Wizard

Feat Name Action Contents
Spellcasting As a student of arcane magic, {name} has a spellbook containing spells that show the first glimmerings of their true power.
Arcane Recovery {name} has learned to regain some of their magical energy by studying their spellbook. Once per day when they finish a short rest, they can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half their wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if they’re a 4th-level wizard, they can recover up to two levels worth of spell slots. They can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition When {name} reaches 2nd level, they choose an arcane tradition, shaping their practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.
Their choice grants them features at 2nd level and again at 6th, 10th, and 14th level.
Spell Mastery At 18th level, {name} has achieved such mastery over certain spells that they can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in their spellbook. They can cast those spells at their lowest level without expending a spell slot when they have them prepared. If they want to cast either spell at a higher level, they must expend a spell slot as normal.
By spending {"8 hours"} in study, they can exchange one or both of the spells they chose for different spells of the same levels.
Signature Spells When you reach 20th level, {name} gains mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in their spellbook as their signature spells. They always have these spells prepared, they don’t count against the number of spells they have prepared, and they can cast each of them once at 3rd level without expending a spell slot. When they do so, they can’t do so again until they finish a short or long rest.
If they want to cast either spell at a higher level, they must expend a spell slot as normal.

School of Evocation Archetype

Feat Name Action Contents
Evocation Savant Beginning when {name} selects this school at 2nd level, the gold and time they must spend to copy an evocation spell into their spellbook is halved.
Sculpt Spells Beginning at 2nd level, {name} can create pockets of relative safety within the effects of their evocation spells. When they cast an evocation spell that affects other creatures that {name} can see, they can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip Starting at 6th level, {name}'s damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation Beginning at 10th level, {name} can add their Intelligence modifier to one damage roll of any wizard evocation spell they cast.
Overchannel Starting at 14th level, {name} can increase the power of their simpler spells. When they cast a wizard spell of 1st through 5th level that deals damage, they can deal maximum damage with that spell. The first time {name} does so, you suffer no adverse effect. If they use this feature again before they finish a long rest, {name} takes {"2d12"} necrotic damage for each level of the spell, immediately after they casts it. Each time they use this feature again before finishing a long rest, the necrotic damage per spell level increases by {"1d12"}. This damage ignores resistance and immunity.