From publisher blurb:
Knowledge is Power!
Now on its fifth edition, the world’s oldest roleplaying game presents a number of exciting options to allow players to customize their characters. It seems like just about every class in the game gives players a major choice that can heavily alter the way their character operates, such as a barbarian’s primal path, a paladin’s oath, or a warlock’s pact. While the core rules give every class a handful of these options to choose from, and additional supplements from Wizards of the Coast have provided a few more here and there, there’s no doubt that there’s plenty of room for more of these options to provide you with exciting new approaches to each class, which can give you a some new tricks, allow you to represent flavorful ideas and concepts that had no support previously, or completely turn the class’s basic role on its head. The Advanced Options series is here to give you those new options.
This installment focuses on providing new options for wizard characters, in the form of four new arcane traditions. The Blood Mage tradition grants wizards the power to control and manipulate their own blood, and draw upon it as a resource to empower their magic. The Demoniac tradition grants wizards greater knowledge over the forces of the Abyss, gaining a quasit familiar and tapping into a well of demonic power. The Time tradition grants insights into the flow of time, allowing wizards to peer forward and backward through time, manipulate the speed at which it passes, and even exit time altogether, albeit briefly. Finally, the ever-practical tradition of the Work Wizard directs magical energy toward the creation and maintenance of objects, forming them from raw energy, repairing that which is damaged, and eventually forming walls, buildings, and more from thin air.