Specialist Wizards Not all Wizards approach the study of arcane magic with the intention of being a mystical jack-of-all-trades, or have the end goal of becoming an Archmage. Many find themselves drawn to a few specific schools above all others, while others find themselves unable or unwilling to learn certain schools of magic. Many of these people become Specialist Wizards, who never learn how to cast certain schools of magic, but become true masters of others. School Specialization When someone gains their 1st Wizard level, they may choose to become a Specialist Wizard: if they do, they choose a school of magic to Specialize in (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation), as well as two Prohibited Schools (described below). When someone chooses a School Specialization, they learn a cantrip from the chosen school of magic (which does not count against their number of cantrips known), and each time the Specialist Wizard gains a Wizard level, they add an additional Wizard spell to their spellbook for free, which much be from a school of magic that the Wizard is specialized in. A Specialist Wizard has an additional spell slot of each spell level they can cast (Optional: Instead, a Specialist Wizard has an additional spell slot of each spell level they can cast up to a maximum of 5th level spell slots), which can only be used to cast a Wizard spell from a school of magic that the Wizard is Specialized in. In addition, a Specialist Wizard can prepare an additional number of Wizard spells each day equal to their proficiency bonus, which must be chosen from a school of magic that the Wizard is Specialized in. Specialist Wizards have advantage on all Intelligence (Arcana) rolls they make to identify a spell or effect from a school of magic they are Specialized in. When a Specialist Wizard gains their 2nd Wizard Level and chooses their Arcane Tradition, they must choose the school they are specialized in. For a Specialist Wizard, the gold and time they must spend to copy a spell from a school they aren't specialized in into their Spellbook is doubled. Prohibited Schools When someone becomes a Specialist Wizard, they choose their Prohibited Schools. A Prohibited School is a school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation) that the Specialist Wizard cannot learn or cast: all spells from that school are removed from the Wizard Spell List for the Specialist Wizard, and cannot be added back to the Wizard Spell List by any ability. The Specialist Wizard cannot add spells from its Prohibited Schools to its Spell Book, and cannot cast spells from its Prohibited Schools as a Wizard. Dual Specialization Some Specialist Wizards take this even further, having a deep affinity for two schools of magic, often in the ways that those schools intertwine. When someone becomes a Specialist Wizard, they can choose to Dual Specialize: if they do, they choose an additional school of magic to specialize in, and they choose 2 additional Prohibited Schools (they cannot choose to specialize into or prohibit a school of magic that they have already chosen as a Specialized or Prohibited School). When a Dual Specialist Wizard gains their 2nd Wizard Level and chooses their Arcane Tradition, they instead gain the benefits of both their Specialized School's Arcane Traditions. For a Specialist Wizard who Dual Specializes, the gold and time they must spend to copy a spell from a school they aren't specialized in into their Spellbook is doubled again. Focused Specialist Some Specialist Wizards embrace their natural talents, gladly choosing to capitalize on their Specialization even at the expense of other magical avenues. When someone becomes a Specialist Wizard, they can choose to become a Focused Specialist: if they do, they choose an additional Prohibited School (other than a school of magic that they have already chosen as a Specialized or Prohibited School) for each of School of Magic they are Specialized in. A Focused Specialist has advantage on saving throws made against spells and abilities from a school of magic they are Specialized in, and automatically succeeds on all Intelligence (Arcana) rolls they make to identify a spell or effect from a school of magic they are Specialized in. Whenever a Focused Specialist casts a spell from a school of magic they are specialized in, they make all ability checks and percentile rolls required by that spell with advantage, and all attempts to counter that spell or dispel its effects are made with disadvantage. Focused Specialists have advantage on all Constitution saving throws they make to maintain concentration on spells and abilities from schools of magic they are Specialized in. Whenever a Focused Specialist uses their Arcane Recovery class feature, they can choose an additional number of spell slots to recover with a combined level of up to their proficiency bonus, but can only recover expended spell slots granted by their School Specialization this way A Focused Specialist can add spells from schools they are specialized in to their spellbook for free, but the gold and time they must spend to copy a spell from a school they aren't specialized in into their Spellbook is doubled again

Master Specialist Insert Text Here Class Prerequisites In order to become a Master Specialist, you must meet the following prerequisites. Intelligence 16 or Higher: Only brilliant and talented Wizards can become Master Specialists. Proficiency in Arcana: A Master Specialist must have a deep and nuanced understanding of the mystic arts. Must be a Focused Specialist: A Master Specialist must be specialized in at least one school of magic, and must be a Focused Specialist dedicated to that school(s). Must Have Chosen an Arcane Tradition: A Master Specialist must have chosen at least one Arcane Tradition. Optional Prerequisite 5 or More Wizard Levels Class Features As a Focused Specialist, you gain the following class features. Hit Points Hit Dice: 1d6 per Master Specialist level Hit Points per Level: 1d6 (or 4) + your Constitution modifier per Master Specialist level Proficiencies When you become a Master Specialist, you gain no additional proficiencies. Equipment The Master Specialist prestige class does not grant any equipment. Specialized Wizard Your Master Specialist levels count as Wizard levels, such as when determining the amount of Wizard spells you can prepare each day, or when using your Arcane Recovery feature. Whenever you gain a level in the Master Specialist prestige class, you gain new spell slots and cantrips known as if you had also gained a level in the Wizard class, and you add new Wizard spells of your choice to your spellbook as normal. You do not gain any other Wizard class features that you would normally get at that Wizard level. If you later gain levels in Wizard, you gain the class features appropriate for that Wizard level as normal, and you gain new spell slots and cantrips known as a Wizard of your Wizard level plus your Master Specialist level. The Master Specialist Level Features 1st Minor School Esoterica 2nd Lesser School Focus 3rd Moderate School Esoterica 4th Greater School Focus 5th Major School Esoterica Minor School Esoterica Starting at 1st level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a Master Specialist: you gain the corresponding abilities from those below based on your specialized schools. Abjuration You can create your Arcane Ward by spending one uninterrupted minute to do so, rather than casting an Abjuration spell of 1st level or higher. Whenever you create your Arcane Ward, its hit point maximum is increased by your proficiency bonus, and whenever you cast an Abjuration spell of 1st level or higher, your Arcane Ward instead regains a number of hit points equal to 3 times the level of the spell. In addition, your Arcane Ward has resistance to Force damage and takes no damage from Magic Missiles. Conjuration Whenever you use your Minor Conjuration, you can instead simultaniously create up to a number of objects equal to your Proficiency bonus, and creating one or more objects this way does not cause any objects you have already created this way to disappear unless you would now have a number of objects created this way greater than your Proficiency bonus. The maximum weight, dimensions and duration of an object you can create with your Minor Conjuration is doubled, and objects you create this way do not disappear upon taking damage, instead disappearing if their hit points are reduced to 0; however, an object you create this way instead has a hit point maximum equal to your Intelligence modifier + your proficiency bonus if its hit point maximum would be higher. In addition, you may cause objects conjured this way to appear mundane and not shed light, or instead radiate bright light out to 5 feet and dim light for an additional 5 feet.

Divination You may instead use your Portent class feature whenever you finish a short or long rest; any unused Foretelling rolls are lost whenever you use your Portent class feature to roll new Fortelling dice. In addition, you can use your Portent class feature to replace initiative rolls with your Foretelling rolls, you make all initiative rolls with advantage, and if you would be surprised, you can expend an unused Foretelling roll to instead not be surprised. Enchantment Whenever a creature becomes enthralled by your Hypnotic Gaze, or you use your action to maintain the effects of your Hypnotic Gaze, you may force that creature to succeed on a Wisdom saving throw or fall unconscious for 1 minute; this effect ends early if a creature uses their action to wake the target, the target takes damage, or the target is subjected to conditions it is unable to sleep through (such as suffocation, extremely loud noise or rapid motion). On a success or failure, the effects of your Hypnotic Gaze end on that creature. Whenever the effects of your Hypnotic Gaze end early for any reason except the target suffering damage or being put to sleep by your Hypnotic Gaze, you are no longer prohibited from affecting that creature with your Hypnotic Gaze until you complete a Long Rest. In addition, creatures under the effects of your Hypnotic Gaze have disadvantage on ability checks, and the range of you Hypnotic Gaze is increased to 10 feet; as such, the effects of your hypnotic gaze now instead end early if you move more than 10 feet from the target, rather than more than 5 feet Evocation When you cast an Evocation spell that affects an area of a sphere, line, cylinder, cone or cube, you can change the area affected to any other area of effect on this list; you cannot increase the total area a spell effects this way, but you can decrease it (by the minimum amount required to change the shape of the effect). In addition, when you cast an Evocation spell that affects an area of a sphere, line, cylinder, cone or cube, you can increase or decrease its radius or dimensions by 5 feet. Illusion You learn Disguise Self, Illusory Script, and Silent Image and can cast them at will. In addition, when you cast Minor Illusion you can simultaneously create a combination of up to a number sounds and images equal to your proficiency bonus, and you can use your action to cause any images or sounds to move to any spot within range; as an image changes location, you can alter its appearance so that its movements appear natural for the image. Necromancy You can gain the benefits of your Grim Harvest feature any number of times a turn and when killing a creature with a Cantrip (treat Cantrips as a 1st-level spell for this purpose), and if regaining any hit points this way would put you above your hit point maximum, you instead gain temporary hit points equal to that amount. In addition, whenever a creature that is not an Undead or Construct dies within 30 feet of you that you didn't kill with a spell or cantrip, you regain a number of hit points equal to half your proficiency bonus (rounded up). Transmutation When you use your Minor Alchemy, you add gold and platinum to the list of materials you can affect or transform other materials into. You may affect an object with your Minor Alchemy without causing it to transform into a different material if you so choose. In addition, it takes you only 1 minute to transform up to 1 cubic foot of material with your Minor Alchemy, and objects transformed this way remain transformed until you lose your concentration. When you transform an object with your Minor Alchemy, you can shape its form to fit your needs; if you are proficient in a relevant set of tools (such as carpenter's tools or woodworking tools), you can shape more complex objects within the scope of your proficiency. You may increase or decrease the hit point maximum of an object transformed this way (to a minimum of 1) by up to an amount equal to your proficiency bonus. Lesser School Focus Starting at 2nd level, when casting a spell from one of your specialized schools of magic, you may gain one of the following benefits; You gain a +1 bonus to any spell attack rolls required by that spell. The DC of any ability checks and saving throws required by that spell are increased by 1. You add your Intelligence modifier to the spell's damage rolls. The duration of the spell is doubled. The range of the spell is doubled. Moderate School Esoterica Starting at 3rd level, your long study of your chosen schools leads to a breakthrough: you gain the corresponding abilities from those below based on your specialized schools. Abjuration Whenever a spell or other magic effect requires you to make an ability check or saving throw to only suffer a lesser effect, you don't suffer that lesser effect if you succeed on your ability check or saving throw. Whenever a spell or other magic effect allows you to make an ability check or saving throw at the end of your turn, you may instead make that ability check or saving throw at the beginning of your turn, and visa versa. In addition, your Arcane Ward has resistance to non-magical damage.

Conjuration Creatures and Objects you have summoned with Conjuration spells or your Minor Conjuration ability regain a number of hit points equal to your proficiency bonus at the beginning of each of your turns, as long as they are under your control. In addition, the maximum weight, dimensions and duration of objects you can conjure using your Minor Conjuration is instead tripled. You can control the color of light radiated by objects created this way, and you can increase the radius of light radiated by these objects by 5 feet. Divination All spells from the school of Divination gain the Ritual tag for you, and whenever you lose Concentration on a Divination spell, you may have its effects continue for up to a number of additional rounds equal to your proficiency bonus. In addition, you roll foretelling dice with advantage. Enchantment The range of your Hypnotic Gaze is increased to 15 feet, and creatures under the effects of your Hypnotic Gaze have disadvantage on saving throws made against other effects. Whenever a creature falls unconscious due to your Hypnotic Gaze, they instead remain unconscious for up to 1 hour, and whenever the effects of your Hypnotic Gaze end early for any reason except the target suffering damage or being put to sleep by your Hypnotic Gaze, it instead continues to affect the target for an additional round. In addition, whenever you cast an Enchantment spell, the targets are not granted advantage on their saving throws if they are in combat with you or your allies. Whenever an Enchantment spell you cast ends, targets of that spell that would normally be alerted to the fact that they were magically influenced (such as with Charm Person and Friends), they must first succeed on a Wisdom saving throw or remain unaware. Evocation Whenever you cast an Evocation spell that deals damage, you gain resistance to any damage types dealt by that spell for a number of rounds equal to your proficiency bonus. In addition, whenever a creature succeeds on a saving throw (that they are not repeating due to a spell or effect) against an Evocation spell you cast that deals damage, if it still suffered damage this way, it suffers half as much damage as it took this way (rounded up) again at the beginning of its next turn. Illusion Intelligence (Investigation) checks made to see through one of your Illusions are made with disadvantage; if that check would already have disadvantage, it instead automatically fails. In addition, when you cast Silent Image, you instead create up to a number of different images equal to your proficiency bonus; when you use your action to cause any of these images to move, you can instead cause any number of these images to move. Necromancy Whenever you cast Animate Dead, you instead create or reassert control over that many CR 1/2 or less undead creatures of your choosing, in any combination. When you create undead with a spell or ability, you can utilize the corpses of other creatures to better fit your needs: You no longer have to target a humanoid corpse with Animate Dead and Create Undead, you only need a corpse of the appropriate size. You can substitute 2 tiny corpses for a small corpse, 3 small corpses for a medium corpse, 4 medium corpses for a large corpse and 4 large corpses for a huge corpse when creating undead with spells or abilities. In addition, whenever you gain the benefits of your Grim Harvest feature, you may have any undead under your control gain the benefits as well; if you or an undead under your control would gain temporary hitpoints this way, and you or that undead already have temporary hitpoints, you may combine these temporary hitpoints together to up to a maximum of twice your proficiency bonus. Transmutation You are immune to any spell or effect that would alter your form (except for effects that force you to revert to your natural form) unless you choose to accept it, and you cannot be aged by magic. You learn Enhance Ability and Alter Self, Alter Self gains the Ritual tag for you, and Enhance Ability is added to the Wizard spell list for you. When you cast Alter Self, you may instead choose any number of the available options, and you may choose for its duration to instead be "until dispelled." In addition, when you use your Minor Alchemy, you add alloys, gemstones and exotic metals, stones and woods (such as adamantine or ironwood) to the list of materials you can affect or transform other materials into, and it takes you only 1 action to transform up to 1 cubic foot of material this way; if you lose Concentration on this transformation, you may have the objects remain transformed for up to an additional hour. You may increase or decrease the damage threshold of an object transformed this way by up to an amount equal to your proficiency bonus (to a minimum of 0). Greater School Focus Starting at 4th level, whenever you cast a spell from one of your specialized schools of magic, treat that spell as though you had cast it using a spell slot of 1 higher. Major School Esoterica At 5th level, you have reached a near unparalleled mastery in your specialized schools, leaving you with an unmatched knowledge of those schools of magic: you gain the corresponding abilities from those below based on your specialized schools. Abjuration When you cast an Abjuration spell with a range of Touch or Self, you may treat its range as 30 feet. Your Arcane Ward grants you the benefits of half-cover and Mage Armor as long as it has 1 or more hit points.

Conjuration Creatures and Objects that you conjure have resistance to non-magical damage, and as long as you aren't surprised, you may use your Minor Conjuration or cast any Conjuration spell that creates or summons one or more creatures or objects as a reaction to entering combat, as long as that spell normally has a casting time of 1 action or less. In addition, the maximum weight, dimensions and duration of objects you can conjure using your Minor Conjuration is instead quadrupled. You can cause the light radiated by objects created with your Minor Conjuration to be sunlight or be light only visible to creatures with darkvision, and you can increase the radius of light radiated by these objects by an additional 5 feet. Divination As a bonus action, you can gain Blindsight and Truesight to a radius of 30 feet, and detect the presence of any thinking creature with an Intelligence score of 4 or higher within this radius that isn't blocked by at least 2 feet of rock, 2 inches of any metal, or a thin sheet of lead; if you do, you are blind beyond this radius. You may choose to end this effect as a bonus action. When you use this ability, and as a bonus action on your turn, you can learn the surface thoughts of a creature you can detect this way, such as what is most on its mind in that moment; you can only learn the surface thoughts of one creature at a time this way, and you can shift your attention to another creature you detect this way as a bonus action; as long as your attention is focused on a creature this way, you continue to learn its surface thoughts for as long as you are aware of it and it stays within range of this ability. In addition, once per long rest, you may change the results of one of your foretelling dice to a 1 or a 20. Enchantment Whenever you cast an Enchantment spell targeting a creature, the first time that creature succeeds on its saving throw against that spell, it must repeat that saving throw again with advantage at the beginning of its next turn or be affected by that spell as though you had just cast it. In addition, Whenever the effects of your Hypnotic Gaze end early for any reason except the target suffering damage, you may force the target to succeed on a Wisdom saving throw or forget everything that happened while they were under the effects of your Hypnotic Gaze, and for up to 1 minute before they were Enthralled. Whenever a creature falls unconscious due to your Hypnotic Gaze, they instead remain unconscious for up to the amount of time they would naturally sleep during a Long Rest. Evocation Whenever you cast an Evocation spell, it ignores half and three-quarters cover and resistance to any damage types dealt by that spell, and it treats immunity to any damage types dealt by that spell as resistance. In addition, whenever a creature fails a saving throw (that they are not repeating due to a spell or effect) against an Evocation spell you cast that deals damage, they must repeat that saving throw at the beginning of each of their turns, suffering damage of that type equal to your Intelligence modifier on a failure, or ending this effect on a success. Illusion When you cast an Illusion spell, you can choose to ignore its Verbal or Somatic components. In addition, you learn Major Image and can cast it at will. Necromancy Whenever you cast Animate Dead, you instead create or reassert control over that many CR 1 or less undead creatures of your choosing, in any combination. Whenever you cast Create Undead, replace "Ghouls" with "any undead creature with CR 2 or less," "Ghasts or Wights" with "any undead creature with CR 3 or less," and "mummies" with "any undead creature with CR 4 or less." When you cast Create Undead using a spell slot of 7th level spell slot, you may instead choose to create any undead creature with CR 3 or less; when you cast Create Undead using a spell slot of 8th level spell slot, you may instead choose to create any undead creature with CR 4 or less; when you cast Create Undead using a spell slot of 9th level spell slot, you may instead choose to create any undead creature with CR 5 or less. In addition, Undead you create with spells or abilities have proficiency in martial weapons, shields and light, medium and heavy armor, and have advantage on savings throws made against effects that turn Undead. Transmutation When you cast a spell that transforms a creature into a new form (such as Polymorph), you may choose for that creature's mental ability scores to not be replaced by that of its new form; as such, it retain the benefits of its class features, memories and proficiencies; while it is still limited in the actions it can perform by the nature of its new form, it can speak, cast spells, and take any other action that requires hands or speech as long as its new form is still capable of doing so. Whenever a creature succeeds on a saving throw against a Transmutation spell you cast that would alter their form, they suffer a number of d4 of force damage equal to that Transmutation spell's level. In addition, when you use your Minor Alchemy to transmute one nonmagical object no larger than a 1 cubic foot into another nonmagical object of equal or lesser value, you may choose for the transmutation to be permanent. You may increase or decrease the AC of an object transformed by your Minor Alchemy by up to an amount equal to half your proficiency bonus (to a minimum of 1). You may choose for an object transformed this way to become magical.