Wizard
Level | Prof. Bonus | Class Features | Cantrips | Spell Points | Max Spell Level |
---|---|---|---|---|---|
1st | +2 | Spellcasting, Wizard's Spellbook | 3 | 2 | 1st |
2nd | +2 | Academic, Arcane Recovery | 3 | 3 | 1st |
3rd | +2 | Arcane Tradition | 3 | 8 | 2nd |
4th | +2 | Two Feats | 4 | 10 | 2nd |
5th | +3 | Memorize Spell | 4 | 16 | 3rd |
6th | +3 | Tradition Feature | 4 | 19 | 3rd |
7th | +3 | Modify Spell | 4 | 23 | 4th |
8th | +3 | Feat | 4 | 27 | 4th |
9th | +4 | - | 4 | 32 | 5th |
10th | +4 | Tradition Feature | 5 | 37 | 5th |
11th | +4 | - | 5 | 43 | 6th |
12th | +4 | Feat | 5 | 43 | 6th |
13th | +5 | - | 5 | 50 | 7th |
14th | +5 | Tradition Feature | 5 | 50 | 7th |
15th | +5 | Spell Mastery | 5 | 58 | 8th |
16th | +5 | Feat | 5 | 58 | 8th |
17th | +6 | - | 5 | 67 | 9th |
18th | +6 | Signature Spells | 5 | 72 | 9th |
19th | +6 | Feat | 5 | 78 | 9th |
20th | +6 | Epic Boon | 5 | 85 | 9th |
Class Features
As a Wizard, you gain the following class features when you reach the specified levels in this class. These features are listed on the Wizard table.
Hit Points
Hit Dice: 1d6 per Wizard levelHit Points at 1st Level: 6 + your Constitution modifier
Hit Points per Level after 1st: 1d6 (or 4) + your Constitution modifier
Proficiencies
Saving Throws: Intelligence, WisdomSkills (Choose 2): Arcana, History, Insight, Investigation, Medicine, and Religion
Weapons: Simple Weapons
Tools: None
Armour Training
None1st Level: Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips. You know three cantrips of your choice from the Arcane spell list. Whenever you gain a Wizard level, you can replace one of your cantrips with another Arcane cantrip of your choice. When you reach 4th and 10th level in this class, you learn another Arcane cantrip of your choice, as shown in the Cantrips column of the Wizard table.
Spell Points. The Wizard table shows how many Spell Points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of points equal to the spell’s level or higher. You regain all expended Spell Points when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your Wizard's Spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have access to.
Changing your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there. Preparing a new list of spells takes time: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Intelligence is your spellcasting ability for the spells you cast with your Wizard features, since you learn your spells through dedicated study and memorization.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Wizard features.
1st Level: Wizard's Spellbook
Your Wizardly apprenticeship has culminated in the creation of a unique book: your spellbook. It is a Tiny object that contains a number of pages equal to 20 times your wizard level, each of which can hold a spell. This magic book holds the Arcane spells you know of, except your cantrips, which are fixed in your mind. Writing in a magical cipher or your own illegible handwriting, you have ensured that no one else can read the book without magic.
Your spellbook contains spells of 1st level and higher. It starts with six 1st-level spells of your choice from the Arcane spell list. 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 universe. On your adventures, you might find other spells that you can add to your spellbook.
Learning Spells of 1st Level and Higher Whenever you gain a Wizard level after 1st, you add two Arcane spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell points, as shown on the Wizard table. These spells are the culmination of regular arcane research.
Ritual Caster. You can cast any spell as a ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
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.
Creating Another Spellbook. You can copy a spell from your own spellbook into another book. 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.
2nd Level: Academic
Your time as a scholar has equipped you to recall a broad range of lore. When you take the Study action, you have Advantage on any Intelligence check you make as part of that action.
2nd Level: Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose to recover expended spell points. You can recover a number of spell points that is equal to or less than half your wizard level (rounded up).
Once you use this feature, you can't use it again until you finish a Long Rest.
3rd Level: Arcane Tradition
You choose an arcane tradition which shapes your practice of magic.
Your arcane tradition is a specialization that grants you special abilities at certain Wizard levels. For the rest of your career, you gain each of your tradition's features that are of your Wizard level and lower. This class's description tells you the levels when your tradition provides features.
4th Level: Two Feats
You gain the Ability Score Improvement feat and another feat of your choice for which you qualify.
5th Level: Memorize Spell
Studying your spellbook for 1 minute, you can expend mental and magical effort to memorize a spell. Choose one spell of 1st level or higher from your spellbook that you don’t have prepared. You now have that spell prepared until you use this feature to prepare a different spell.
6th Level: Tradition Feature
You gain a feature from your arcane tradition.
7th Level: Modify Spell
Using arcane formulas in your spellbook, you can magically alter one of your prepared spells. Over the course of 1 minute, choose an Arcane spell in your spellbook that you have prepared. You make one of the following modifications to the spell:
Components. Remove one of the spell’s components: Verbal, Somatic, or Material. You can’t remove the Material component of a spell that consumes that component.
Concentration. If the spell requires Concentration, damage can’t break your Concentration on the spell.
Damage Type. If the spell has a damage type, replace it with one of the following types: Acid, Cold, Fire, Lightning, Necrotic, Poison, or Thunder. If the spell has multiple damage types, you can change only one of them.
Range. If the spell has a range of at least 5 feet and doesn’t have a range of Self, increase its range by a number of feet equal to 30 times your Wizard level.
Ritual. If the spell lacks the Ritual tag and has a casting time of at least 10 minutes, give it the Ritual tag.
Targets. If the spell affects one or more creatures and doesn’t have a range of Self, it now affects only your allies or enemies (choose which when you use this feature.)
The chosen modification lasts until you finish a Long Rest. Once you use this feature, you can't use it again until you finish a Long Rest.
8th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
10th Level: Tradition Feature
You gain a feature from your arcane tradition.
12th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
14th Level: Tradition Feature
You gain a feature from your arcane tradition.
15th Level: Spell Mastery
You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level Arcane spell and a 2nd-level Arcane spell that are in your spellbook. You always have them prepared, and you can cast those spells at their lowest level without expending spell points. If you want to cast either spell at a higher level, you must expend spell points as normal.
Whenever you finish a Long Rest, you can exchange one or both of the spells you chose for different spells of the same levels.
16th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
18th Level: Signature Spells
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level Arcane 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 spell points. When you do so, you can't do so again until you finish a Short Rest or a Long Rest.
If you want to cast either spell at a higher level, you must expend spell points as normal.
19th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
20th Level: Epic Boon
You gain the following benefits:
Ability Score Increase. Choose your Intelligence or Wisdom score. That score increases by 2, and its maximum is now 30.Epic Boon. You gain the Epic Boon of High Magic or another Epic Boon of your choice.