Wizard Schools in the Ehranos Empire

I made these archetypes as additions to my homebrew campaign setting. On the continent of Moladrin, The Ehranos Empire controls the northwestern provinces. They have, arguably, the strongest military forces of any of the five countries. Some think that it is due to their Arcane division within their ranks.

This division, rather than focusing on pure schools of study and the mastery of magic by type, prefers to combine knowledge into groups with similar uses in war-time. There are 4 classifications of military wizards trained in this way.

Firstly are the War Mages (as shown in Xanathar's Guide to Everything). They make up the offensive powers, along with some exceptionally gifted evokers. Their skill in both offensive and defensive combat allows them to outlast other mages of the front lines.

Second are those mages who studied in the School of the Mind. These mages use trickery and enchantments to infiltrate enemy forces and act as spies or covert opperatives. Many among them blend seemlessly into any environment when given proper training.

Next, there are the Reinforcement Mages. Through the gifting of artificial necromantic life and the protection of abjuration glyphs, those well versed in the school of reinforcement make for excellent field medics or support for the offensive line.

Lastly are the mages of the School of Tactics. These mages combine divination and transmutation magic to grant them extraordinary knowledge of their environment and how to use it to their advantage. They often work with a teem as field monitors during combat.

School of the Mind

School of the Mind

Wizard Level Feature 2nd Bonus Cantrips, Fluid Features 6th Quiet Casting 10th Cunning Arcana 14th Potent Charm

Bonus Cantrips

Upon taking this school at 2nd level, you learn the cantrips minor illusion and friends.

Fluid Features

At 2nd level, through your study of covert illusions, you have learned how to effortlessly form simple illusions about your person, partly masking your identity. As an action, you change one aspect of your appearance until your next rest. With this ability, you can change things like your hairs style and color, the color and shape of your eyes, the sound of your voice, or your skin tone. You still look, in all other aspects, like yourself. This change in appearance is mearly an illusion and can be dispelled either at your will or by any effect that negates magic, such as an antimagic field.









Quiet Casting

At 6th level, you have learned to tamper with your spells to make them as subtle as possible. Whenever you expend a spell slot cast one of your wizard spells at a higher level than the spells original level, you may choose to forgo the bonuses for casting the spell at a higher level. If you do so, the spell does not require a verbal component. Spells such as command that require a word during the casting or spells that require the target to be able to hear you, you can now perform by thinking the word or phrase instead.

Cunning Arcana

At 10th level, you learn not only to mask the physical presense of your magic, but also can erase traces of it from the mind. When a creature succeeds a save against your enchantment spells, they do not discover that you cast it on them unless they succeed in an Intellegence (Investigation) or Wisdom (Insight) against your spell save DC. The same applies to when a spells effect ends.

Potent Charm

At 14th level, you are well versed in exploiting the mind. Creatures cannot gain advantage on saving throw against being charmed by you.

School of Reinforcement

School of Reinforcement

Wizard Level Feature 2nd Arcane Vigor, Adaptive Rudiments 6th Split Defense 10th Radial Ward 14th Improved Defense

Arcane Vigor

Upon taking this school of magic, you gain a dice pool with a number of d6 equal to your wizard level. As an action, you may target a creature that you can see within 30 feet of you. Roll a number of d6 up to your Intelligence modifier (minimum of 1) and the target gains a number of tempory hit points equal to the number rolled. The number of dice in your pool resets after a long rest.

Adaptive Rudiments

Further study of suport magic teaches you how to alter it and change the foundation of certain spells. At 2nd level, your abjuration spells with a range of self can now target creatures within 30 feet of you instead and all effects that would effect you now effect the target. For example, you can cast the shield spell on an ally within 30 feet of you as a reaction to them being targeted by an attack or targeted by magic missile.

Split Defense

Begining at 6th level, your study of protective glyphs and wardings allow you to expand them. While you maintain