Wizard
Wizards are supreme magic-users, defined and united as a class by 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, brute-force mind control, and much more.
You must have an Intelligence score of 15 or higher in order to multiclass in or out of this class. ㅤ
Wizard Spell Slots per Level
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Spellbook | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Spellcaster's Quirk, Magical Specialty | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Arcane Tradition | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Feat | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Spell Proficiency | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Feat | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Advanced Technique | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Feat | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +4 | Arcane Replication | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Feat | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
19th | +6 | Feat | 5 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
20th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
Class Features
As a wizard, you gain the following 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, and Religion
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
- A spellbook
Spellcasting
Beginning at 1st level, you are a student of arcane magic, allowing you to manipulate magic to create effects.
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.
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, choosing from your Spellbook. When you do so, choose a number of wizard spells 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 are 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. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or 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, since you learn your spells through dedicated study and memorization. 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 +Spell attack 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 as a spellcasting focus for your wizard spells.
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, except your cantrips, which are fixed in your mind.
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.
Each time you gain a wizard level, you can add two wizard spells of your choice to your Spellbook. 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.
Learning Spells
You can gain access to new spells by interacting with others who knows that spell or by finding that spell in written form, such as by a spell scroll or another wizard's Spellbook.
Copying a 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.
To copy a spell, you must do the following:
- Spend 2 hour per spell level, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
- Accquire the materials necessary for learning the spell (such as material components needed to experiment with the spell), whose cost equals 50gp per spell level.
Replacing the Spellbook
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 10gp 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 you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous Spellbook in a mishap.
Spellcaster's Quirk
At 2nd level, your arcane practices begin influencing your daily life in minor ways. You gain one of the following features of your choice:
- Arcane Ally. You gain the service of a minor manifestation of magic, gaining the following benefits:
- You learn the Find Familiar spell. This spell is always prepared, and doesn't count towards the number of spells you have prepared.
- You can cast the Find Familiar spell you gain from this feature once per long rest without expending a spell slot.
- Mage Weapon. Your practice of both magic and weaponry has made you able to wield both with ease, giving you the following traits:
- You become proficient in simple and martial weapons with the light property.
- When you attack with weapons you are proficient with, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You can perform the somatic components of spells even when you have weapons or shields in one or both hands.
- Protective Robes. Your robes become imbued with protective magic. You gain a +1 bonus to AC.
- Recalling Tome. Your tome becomes magically attached to you, gaining the following traits:
- You can't be disarmed of your spellbook while you are conscious.
- As an action, you can teleport your spellbook to your hand, provided it is on the same plane of existence as you and you have at least one hand free.
Magical Specialty
Also at 2nd level, you focus your study of magic to a specific school of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. When you would transcribe a spell of your chosen school into your spellbook, the gp cost and time required to do so is halved.
Arcane Tradition
At 3rd level, you choose an arcane tradition, shaping your practice of magic around certain concepts and ideals. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.
Spell Proficiency
At 5th level, you have practiced certain spells enough that you needn't even spend the time to prepare them each day. Choose two 1st level spells in your Spellbook to become Proficient Spells. These spell are always prepared, and don't count towards the number of spells you have prepared.
Additionally, when you gain a level in this class, you can replace one of your Proficient Spells with another spell from your Spellbook.
Advanced Technique
At 9th level, you study an advanced spellcasting technique that enhances your everyday life. You gain one of the following features:
- Extra Quirky. You gain an additional option from your Spellcaster's Quirk feature.
- Magical Secret. You add 1 1st level spell from any class' spell list to your spellbook.
- Ritual Savant. Once per day when you cast a ritual spell, you can choose to half the time required to cast it as a ritual.
- Seer's Sight. You can see invisible creatures and objects within 15 feet of you that are within your line of sight.
- Sentient Spellbook. Your Spellbook grows a limited intelligence, which it uses to assist your ability to memorize spells. You can prepare 1 additional spell each day.
- Tirelessness. You only need to rest for half the normal time to complete a short rest.
Arcane Replication
Starting at 13th level, your understanding of magic allows you to quickly comprehend the spells others cast. When a hostile creature you can see casts a wizard spell of 5th level or lower, you can use your reaction to cast that spell if it is in your spellbook, even if you don't have it prepared, expending the appropriate spell slot.
You can't cast a spell in this way for which you lack the necessary spell slots.
Spell Mastery
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your Mastery Spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and 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.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Tradition: Battle Caster
Instead of pouring over texts in quiet libraries and marking notation with chalk, the Battle Casters choose to gain their wizarding experience on the battlefield hands-on, honing their magical skills to fight.
Sculpt Spells
Beginning at 3rd level when you take this tradition, you can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Tactical Wit
Starting at 3rd level, 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.
Spell Explosion
At 6th level, you learn to create controlled explosions of power in your spellcasting. Once per turn when you deal damage to a creature with a spell attack, you can use a bonus action to cause the spell to explode with power, dealing an additional amount of Force damage equal to your wizard level.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining all expended uses after a long rest.
Durable Magic
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
Spell Assurance
At 14th level, your mastery of battle magic allows you to burn spells as fuel to achieve desired effects with your spells. When you use your action to cast a spell, you can choose to burn a spell slot as a bonus action to create one of the following effects:
- Assure Aim. If the spell you cast requires an attack roll, you can burn a spell to gain a bonus to the roll equal to the burned slot's level.
- Assure Defenselessness. If the spell you cast requires a saving throw, you can burn a spell slot to impose a penalty on one creature's saving throw against your spell equal to the burned slot's level.
When you burn the spell from your spellbook, it is lost until you regain it. If you burn a spell that you have prepared, you can continue casting that spell until you prepare a new list of spells you can cast.
Spellbook Sacrifice
At 18th level, you can choose to sacrifice spells to gain a surge of power. When you do so, you remove a spell you have prepared from your spell book, and cast that spell without expending a spell slot. You can then prepare another spell in your spellbook to replace it.
Once you do so, you must complete a long rest to do so again.
Tradition: Conjurer
Conjurers are often called the lazy wizards, who would rather summon magical creatures to do their work. However, a conjurer recognizes the strength in the numbers they summon, and continues to create small armies of minions to aid them. Unlike a full-fledged Summoner who creates a powerful bond with one creature or kind of creatures, the Conjurer creates whatever minions they need, be it undead, plants, fiends, or anything of the sort.
Conjurer's Entourage
Beginning at 3rd level when you take this tradition, you learn to summon minor magical creatures, called Minions. As an action, you can conjure a Minion to assist you in battle. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Conjurer's Minion stat block below. You determine the Minion's appearance; your choice has no effect on its game statistics.
In combat, your Minions share your initiative count, but take their turns immediately after yours. They can move and use their reactions on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command one to take another action, or use your action to command all of your summoned Minions to take an action. That action can be one in its stat block or some other action. If you are Incapacitated, your Minions can take any action of their choice, not just Dodge. If a Minion is slain, it vanishes in a harmless puff of smoke.
You can summon a number of Minions per day equal to your Intelligence modifier (minimum of 1), but can have no more than 1 active at once. At 10th level, you can have 3 Minions active at one time. At 18th level, you can have 5 Minions active at once.
Minion's Energy
Also at 3rd level, your Minions originate from other planes, bringing with them innate power which influences both yourself and your Minion. Each time you complete a long rest, choose a creature type from the following table. Your Minions become that creature type, and both you and your Minion gain resistance to certain damage types based on the chosen type.
Creature Type | Damage Resistance |
---|---|
Aberration | Psychic |
Celestial | Radiant |
Construct | Poison |
Elemental | Force |
Fey | Poison |
Fiend | Fire |
Plant | Poison |
Undead | Necrotic |
Conjurer's Minion
Medium Construct, Any Alignment
- Armor Class 15 (natural armor)
- Hit Points 4 + twice your Intelligence modifier + your wizard level
- Speed 30ft
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
- Saving Throws Wisdom +2
- Damage Resistances —
- Condition Immunities Charmed, Exhaustion, Poisoned
- Senses Darkvision 60 ft., passive 10
- Languages understands the languages you speak
- Challenge —
Vigilant. The Minion can't be surprised.
Actions
Force Slam. Melee Weapon Attack: your Intelligence modifier to hit, 5ft reach, one target. Hit: 1d8 + your Intelligence modifier Force damage.
Remanifest. The Minion teleports up to 30ft to an unoccupied space you can see.
Energy Entanglement
At 6th level, you learn to recapture the arcane potential of your fallen Minions. When one of your Minions is destroyed by taking damage, you can use your reaction to gain a number of temporary hit points equal to 2d8 + your Constitution modifier.
Explosive Minion
At 10th level, you learn to detonate the arcane energy within your Minions to cause deadly bursts of force. As an action, you can command one of your summoned Minions to detonate if you are within 60ft of it. Doing so destroys the Minion and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 4d8 Force damage on a failed save, or half as much damage on a success.
Conjurer's Phalanx
At 14th level, you and your entourage become more durable with your shared experience, gaining the following benefits:
- Your Minions gain a +2 bonus to AC.
- Creatures within 5ft of one of your Minions gain a +1 bonus to their AC. This effect does not stack.
Apex Minions
At 18th level, you and your Minions grow to the height of their power, gaining the following traits:
- You can summon 1 additional Minion per day.
- Your Minion's speed increases by 15ft
Tradition: Scribe
Among wizards, the Scribes are considered the most bookish. They often spend much of their time pouring over books and spell scrolls to expand their knowledge, discovering all manner of magical secrets along the way. Scribes Wizards apply their investigative power to study the world and apply their gathered knowledge to forward their goals.
Arcane Insight
Beginning at 3rd level when you choose this tradition, if you study a creature you can see within 60ft for at least 1 minute, you can learn two of the following pieces of information:
- The creature's AC
- Any resistances, immunities, or vulnerabilities it has
- Any condition immunities it has
- One of its Ability Scores
Alternatively, you can expend a spell slot to use this feature as an Action.
Scholar
At 3rd level, while studying magic, you also specialized in an academic field of study. Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
Double Major
At 6th level, your extended study has given you proficiency with multiple schools of magic. You gain a second School of Magic option from your Magical Specialty feature.
Additionally, you gain additional spells from the following table based on the schools of magic you chose for your Magical Specialty feature:
School | Spell |
---|---|
Abjuration | Alarm |
Conjuration | Unseen Servant |
Divination | Detect Magic |
Enchantment | Sleep |
Evocation | Thunderwave |
Illusion | Illusory Script |
Necromancy | Ray of Sickness |
Transmutation | Longstrider |
Pages of Possibility
At 10th level, you learn to scribe raw arcane power into your spellbook, creating a blank page in your spellbook filled with this power. Using this blank page, you can cast any spell from your spellbook you don't have prepared at its base level, expending the appropriate spell slot.
Once you cast a spell in this way, you must complete a short or long rest to do so again.
Imperfect Copier
At 14th level, you learn to reclaim the arcane energy of spells that end prematurely. You learn either the Counterspell or Dispel Magic spell, which are always prepared and don't count towards the number of spells you have prepared.
When you successfully end a wizard spell of 5th level or lower that isn't in your spellbook using Dispel Magic, Counterspell, or a similar effect, you can attempt to imperfectly steal the notation of that spell. When you do so, roll an Arcana check, where the DC equals 11 + the spell's level. On a success, you temporarily gain the ability to cast that spell, becoming prepared in your spellbook for the next hour, after which it vanishes.
Predictive Power
At 18th level, the breadth of your study grants you enough knowledge that you have uncanny predictive power. When you finish a long rest, roll three d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a willing creature that you can see with one of these predictive rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each predictive roll can be used only once. When you finish a long rest, you lose any unused predictive rolls.