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Advanced Arcane Training in Dungeons & Dragons 5e

Advanced Arcane Training

Wizard, Level 4+, Formal Arcane Training feat

Your formal study of the arcane arts has progressed into advanced theory and practice. Choose the same field of study you selected when you gained the Formal Arcane Training feat.

Advanced Study. You learn one 2nd-level spell of your choice from either school associated with your chosen field of study.

You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have of the appropriate level. The spellcasting ability for this spell is the ability you chose when you gained the Formal Arcane Training feat.

Specialized Study. You gain the benefit associated with your chosen field of study.

Abjuration & Divination: Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.

Conjuration & Evocation: Arcane Displacement. When you cast a spell of 1st level or higher, you can manipulate the spatial and kinetic forces released by the spell. Immediately after you cast the spell, choose one of the following effects:

  • You teleport up to 15 feet to an unoccupied space you can see.
  • If the spell dealt damage to a Large or smaller creature when you cast it, you can push one creature damaged by the spell up to 10 feet directly away from you.

You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Enchantment & Necromancy: Life Channel. You can channel your own life force into your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell you cast that deals damage, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage the creature takes increases by an amount equal to the total rolled.

Illusion & Transmutation: Magical Balance. When you make an attack roll or an ability check and roll a 9 or lower on the d20, you can treat the roll as a 10.

You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


 


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