Your study of magic has led you to develop an arcane traditions that defines your magical abilities. Perhaps your tradition was enforced through an overbearing mentor or school? Maybe you fell into it by chance, drawn by your natural talents?
Whatever your education, this chapter introduces a variety of arcane traditions for you to master. Make your choice, continue your studies, and gain arcane power.
Choose Your Tradition
Choose your tradition from one of the following options:
- Evocation: You are drawn towards powerful, element—and oftentimes destructive—arcane magic.
Creating a Tradition
To create your own Arcane Tradition (or to convert an existing tradition from other sources), follow these steps:
- Choose a Favored School: Choose a Favored school of magic and an associated feature. Use this to highlight the type of magic that your tradition is themed around.
- Choose a Clashing School: Choose a Clashing school of magic and an associated feature. A clashing school does not have to be the polar opposite of the favored school—it is simply the school that your tradition is least interested in.
- Create a 1st-level Feature: Arcane Traditions grant an introductory feature at 1st-level. Use this to set the tone for your tradition—create a feature that can be used either a) once per short rest, or b) a limited number of times per long rest.
- Create 3rd, 6th, and 10th-level Features: Arcane Traditions grant additional features at 3rd, 6th, and 10th-level.
And that's it, your tradition is complete!
You focus your study on magic that creates powerful elemental effects—bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid.
Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
You gain the following features for your favored and clashing magic schools.
You have a talent for reading the glyphs and symbols of evocation magic. The gold and time you must spend to write an evocation spell into your spellbook is halved.
You find it more difficult to make sense of the sigils and writing structure of abjuration magic. The gold and time you must spend to write an abjuration spell into your spellbook is doubled.
When you cast a wizard evocation spell of 1st-level or higher that deals fire, cold, thunder, lightning, or acid damage, you can simultaneously create an elemental spark using a strand of the spell's power.
Your spark closely orbits your body—you may choose the location when you create the spark. The appearance and damage type of your spark match the spell that it was created from. You can only have one active elemental spark at a time, and any active spark expires automatically when you finish a short or long rest.
You can use this feature once, and you regain expended uses when you finish a short or long rest.
A spark of elemental energy (fire, cold, thunder, lightning, or acid) orbits your body. When you take damage from a creature that you can see, you may spend your reaction to do one of the following:
- Feedback: You deal 1d10 damage to the creature. The damage type equals that of your spark.
- Deflect: You can reduce the damage you take by 1d6.
When you take one of these actions, your elemental spark is expended and vanishes.
- Greater Elemental Spark: Starting at 6th-level, your Feedback damage increases from 1d10 to 2d10. In addition, your Deflect reduction increases from 1d6 to 2d6.
You are able to rewrite your prepared cantrips so that your damaging cantrips can 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.
You are able to enhance your evocation spells with destructive power.
When you cast a wizard evocation spell, you can add your Intelligence modifier to one damage roll.
When you cast a wizard spell of 1st to 5th-level that deals damage, you can choose to deal maximum damage with that spell. You must decide to do this before you roll damage for your spell.
You can use this feature once, and you regain expended uses when you finish a long rest.