrip which can be cast as a bonus action and gets a free upgrade. * '''Chronourgist''' (EGtW): Wizard who practices time-controlling magic. Can mess around with the rolls of enemies, has higher Initiative than other classes, can freeze enemies in bubbles of stasis time, and freeze its own spells in time bubbles so they can be used later by the wizard or other people. * '''Graviturgist''' (EGtW): Wizard who practices gravity manipulating magic, giving them lots of options for manipulating the positioning of others via class features. * '''Order of the Scribes''' (Tasha's Cauldron of Everything): Actually a port-over of the Artificer's Archivist subclass while also being an update of Lore Mastery. You gain a magical quill that facilitates learning spells and a magical spellbook that lets you swap spell damage types and a 1/day ability to cast a ritual as a normal spell. Your quill can eventually write low-level scrolls while your book can manifest its spirit as a ghostly scout/range booster for your spell as well. The capstone, however, is quite dangerous, as it lets you cheat death by permanently sacrificing spells in your book - you can't even relearn them without spending a Wish spell for each spell lost. The final print in Tasha's swaps two features around and makes the capstone's drawback less permanent, only robbing you of those spells for 1d6 days.
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