Those who acquire their magical power through years of study are known as wizards. Whether through an institution or individual study, wizards use a variety of tools—including books, scrolls, or ancient tablets—to hone their craft. Often, wizards will dedicate their life to the mastery of a particular school of magic, while others will attempt to learn from a wide variety of disciplines. Many wizards go on to become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While all members of this class work toward the common goal of collecting magical knowledge, it is very often that wizards have the most conflict within their own ranks; as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in thousands upon thousands of deaths.
Class Features
Wizard's Hope
Spend three Hope instead of marking your last Hit Point.
Prestidigitation
You can perform harmless, subtle magical effects at will. For example, you might change an object’s color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.
Strange Patterns
Choose a number between 1 and 12. Whenever you roll that number on a Duality die, gain a Hope or clear a Stress. You can change this number when you finish a long rest.
Subclasses
School of Knowledge
Play the School of Knowledge if you want to have incredible knowledge of the magical world around you.
School of Knowledge
Foundation
Spellcast: Knowledge
You’ve gained priceless knowledge through great study. You have advantage on all Knowledge Rolls to recall information. If this roll is about the magical nature of a creature or enchantment, gain a Hope even on a roll with Fear.
Adept: You can mark a Stress instead of spending a Hope to use an Experience on a roll. If you do, double the Experience modifier for that roll.
Wizard
School of Knowledge
Specialization
When you take this Specialization, you may change an existing Experience you have, then add +1 to one of your Experiences.
Once per short rest, when recalling a Domain card in your vault, you can reduce its Recall Cost by 1.
Wizard
School of Knowledge
Mastery
When you take this Mastery, choose two Experiences and add +1 to each of them.
Whenever you wish to use an Experience, roll a d6. On a result of 5 or 6, you can do so without spending a Hope.
Wizard
School of War
Play the School of War if you want to be trained to use magic as a means of violence.
School of War
Foundation
Spellcast: Knowledge
You’ve focused your studies on shaping magic in dangerous and powerful ways. Gain an extra armor slot.
When you succeed on an Attack Roll with Fear, you deal an extra 1d10 magic damage.
Wizard
School of War
Specialization
You can concentrate to maintain a protective barrier of magic. While you have at least 2 Hope, you can add your proficiency to your Evasion.
Additionally, the extra magic damage from your School of War Foundation feature increases to 2d10.
Wizard
School of War
Mastery
When you succeed on an attack roll with Hope, you can choose to make it with Fear instead.
The extra magic damage from your School of War Foundation feature increases to 3d10.
Wizard
Class Items
A Book You’re Trying to Translate OR A Tiny and Harmless Elemental Pet
Background Questions
Answer the following background questions or make your own.
What did your community once count on you for? How did you let them down?
You’ve spent your life searching for an object or book of great significance. What is it and why is it so important to you?
You have a powerful rival. Who are they, and why are you so determined to be their end?
Connections
What favor have I asked of you that you’re not sure you can fulfill?
What weird hobby or strange fascination do we both share?
What secret about yourself have you entrusted with only me?
Level Up Options