Wizard
Wizards are supreme magic-users, defined by rigorous study of arcane traditions. Drawing on the subtle weave of magic, they craft spells of astounding power and meticulous precision.
Multiclassing Prerequisite: Intelligence 13
Class Table
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | 3 | 4 | 2 | - | - | - | - | - | - | - | |
4 | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | 4 | 4 | 3 | 2 | - | - | - | - | - | - | |
6 | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8 | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10 | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
12 | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14 | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16 | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Spell Mastery improvement (Signature Spells at 20th is separate; some tables list here) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Hit Points
- Hit Dice: 1d6 per wizard level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Proficiencies
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Religion
Equipment
You start with:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) an explorer’s pack
- A spellbook
Spellcasting
Through study and practice, you learn and prepare wizard spells from your spellbook.
Cantrips
At 1st level, you know three wizard cantrips of your choice. You learn additional cantrips at higher levels, as shown in the Cantrips Known column.
Spellbook
At 1st level, your spellbook contains six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except cantrips, which are fixed in your memory.
- Copying Spells into the Book: When you find a wizard spell of 1st level or higher, you can add it to your book if you have time to decipher and copy it. The process costs time and resources as determined by the rules you’re using.
- Replacing the Book: If you lose your spellbook, you can transcribe spells you have prepared into a new book from memory, given time. You can also make backups.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast wizard spells. To cast a wizard spell, you must have it in your spellbook and you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare a list of wizard spells that are available to cast. Choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one). The spells must be of a level for which you have spell slots.
Spellcasting Ability
- Spellcasting Ability: Intelligence
- Spell save DC: 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier: your proficiency bonus + your Intelligence modifier
- Ritual Casting: You can cast a wizard spell as a ritual if it has the ritual tag and you have the spell in your spellbook.
- Spellcasting Focus: You can use an arcane focus in place of a component pouch for spells that lack a cost or consumption.
Arcane Recovery (1st level)
Once per day when you finish a short rest, you can choose expended spell slots to recover. The slots can have a combined level equal to or less than half your wizard level (rounded up), and none can be 6th level or higher.
Arcane Tradition (2nd level)
Choose a school or tradition of magic to specialize in. You gain features at 2nd level and again at 6th, 10th, and 14th levels.
Common examples include:
- School of Abjuration
- School of Conjuration
- School of Divination
- School of Enchantment
- School of Evocation
- School of Illusion
- School of Necromancy
- School of Transmutation
- Bladesinging
- War Magic
- Graviturgy Magic
- Chronurgy Magic
- Scribes
Ability Score Improvement (4th, 8th, 12th, 16th, 19th level)
Increase one ability score by 2, or two ability scores by 1. You can’t increase an ability score above 20 using this feature.
Spell Mastery (18th level)
Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook.
- You can cast those spells at their lowest level without expending a spell slot.
- When you cast either spell at a higher level, you must expend a spell slot as normal.
- You can change one or both spells after finishing a long rest by spending time studying your spellbook.
Signature Spells (20th level)
Choose two 3rd-level wizard spells in your spellbook as your signature spells.
- You always have these spells prepared.
- You can cast each of them once at 3rd level without expending a spell slot.
- When you do so, you can’t do so again until you finish a short or long rest.
- Casting them at higher levels still requires you to expend a spell slot.