Wizard
As a wizard, you gain the following class features.
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
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
(a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
A spellbook
Hit Points
Hit Dice: 1d6 per wizard levelHit 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: NoneWeapons: 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
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