Arcane Tradition
Master Scribe
The Master Scribe is is sometimes known as a master specialist, a wizard that epitomizes wizardry, constantly pursuing knowledge and mastering spells through their vast collection of arcane writings, standing as the ultimate scholar and innovator of the arcane.
Student of Magic
As a scribe, you gain following abilities:
Arcane Scholar. You gain proficiency and expertise in arcana skill.
Practiced Rites. While holding your spellbook, you can cast a ritual spell in your spellbook using the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
Studious. Whenever you finish a short rest, you can change a number of your prepared wizard spells up to your Intelligence modifier. In addition, the time needed to study another spellbook is halved.
School Specialist
At 6th level you gain a feature based on the school you chose for your school specialist feature.
Abjuration
As an abjuration specialist, you gain the following ability:
Abjurant Armour. While you are effected by one or more abjuration spells and you are wearing no armour or shield, your armour class increases by +2. This bonus stacks with any armour granted by abjuration spells (i.e. when you cast the shield spell).
Conjuration
As a conjuration specialist, you gain the following ability:
Durable Summons. Any creature that you summon or create with a conjuration spell has its maximum hit points increased by an amount equal to twice your wizard level.
Divination
As an divinaiton specialist, you gain the following ability:
Portent. When you use divination magic, glimpses of the future begin to press in on your awareness. After you use a spell slot to cast a divination spell of 1st level or higher, roll a d20 and record the number rolled. Within the next minute, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this portent roll. You must choose to do so before the roll, and you can only have one portent roll recorded at the time. A portent roll is lost once you use it.
Enchantment
As an enchantment specialist, you gain the following ability:
Forgetful Charm. 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 targets forget some of the time it spent charmed. A creature must succeed on an Intelligence saving throw against your wizard spell save DC or forget the time it spent charmed up to a number of hours equal to your Intelligence modifier. You can make a creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
Evocation
As an evocation specialist, you gain the following ability:
Admixture. When you cast an evocation spell with a spell slot, you can temporarily replace its damage type with a type that appears in another evocation spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
Also, your damaging evocation cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your evocation cantrips or you miss them with an attack roll, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Illusion
As an illusion specialist, you gain the following ability:
Shadow Weaving. When you add new spells to your spellbook, you can also select conjuration and evocation spells with your school savant feature. When you add conjuration or evocation spells to your spellbook with your school school savant feature, they are added as special illusion spells instead; shadow conjuration and shadow evocations spells. Effects created by these special illusion spells are indistinguishable from their conjuration and evocation counterparts and any targets perceives effects such as damage as appropriate to the illusion:
Shadow Conjuration. When you add a shadow conjuration spell to your spellbook, it becomes an illusion spell for all purposes. If the spell calls for a saving throw, the shadow conjuration spell calls for a Wisdom saving throw and if the spell deals damage, the shadow conjuration spell deals psychic damage instead. Also, if the spell summons creatures, it summons phantasmal creatures instead. A phantasmal creature uses the template described in the spell, except it deals psychic damage instead of the damage described in the spell and any saving throw the template calls for becomes an Wisdom saving throw to resist instead.
Shadow Evocation. When you add a shadow evocation spell to your spellbook, it becomes an illusion spell for all purposes. If the spell calls for a saving throw, the shadow evocation spell calls for an Intelligence saving throw and if the spell deals damage, the shadow evocation spell deals psychic damage instead.
Necromancy
As a necromancy specialist, you gain the following ability:
Dread Necromancy. You add the animate dead spell to your spellbook if it is not there already and you always have it prepared. 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, the creature’s hit point maximum is increased by an amount equal to your wizard level.
Transmutation
As a transmutation specialist, you gain the following ability:
Shapechanger. You learn the alter self and shape self as wizard spell and can cast them without expending a spell slot as a bonus action.
When you cast shape self with this feature, you retain your ability to talk.
School master
At 14th level you gain another feature based on your specialist school:
Abjuration
As an abjuration master, you gain the following ability:
Initiate of the Veil. When you finish a long rest, create a protective seven layered magical veil duplicating the effects of prismatic magic around yourself. The veil lasts until the end of your next long rest (where you can create a new one). Whenever another creature attacks you, casts a spell on you, or you take damage, you can expend one of the layers as a reaction potentially negating the triggering effect:
Red Layer. The triggering creature takes 6d6 fire damage.
Orange Layer. Completely negate the damage from a ranged attack or a spell attack.
Yellow Layer. You become immune to damage and effects from gases, clouds, and breath attacks until the end of your next turn.
Green Layer. You create a poisonous cloud in a 20-foot-radius sphere centred on yourself. The sphere spreads around corners, and its area is heavily obscured. The cloud lasts until the end of your next turn and creatures that enter the area for the first time on a turn or ends its turn in the cloud must make a Constitution saving throw or take 2d10 poison damage. You are immune to poison damage for the same duration.
Blue Veil. The triggering creature must succeed on a Constitution saving throw or become petrified until the end of its next turn.
Indigo Veil. The triggering creature becomes confused until the end of its next turn.
Violet Veil. The triggering creature takes 4d6 + 20 force damage if it is within 5 feet of you. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust.
Conjuration
As a conjuration master, you gain the following ability:
Master Summoner. When you use a spell slot to cast a conjuration spell that summons one or more creatures, you can make the spell not require concentration and last until the creature is reduced to 0 hit points or until you finish a long rest instead of its normal duration. You still have full control over the summoned creatures as if you were concentrating on the spell. The spell ends early when you use it again.
Divination
As a divination master, you gain the following ability:
Seer. The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You can have up to two portent rolls recorded at any one time. And these rolls last for up to 1 hour each or until they have been used. You can choose to drop one of these rolls (no action required) to replace that portent roll with another portent roll when you cast a divination spell with a spell slot of 1st level or higher.
Enchantment
As an enchantment master, you gain the following ability:
Split enchantment. When you cast an enchantment spell that targets only one creature, you can have it target a second creature. If you target just one creature with your enchantment spells, that creature instead has disadvantage on the saving throw.
Evocation
As an evocation master, you gain the following ability:
Overchannel. You can increase the power of your evocation spells. When you cast an evocation 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 1d12 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.
Illusion
As an illusion master, you gain the following ability:
Illusory Reality. You have mastered the secret of weaving shadow magic 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. On each of your turns while the spell is active, you can as a bonus action repeat this effect or reverse the effect, making the object illusory and intangible instead. An object made real remains real for 1 minute. This object can’t deal damage or otherwise directly harm anyone. 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, but you cannot make an illusory pit of lava deal damage to creatures.
Necromancy
As a necromancy master, you gain the following ability:
Command Undead. You can use magic to bring undead under your control.
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. 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 of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. If you target an undead creature that was created by one of your spells, that creature automatically fails their saving throw against this ability.
Transmutation
As a transmutation master, you gain the following ability:
Master Transmuter. You can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest. When you do so, choose one of the following effects
Major Transformation. You immediately cause 5th level or lower transmutation spell in your spellbook to simply take effect. This spell does not require concentration and it lasts for the spell’s full duration. You must still provide the chosen spell with any costly material components it requires.
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 spellbook.
Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years.