The Implement Master
Some wizards focus on their use of implements. While all spellcaster can use implements to aid their spellcasting, implement masters can muster a variety of extraordinary effects by utilizing the correct implement. They also learn to use a variety of implements beyond the regular ones available to wizards.
IMPLEMENT MASTERY
At 2nd level, you learn to use a wide variety of implements with your wizard spells. In addition to the normal orb, crystal, rod, staff, or wand, you can use a tome, dagger, or bag as an implement.
Each time you complete a long rest, you can choose one type of implement to focus on. You remain focused on that implement until you choose to focus on a different one. Each implement gives you a different ability related to your magic.
Bag: When you cease concentrating on a spell you cast using the bag, you can use your reaction to cause that spell to remain in effect until the end of your next turn. You can use this ability twice before you must complete a long rest before using it again.
Crystal: When you cast a spell that can only target you, you can instead target one creature you can see within 20'. Once you use this ability, you must complete a long rest before you can use it again.
Dagger: When you cast a spell of 1st level or higher, you can use a bonus action to impose disadvantage on the saving throw of one target of that spell. You can use this ability twice before you must complete a long rest before using it again.
Orb: When a creature succeeds at a saving throw to end an ongoing effect from one of your spells, you can use your reaction to force that creature to reroll that saving throw and take the second result. You can use this ability thrice before you must complete a long rest before using it again.
Rod: When you damage a creature with a spell of 1st level or higher, you can use your reaction to cause half of that damage to be psychic damage rather than its normal type.
Staff: When you cast a spell of 1st level or higher that has a saving throw, you gain advantage on saves of the same ability that the spell targets until the end of your next turn.
Tome: When you finish a short rest, you can change one of your prepared wizard spells. You can use this ability twice, but no more than once per short rest, before you must finish a long rest to use it again.
Wand: When you make an attack roll with a spell, you score a critical hit on a 19-20.
DUAL FOCUS
Starting at 6th level, when you complete a long rest, you can focus on two implements, though you can only cast a spell with one at a time.
FOCUSED DEFENSE
While you have a focused implement in hand and aren't wearing armor, you can use your Intelligence bonus in place of your Dexterity bonus when you determine your AC and when you roll for initiative.
IMPLEMENT EXPERT
Beginning at 10th level, you gain additional abilities when you cast a spell using a focused implement. Three times before you complete a long rest, you can use one of the following abilities:
- Penetrate Resistance: When you cast a spell that requires a saving throw, if any creatures with magic resistance make a save against that spell, you can use your reaction to ignore the magic resistance of those creatures against that spell.
- Powerful Spell: When you cast a spell that requires a saving throw, you can use a bonus action to imbue it with a powerful push. If you do so, each creature that fails its saving throw is also pushed 10' directly away from you.
- Transdimensional Spell: When you cast a spell, you can use a bonus action to make it a transdimensional spell. If you do so, it ignores the damage resistance of creatures with the incorporeal movement trait, and it affects creatures that are on coexistent planes normally. (Coexistent planes are those that overlap the plane the caster is on, such as the border ethereal, Feywild, Shadowfell, and Astral Plane for the Prime Material Plane.)
IMPLEMENT SUPREMACY
Starting at 14th level, your implement mastery improves. When you complete a long rest, you gain 3 supremacy points, which you can spend when you cast a spell of 1st level or higher with a focused implement. For each supremacy point you spend, that spell is treated as if cast in a slot one level higher.