Wizard rework by Retroman1987

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Wizards are supreme magic-users, defined and united as a class by the magic they wield and the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and terrible summoning. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into horrific undead. Their mightiest spells can kill with a whisper, call meteors down from the sky, or stop time itself.

Wizards hail from all walks of life. The haughty noble, the laboring peasant, and the courageous adventurer can all become wizards given enough intelligence and studious discipline to master the art.

Scholars of the Arcane

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

The Lure of Knowledge

Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Whether in support of righteous or terrible causes, most wizards cannot resist the lure of every greater power offered by the possibilities of lost arcane arts.

Class Features

As a wizard, you gain the following class features.

Hit Points

Hit Dice: 1d4 per wizard level

Hit Points at 1st Level: 4 + your Constitution modifier

Hit Points at Higher Levels: 1d4 (or 3) + 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, and Religion
Wizard
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Minor Arcana 3 2
2nd +2 Acane Tradition, Arcane Recovery 3 3
3rd +2 Mystic Attunement 3 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 4 4 3 2
6th +3 Arcane Tradition 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Adept Arcana 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Arcane Tradition 5 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 6 4 3 3 3 2 1 1 1 1
18th +6 Master Arcana 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 1 1 1 1
20th +6 Epic Arcana 6 4 3 3 3 3 2 2 1 1

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (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
  • Your spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. You do not need your spellbook to cast cantrips. You do not need a spellbook to cast cantrips and they are always memorized.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, 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 the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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 that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Minor Arcana

In your study of mystic lore, you begin to unlock various mystical secrets that allow you to perceive and interact with magical forces in ways too subtle for others to grasp. At 1st level choose one of the minor arcana features listed below.

Arcane Aptitude

You have spent more time than other wizards focusing on the fundamentals of spellcasting. You may add three additional wizard cantrips to your spellbook. You still add an additional cantrip at 5th, 10th, and 15th level.

Battle Magic

You are less a scholar than your peers and have sacrificed some of your mystic training for for basic martial proficiency. You gain one hit point per wizard level and proficiency in light armor.

Tactical Wit

Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level for which you already know wizard spells and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome that you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Starting at 2nd level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

Mystic Attunement

You have studied the history and lore of magic more than other wizards. Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses the arcana skill. In addition, you have advantage on arcana checks used to identify spells being cast or ongoing spell effects.

Adept Arcana

As your continue to advance your studies of the mystic arts you unlock ever more powerful magical secrets. These fragments of esoteric knowledge allow you to channel arcane energies in new and powerful ways. At 10th level choose one of the Adept Arcana features listed below.

Fluid Mind

You have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a long rest.

Mystic Shield

You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or spell, you can use your reaction to expend a spell slot and reduce the damage by an amount equal to 5 times the expended slot.

Potent Cantrips

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against one of your cantrips, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. In addition, you do not have disadvantage when casting spell attack cantrips if you are within 5 feet of a hostile creature.

Master Arcana

As you reach the heights of arcane knowledge and might you discover long-lost magical secrets that grant you new and powerful abilities. At 18th level choose one of the Master Arcana features listed below.

Master of Essence

Your mastery of the basic elemental forces of magic allows you to alter the way spells enter the world. When you prepare a spell that requires a saving throw, you can change the initial saving throw from one ability score to another of your choice.

Master of the Mundane

You have mastered the basics of magic to a degree few others can claim. 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 have them prepared.

Master of Shaping

Your mastery of your spells has extended to the fundamentals of their manifestations on the material plane. Whenever you can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube.

Epic Arcana

You have ascended to a plateau of arcane power and insight that few mortals can claim. The secrets of magic itself are laid bare to you and powers inconceivable to others are in your grasp. At 20th level choose one of the Epic Arcana features listed below.

Epic Magic

You have reached heights of arcane power that other mortal spell casters only dream of. You gain one 10th level spell slot.

Expansive Mind

Your mastery of magic has left you with an unmatched intellect. Your intelligence score increases by 4. Your maximum for that score is now 24.

Permanancy

Your knowledge and mastery of primordial fonts of magic allow you to permanently bind a powerful spell effect to yourself. Choose a spell of 5th level or lower that you can cast with a duration other than instant that targets a single creature. That spell now permanently affects you. When you take this feature you permanently lose a spell slot of equal level to the spell you chose for this feature. If the effect is successfully dispelled or suppressed by an antimagic field, you may reinstate it as an action.

Quickening

You have attained a mastery over the basics of magic that few can match. All of your cantrips can be cast as bonus actions.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Your choice grants you features at 2nd level and again at 6th and 14th level. When you select a tradition at 2nd level, the gold and time you must spend to copy a spell of that school into your spellbook is halved.

School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive

assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to the level of the spell slot expended + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, it is dispelled and you take any remaining damage.

Powerful Abjuration

Starting at 6th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Abjurant Conduit

Starting at 14th level, whenever your counterspell successfully counters a creature’s spell, you can choose to redirect the effects of that spell back at the spellcaster. Spells targeted on a creature will affect the spellcaster instead, and spells targeted on a point will occur targeted on the center of the caster.

School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances in an instant.

Benign Transposition

Starting at 2nd level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Durable Summons

Starting at 6th level, any creature that you summon or create with a conjuration spell has temporary hit points equal to twice your wizard level.

Master Conjurer

Starting at 14th level, dispel checks made against your conjuration spells add your proficiency bonus to the DC.

School of Divination

The counsel of a diviner is sought by royalty and com m oners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.Each foretelling roll can be used only once. W hen you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

Beginning at 6th level, casting divination spells com es so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

The Third Eye

Starting at 14th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

  • Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8.
  • Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
  • Greater Comprehension. You can read any language.
  • See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

School of Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. S om e enchanters are peacemakers w ho bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants w ho magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Hypnotic Guile

Starting at 2nd level when a creature succeeds in attempting to remove one of your enchantment spell effects from itself, you may use your reaction to force it to roll again and accept the second result. Once you use this ability, you cannot use it again until you finish a short or long rest.

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.On a successful save, you can’t use this feature on the attacker again until you finish a long rest.You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Elemental Torrent

Beginning at 2nd level, whenever you damage a creature with a targeted evocation cantrip you are infused with an elemental spark for one minute. This spark is removed on a successful dispel attempt or by an antimagic field. If you choose, the next evocation spell you cast of at least 1st level consumes that spark and casts a copy of the cantrip at its original target.

Empowered Evocation

Beginning at 6th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Elemental Savant

Beginning at 14th level you can alter an evocation spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, lightning, or thunder descriptor. You decide whether to alter the spell’s energy type and chooses the new energy type when you begin casting.

School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your

magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists (including many gnome wizards) are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi- reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.

School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Blood magic

At 2nd level, you gain the ability to sacrifice your life force to empower your necromancy spells. As a bonus action when you cast a necromancy spell you can deal necrotic damage to yourself equal to three times the level of that spell in order to give one target of the spell disadvantage on its first saving throw made against the spell. Once you use this ability you cannot do so again until you have finished a long rest.

Empowered Necromancy

Starting at 6th level, whenever a creature fails its save against one of your necromancy spells, it gains one level of exhaustion and whenever a creature takes necrotic damage from one of your necromancy spells, you regain hit points equal to the level of the spell.

Aura of Unlife

Starting at 14th level, as a bonus action, you can surround yourself with an aura that saps the strength of the living and empowers the undead. Living creatures within 30 feat of you are constantly under the effects of the bane spell (they subtract 1d4 from their attack rolls, ability checks, and saving throws) while undead within 30 feat of you add your proficiency bonus to their weapon damage rolls. This lasts indefinitely or until you suppress this aura with a bonus action.

School of Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Alchemical Adept

Starting at 2nd level whenever you cast a transmutation spell on a willing creature (including yourself) you can give them one of the following benefits:

  • Darkvision out to a range of 60 feet, as described in chapter 8
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Constitution saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage

Only one of these effects can be active on a single creature at a time and the effect ends concurrently with the spell effect.

Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. Polymorph is always prepared and you can cast polymorph on yourself as a reaction.

Perfect Variety

At 14th level, you gain the ability to create completely imaginary forms when you cast polymorph or shapechange on yourself. To create an imaginary form you choose one creature as a base form. You can then choose a single aspect of a second monster whose form you could assume using the same spell and add it to the first creature. His available options are as follows:

  • Replace the base form's natural armor bonus with that of the second form.
  • Add the second form's movement modes.
  • Add one of the second form's natural attack types (with the appropriate reach), if the base form doesn't have that attack type already.
  • Add a damage resistance or immunity of the second form.
  • Add a sense (darkvision, tremorsense, etc) of the second creature.
  • Replace one of the base form's physical ability scores, if both the base form and the second form are the same size category.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Image credits to WotC Tome of Magic and Kobold Press The Sorcery Stop

 

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