Wizard
Restricted races: Mamoona
As a Magic-User, you are a figure of mystery and a
student of mysteries, steeped in ancient and arcane
knowledge. You have studied long hours deep into the
candlelit nights, delving into the parchment pages of cobwebcovered
magic tomes, learning the intricacies of magical circles
and runes, the strange significances of the stars and moons, the
disquieting theories of mad philosophers, and above all, the
casting of magic spells. You can be a truly devastating opponent
as long as your fellow adventurers protect you from physical
combat, in which you are the weakest of all the character classes:
completely untrained in the use of armor, barely adequate with
even the simplest weapons, and having fewer hit points than most
other members of an adventuring expedition. You are not limited
to the role of providing the party with offensive spells, though,
for your spellbook provides an array of other spells that can be
critical for surviving the perils of dungeons, lost temples, and
other such places where you might venture in search of treasure
and knowledge. If you succeed in such forays into the wild and
dangerous places of the world, you might eventually rise to such
heights of power that you can build a mystically protected tower
for your researches, create fabulous magic items, and scribe new
formulae for hitherto unknown spells. Such great Archmages
can sway the politics of kingdoms, commanding respect and fear
across the realms.
Intelligence is your spellcasting ability for casting wizard spells, since you
learn your spells through dedicate d study and memorization. You use
your Intelligence whenever a spell refers to your spellcasting ability.
In addition, you use your Inte lligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spellcasting Focus: You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
At 3rd level your knowledge of the arcane arts gives you greater insights into one of these schools, allowing you to specialize in that school. As a specialist wizard, you increase the DC of saving throws for spells of that school by 1, and make concentration rolls with advantage when maintaining spells of your chosen school.
Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
Whenever 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 twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.
Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
As a conjurer, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you.
This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
Divination: Spells that reveal information. A divination specialist is called a diviner.
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. When you finish a long rest, you lose any unused foretelling rolls.
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
When you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Charisma saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker. As an evoker, you can create pockets of relative safety within the effects of your evocation spells.
When you cast an evocation 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.
Illusion: Spells that alter percep tion or create false images. An illusion specialist is called an illusionist.
As an illusionist, you may cast Silent Image as a cantrip and Phantasmal Force as a 1st level spell.
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
As a necromancer, you gain the ab ility to reap life energy from creatures you kill with your spells. Once per round when you kill one or more creatures with a spell of 1 st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
Transmutation: Spells that transform the recipient physically or change its properties in a subtler way. A transmutation specialist is called a transmuter.
When you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes spent performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance
Spellbook
At 1st level, your spellbook contains all of the wizard cantrips and four first level spells of your choice.Wizard Spells
You cast arcane spells. The table below shows the number of spells of each spell level that you may prepare and cast after a long rest. You must prepare spells before casting them by studying from a spellbook.Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1 | 3 | 2 | ||||||||
2 | 3 | 3 | ||||||||
3 | 4 | 3 | 2 | |||||||
4 | 4 | 3 | 2 | |||||||
5 | 4 | 3 | 2 | 2 | ||||||
6 | 4 | 4 | 3 | 2 | ||||||
7 | 4 | 4 | 3 | 2 | 1 | |||||
8 | 4 | 4 | 3 | 3 | 2 | |||||
9 | 4 | 4 | 3 | 3 | 2 | 1 | ||||
10 | 4 | 4 | 4 | 3 | 2 | 1 | ||||
11 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | |||
12 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | |||
13 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | ||
14 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | ||
15 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | |
16 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | |
17 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 |
18 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 |
19 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
20 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 |
In addition, you use your Inte lligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 10 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Cantrips: Wizard know all of the 0-level spells, also known as cantrips,
listed for their class but can only prepare a limited number of them,
after a long rest, as noted on the table above. These spells are
treated like any other spell, but are not expended when cast and
may be used again.
Spellcasting Focus: You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.
Arcane Tradition
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
At 3rd level your knowledge of the arcane arts gives you greater insights into one of these schools, allowing you to specialize in that school. As a specialist wizard, you increase the DC of saving throws for spells of that school by 1, and make concentration rolls with advantage when maintaining spells of your chosen school.
Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
Whenever 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 twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.
Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
As a conjurer, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you.
This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
Divination: Spells that reveal information. A divination specialist is called a diviner.
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. When you finish a long rest, you lose any unused foretelling rolls.
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
When you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Charisma saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker. As an evoker, you can create pockets of relative safety within the effects of your evocation spells.
When you cast an evocation 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.
Illusion: Spells that alter percep tion or create false images. An illusion specialist is called an illusionist.
As an illusionist, you may cast Silent Image as a cantrip and Phantasmal Force as a 1st level spell.
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
As a necromancer, you gain the ab ility to reap life energy from creatures you kill with your spells. Once per round when you kill one or more creatures with a spell of 1 st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
Transmutation: Spells that transform the recipient physically or change its properties in a subtler way. A transmutation specialist is called a transmuter.
When you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes spent performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance
Credit: CedricYiu
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Ability Requirements: Intelligence 13
Hit Die Type: d4
Alignment: Any
Weapon Proficiencies: Club, dagger, dart, light crossbow, and quarterstaff
Armor Proficiencies: None*
Skill Proficiencies: Arcana and 3 of the following: Ciphers, Craft (any), Disguise, History, Insight, Language (any), Nature, Performance (any), Profession (any), Religion, or Sleight of Hand
* You may not cast spells in armor unless you are proficient in its use
Hit Die Type: d4
Alignment: Any
Weapon Proficiencies: Club, dagger, dart, light crossbow, and quarterstaff
Armor Proficiencies: None*
Skill Proficiencies: Arcana and 3 of the following: Ciphers, Craft (any), Disguise, History, Insight, Language (any), Nature, Performance (any), Profession (any), Religion, or Sleight of Hand
* You may not cast spells in armor unless you are proficient in its use
Level | Proficiency Bonus | Class Features |
---|---|---|
1 | +2 | Spellbook, Wizard Spells |
2 | +2 | |
3 | +2 | Arcane Tradition |
4 | +2 | |
5 | +3 | |
6 | +3 | |
7 | +3 | |
8 | +3 | |
9 | +4 | |
10 | +4 | |
11 | +4 | |
12 | +4 | |
13 | +5 | |
14 | +5 | |
15 | +5 | |
16 | +5 | |
17 | +6 | |
18 | +6 | |
19 | +6 | |
20 | +6 |
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