Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can
see in dim light within 60 feet o f you as if it w ere bright
light, and in darkness as if it were dim light. You can\'t
discern color in darkness, only shades o f gray.
Gnome Cunning. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Languages. You can speak, read, and write Common
and Gnomish.
Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical
objects, or technological devices, you can add twice your
proficiency bonus, instead o f any proficiency bonus you
normally apply.
Tinker. You have proficiency with artisan’s tools
(tinker’s tools). Using those tools, you can spend 1
hour and 10 gp worth o f materials to construct a Tiny
clockwork device (AC 5, 1 hp). The device ceases
to function after 24 hours (unless you spend 1 hour
repairing it to keep the device functioning), or when
you use your action to dismantle it; at that time, you can
reclaim the materials used to create it. You can have up
to three such devices active at a time.
When you create a device, choose one o f the
following options:
Clockwork Toy. This toy is a clockwork animal, monster,
or person, such as a frog, mouse, bird, dragon, or
soldier. When placed on the ground, the toy m oves
5 feet across the ground on each o f your turns in a
random direction. It makes noises as appropriate
to the creature it represents.
Fire Starter. The device produces a miniature
flame, which you can use to light a candle,
torch, or campfire. Using the device
requires your action.
Music Box. When opened, this music box
plays a single song at a moderate volume.
The box stops playing when it
reaches the song’s end or
when it is closed.
Ritual Castin g
You can cast a wizard spell as a ritual if that spell has
the ritual tag and you have the spell in your spellbook.
You don\'t need to have the spell prepared.
Spell casting Focus
You can use an arcane focus (found in chapter 5) as a
spellcasting focus for your w izard spells.
Arcane Recovery
You have learned to regain some o f your magical energy
by studying your spellbook. Once per day when you
finish a short rest, you can choose expended spell slots
to recover. The spell slots can have a combined level that
is equal to or less than half your wizard level (rounded
up), and none o f the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover
up to two levels worth o f spell slots. You can recover either
a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane
tradition, shaping your practice o f magic through one
o f eight schools: Abjuration, Conjuration, Divination,
Enchantment, Evocation, Illusion, Necromancy,
or Transmutation, all detailed at the end o f the
class description.
Your choice grants you features at 2nd level and again
at 6th, 10th, and 14th level.
Divination Savant
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a divination spell
into your spellbook is halved.
Portent
Starting at 2nd level when you choose this school,
glimpses o f the future begin to press in on your
awareness. When you finish a long rest, roll two d20s
and record the numbers rolled. You can replace any
attack roll, saving throw, or ability check made by you or
a creature that you can see with one o f these foretelling
rolls. You must choose to do so before the roll, and you
can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you
finish a long rest, you lose any unused foretelling rolls.
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