School of the Generic (5e Subclass)

From D&D Wiki

Jump to: navigation, search

School of the Generic[edit]

Wizard Subclass

Wizards of the school of the generic don't like a particular type of magic and would rather be mastering every type of basic magic.
Very often wizards who don't have access to schools of wizardry learn the same types of magic as people from this school, since they don't teach special techniques, just ways to increase the power of existing magic


General savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell into your spellbook is 80% of the original cost (rounded up)

Upgraded casting

At level 2, your spells gain higher power When casting a spell, you can choose one of the following augments to happen to it:

  • If the spell has a radius: it’s radius increases by 5 ft
  • If the spell has a cube: it’s size increases by 10 ft
  • If the spell has a duration: it’s duration increases by 20% (rounded up to the nearest round/6 seconds)
  • If the spell has a range: it’s range increases by 40% (spells with a range of self become touch, spells with a range of touch become 5ft) (rounded up to the nearest 5)
  • If the spell deals damage: it’s damage is increased by an amount equal to half your wizard level
  • If the spells regains hit points: it’s amount regained increases by an amount equal to your wizard level

You can augment spells an amount of times equal to your proficiency bonus. You regain any expended uses of this feature after a long rest.

Elemental expert

At level 6, your spells gain effects based on their damage types After casting a leveled spell that deals damage of a certain type, an effect happens depending on the damage type:

  • Acid: Choose a creature within the spells range: They make a constitution saving throw, on a fail their AC gets reduced by 1 until the end of your next turn
  • Cold/Slashing: Choose a creature within the spells range: They make a strength saving throw, on a fail their speed is reduced by 10 ft until the end of their next turn
  • Fire: Choose a creature within the spells range: They make a dexterity saving throw, on a fail they become burned (at the start of their turn they take damage equal to your wizard level/2 and make the saving throw again)
  • Force/Bludgeoning/Thunder: Choose a creature within the spells range: They make a strength saving throw, on a fail they get pushed back 10 ft
  • Lightning: Choose a creature within the spells range: They make a dexterity saving throw, on a fail they become electrified until the start of your next turn(Any attack against them is made with advantage)
  • Necrotic: Choose a creature within the spells range: They make a constitution saving throw, on a fail you steal some life from them, they take damage equal to half your wizard level and you gain temporary hit points equal to the damage dealt
  • Piercing: Choose a creature within the spells range: They make a dexterity saving throw, on a fail they get pulled 10 ft in your direction
  • Poison: Choose a creature within the spells range: They make a constitution saving throw, on a fail they become poisoned
  • Psychic: Choose a creature within the spells range: They make a wisdom saving throw, on a fail they get a -2 to their next saving throw
  • Radiant: Choose a creature within the spells range: They make a dexterity saving throw, on a fail the next attack roll against them has advantage

You can use this feature a number of times equal to your proficiency bonus. You regain any uses of this feature after a long rest.

Resourceful casting

At level 10, you gain more spell slots You gain an extra 1st, 2nd and 3rd level spell slot.
You gain extra spell slots at higher levels:
At 11th level you gain an extra 4th level spell slot
At 14th level you gain an extra 5th level spell slot
At 17th level you gain an extra 6th level spell slot
At 20th level you gain an extra 7th level spell slot


Flexible casting

At level 14, you can swap your list of prepared spell and learn new spells into your spellbook even if your spellbook is far away from you.
As long as you're on the same plane as your spellbook, you can use it to swap your list of prepared spells and learn new spells.
When learning a new spell, a spectral copy of your spellbook appears in your hand, in which you can learn your new spell, which then appears in your real spellbook.

5.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: