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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 13 or higher in order to multiclass in or out of this class.

The WizardSpell Slots per Spell Level
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32--------
2nd+2Arcane Tradition33--------
3rd+2Cantrip Formulas (Optional)342-------
4th+2Ability Score Improvement443-------
5th+34432------
6th+3Arcane Tradition feature4433------
7th+344331-----
8th+3Ability Score Improvement44332-----
9th+4443331----
10th+4Arcane Tradition feature543332----
11th+45433321---
12th+4Ability Score Improvement5433321---
13th+554333211--
14th+5Arcane Tradition feature54333211--
15th+5543332111-
16th+5Ability Score Improvement543332111-
17th+65433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spells5433332211

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

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

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.

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.

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 you can prepare and if you can spare the time to decipher and copy it.

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.

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 you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

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, 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 + 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 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. 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.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. 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.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

School of Abjuration
Profession | Jun 1, 2025

***The School of Abjuration emphasizes magic that blocks, banishes, or protects.

School of Conjuration
Profession | Jun 1, 2025

*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.

School of Divination
Profession | Jun 1, 2025

*The counsel of a diviner is sought by royalty and commoners 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.

School of Enchantment
Profession | Jun 1, 2025

*As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters.

School of Evocation
Profession | Jun 1, 2025

*You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid.

School of Illusion
Profession | Jun 1, 2025

*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.

School of Necromancy
Profession | Jun 1, 2025

*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.

Transmutation
Profession | Jun 1, 2025

*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.

School of Graviturgy
Profession | Jun 1, 2025

***Understanding and mastering the forces that draw bodies of matter together or drive them apart

School of Chronurgy
Profession | Jun 1, 2025

***Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking.

War Mage
Profession | Jun 1, 2025

***A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools.

Order of Scribes
Profession | Jun 1, 2025

***Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish.

Celestial Summoner
Profession | May 4, 2025

*Angels and other heavenly creatures answer your call if and only if your alignment is good, your cause is good, or they deem it worthy or necessary to help you.

Education
Profession | May 4, 2025

*Education is one of the greatest virtues in existence, and you are the carrier of its enlightening flame. You are a teacher of the arcane arts. You start your academic career from the bottom and make your way up as you improve in the ways of magic and

School of Sealing
Profession | May 4, 2025

*This school of magic is all about enhancing or reducing the effects of spells by sealing them in a specific way. The wizards of this school usually work with spells from the school of abjuration and aim to provide better protection through magic

School of Blood Magic
Profession | May 18, 2025

*Luckily, or unluckily (depending on how you look at it), some wizards developed a way to involve blood in the process. Blood Mages, as others call them, discovered a way to enhance the power of their spells by mixing blood into the components.

School of Demonology
Profession | May 19, 2025

*The School of Demonology explores the cosmic creatures of chaos and evil: the demons. As you focus your studies on demonology, you learn the nature of demons, as well as their powers and methods.

School of Fleshwarping
Profession | May 19, 2025

*Practitioners of this art are known as fleshwarpers. Fleshwarpers prepare their spells by combining magical formulas with anatomical theories. These spells can warp the target’s flesh in a way that strengthens allies or weakens enemies.

School of Umbramancy
Profession | May 19, 2025

*Umbramancy is not necessarily a separate school of magic, but rather a way of imbuing magic with the power of shadow realms. As a member of this school, you learn the spells that originate from these unholy realms.

Bladesinging
Profession | Jun 6, 2025

***Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

School of Astromancy
Profession | Jun 8, 2025

*Astromancy is an ancient form of study that dealt with manipulating the lingering starlight energy of the cosmos. Its schools were always present across the Aesthral Sea

Cantrip Formulas (Optional)

At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

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.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. 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. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

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 signature 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.


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Articles under Wizard

Celestial Summoner
Profession | May 4, 2025

*Angels and other heavenly creatures answer your call if and only if your alignment is good, your cause is good, or they deem it worthy or necessary to help you.

Education
Profession | May 4, 2025

*Education is one of the greatest virtues in existence, and you are the carrier of its enlightening flame. You are a teacher of the arcane arts. You start your academic career from the bottom and make your way up as you improve in the ways of magic and

Order of Scribes
Profession | Jun 1, 2025

***Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish.

School of Abjuration
Profession | Jun 1, 2025

***The School of Abjuration emphasizes magic that blocks, banishes, or protects.

School of Astromancy
Profession | Jun 8, 2025

*Astromancy is an ancient form of study that dealt with manipulating the lingering starlight energy of the cosmos. Its schools were always present across the Aesthral Sea

School of Blood Magic
Profession | May 18, 2025

*Luckily, or unluckily (depending on how you look at it), some wizards developed a way to involve blood in the process. Blood Mages, as others call them, discovered a way to enhance the power of their spells by mixing blood into the components.

School of Chronurgy
Profession | Jun 1, 2025

***Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking.

School of Conjuration
Profession | Jun 1, 2025

*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.

School of Demonology
Profession | May 19, 2025

*The School of Demonology explores the cosmic creatures of chaos and evil: the demons. As you focus your studies on demonology, you learn the nature of demons, as well as their powers and methods.

School of Divination
Profession | Jun 1, 2025

*The counsel of a diviner is sought by royalty and commoners 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.

School of Enchantment
Profession | Jun 1, 2025

*As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters.

School of Evocation
Profession | Jun 1, 2025

*You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid.

School of Fleshwarping
Profession | May 19, 2025

*Practitioners of this art are known as fleshwarpers. Fleshwarpers prepare their spells by combining magical formulas with anatomical theories. These spells can warp the target’s flesh in a way that strengthens allies or weakens enemies.

School of Graviturgy
Profession | Jun 1, 2025

***Understanding and mastering the forces that draw bodies of matter together or drive them apart

School of Illusion
Profession | Jun 1, 2025

*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.

School of Necromancy
Profession | Jun 1, 2025

*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.

School of Sealing
Profession | May 4, 2025

*This school of magic is all about enhancing or reducing the effects of spells by sealing them in a specific way. The wizards of this school usually work with spells from the school of abjuration and aim to provide better protection through magic

School of Umbramancy
Profession | May 19, 2025

*Umbramancy is not necessarily a separate school of magic, but rather a way of imbuing magic with the power of shadow realms. As a member of this school, you learn the spells that originate from these unholy realms.

Transmutation
Profession | Jun 1, 2025

*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.

War Mage
Profession | Jun 1, 2025

***A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools.


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