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 Wizard | Spell Slots per Spell Level |
|---|
| Level | Proficiency Bonus | Features | Fields of Study | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Magic Study, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Arcane Tradition | 4 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | — | 4 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | — | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Arcane Tradition feature | 5 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | — | 5 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | — | 6 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Arcane Tradition feature | 6 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | — | 6 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | — | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Arcane Tradition feature | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | — | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | — | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | — | 8 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Arch Mage | 8 | 4 | 3 | 3 | 3 | 3 | 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
As a student of arcane magic, your power stems from your ability to understand the intricate forces and rules that are the foundation of your reality.
The magic you utilise is of the Arcane type, and it can be from any School of Magic. However, since you aren't wielding magic due to innate talent or through otherworldly gifts, you don't add your proficiency bonus to your ability modifier for Spell attacks and Spell saves unless you have studied that school of magic.
Spell Slots
The Wizard table shows how many spell slots you have to cast your 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.
Prepared Spells
You are also capable of preparing a number of spells equal to either your Intelligence Modifier + your Wizard level.
To be able to prepare spells, you need a spellbook, or an object that serves the function of a spellbook, and the ability to read and write in one language. This will serve as your repertoire of magic. With 1 hour of studying your spellbook, you can change out one of your spells with another written in the book.
Spellbook RulesYour spellbook
The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from, and how it can be used. To expand this knowledge, you must seek out locations, people, and powerful entities to learn from. Seeking out organisations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.
Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook 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 caster 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 or your memory into another book. 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 to spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.
If you lose your spellbook. You are unable to prepare your spells; the spells you have prepared will be castable until the end of your next long rest. Then any prepared spell will no longer be prepared for you, because its intricacy for casting it slipped out of your mind.
If you want to make copies of your notes, 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 practitioners of the magic arts keep a backup spellbook in a safe place.
Memorised Spells
Instead of preparing a spell normally, you can commit it to memory for long-term use. A Memorised Spell counts toward your prepared spell cap, but unlike a prepared spell, you will not forget it at the end of a long rest — even without your spellbook on hand. This trades flexibility for reliability; a Memorised Spell guarantees access to that spell regardless of whether your spellbook is available.
Memorising Ritual. To memorise a spell, you must spend 6 + (2 × the spell's level) hours in a ritual or study session. The spell must come from a creature that has it memorised or prepared, or from scripture such as a scroll or spellbook. You can also use this ritual to exchange a spell you have memorised for a new one.
Forgetting. To forget a Memorised Spell and free up space in your prepared spell cap, finish a long rest. Alternatively, a short rest accompanied by alcohol will do the same.
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 Intelligence modifier
Spell attack modifier = 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 arcane spells. Items such as wands made from trees grown in environments with potent magical ambiance, or have a magical core made from a magical creature, such as dragon heart string or unicorn hair. Crystal balls made from magical quartz can be used as well.
Magic Study
Though you begin at a disadvantage compared to other spellcasters, the hours spent studying the magical phenomena of your world have granted you knowledge that allows you to not just compensate for your shortcomings but to excel.
At 1st wizard level, you are able to pick three options from the following Fields of Study below. When you gain levels in this class, your knowledge grows with it, allowing you to pick additional Fields of Study. The amount you gain is shown in the Wizard Class table. You can take some of the same Field of Study multiple times.
| Name | Fields of Study |
|---|---|
| Level-Gated | |
| School Proficiency Level 1 Wizard |
You gain proficiency in two schools of magic that you chose. You add your Proficiency Bonus to Spell attacks and Spell saves for any spell you cast that belongs to those two schools of magic. |
| Efficient Scribing Level 1 Wizard |
Reduce the base gold cost per hour for copying a spell into your spell book by 20 gold, to a minimum of 5 gold per spell level. For backup copying a spell, reduce the per-hour cost by 2 gold to a minimum of 5 gold per spell level. If you are a savant in a school, the cost is halved after you have totaled the cost. Less material is required when creating spell scrolls. |
| Linguistics Degree Level 1 Wizard |
Through your research, you have developed an analytical eye for language and pattern. You learn two additional languages of your choice. Additionally, you can attempt to decipher written text in a language you don't know by making an Intelligence (Investigation or History) check against a DC set by the DM based on the language's complexity. You cannot speak the language, only read it imperfectly. Additionally, when copying a spell from a source written in a language you know, reduce the time required by 1 hour for every 2 spell levels, rounded up. |
| Cantrip Study Level 1 Wizard |
You are able to prepare 3 cantrips of your choice. These don't count against the number of spells that you can prepare. |
| Recover Focus Level 1 Wizard |
Your study has made you acutely aware of the conditions under which spells can fail. You can use your reaction to re-roll a failed Constitution saving throw to maintain concentration. The re-roll is made with disadvantage. You are able to pick this study again; doing so will have the re-roll made without disadvantage. Picking it a third time allows you to do the re-roll with advantage. |
| Scholar Study Level 2 Wizard |
Choose one of the following skills in which you have proficiency: Arcana, History, Nature, or Religion. You have Expertise in the chosen skill. |
| Medical Degree Level 2 Wizard |
You gain proficiency in the Medicine skill. If you are already proficient, then you gain expertise in the skill. You are able to use your Intelligence modifier for Medicine checks instead of your Wisdom modifier. |
| Arcane Eye Level 2 Wizard |
Your understanding of magical auras has sharpened through study. You learn the spell Detect Magic, and the spell doesn't count against your prepared spell cap. Furthermore, the spell doesn't require concentration while active, and the detection range extends to 60 feet. |
| Spell Notation Level 2 Wizard |
You have developed a shorthand system for capturing the essence of spells you observe. When you witness a spell being cast by another creature, you can use your action on your next turn to open your spell book and make an Intelligence(Arcana) check (DC 8 + 2 × the spell's level) to partially transcribe it. On a success, you record rough notes that reduce the time spent copying it as if the spell was one level lower. If you manage to take enough notes of the spell level to the point where it would require 0 hours to copy it, you capture enough detail to copy the spell from your notes alone, though the gold cost remains. |
| Elemental Mastery Level 5 Wizard |
You add your spellcasting ability modifier to two damage types of your choice when casting spells. Choose from the following: Acid, Cold, Fire, Lightning, Poison, or Thunder. |
| Counter Cast Mastery Level 5 Wizard |
When you make a spellcasting ability check as part of the Counter cast action, you may add your proficiency bonus to the roll for any spell used to counter cast. Additionally, if your spell roll is greater than your target's spell roll by 10, you recover the spell slot you expended for the counter-cast. |
| Project Magic Level 5 Wizard |
You can extend the range of spells that only target yourself to one creature that you can touch. The targeted creature has to hold concentration on the spell if it requires it. You can do this a number of times equal to your Proficiency bonus. You regain all expended uses when you finish a long rest. You are able to pick this study again; doing so will negate the use limit. |
| Battle Caster Level 9 Wizard |
When you use your action to cast a cantrip or take the attack action, you can use a bonus action to cast a cantrip that requires an Action to cast. |
| Extra Recovery Level 9 Wizard |
You are able to use the Arcane Recovery feature one additional time before you need to long rest. |
| Mnemonic Casting Level 9 Wizard |
Your study of memory and magical notation has taught you to cast from pure recollection, bypassing the need for spoken words or elaborate gestures for spells you know deeply. When you cast a spell that you have memorised, you may do so without verbal or somatic components. If the spell requires a material component that isn't consumed by the casting, you may substitute your spellcasting focus regardless of whether the spell normally permits it. This substitution only applies to material components with a listed cost of 500 gp or less. This benefit applies only to Memorised spells — your recall of them is complete enough that the casting flows from thought alone. |
| Magic Mastery Level 17 Wizard |
Any time you cast a spell, it is upcasted one level higher than the spell slot you expended to cast the spell. The upcast spell cannot exceed 9th level. |
| Spell Mastery Level 17 Wizard |
Choose a 1st-level and a 2nd-level spell that you have memorised. You can cast those spells at their lowest level without expending a spell slot. If you want to cast the spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange the spell with a different spell of either 1st-level or 2nd-level that you have memorised. |
| Arcane Permanence Level 17 Wizard |
When you cast a spell that requires concentration and has a duration of 1 minute or longer, you may choose to sustain it without concentration. The spell no longer requires you to concentrate on it, and it cannot be ended by damage or other effects that would break concentration. The spell still ends when its duration expires, or you can end it early, no action required. You can have only one spell made permanent in this way at a time. If you use this feature on a second spell, the first immediately ends. Once you use this feature, you cannot do so again until you finish a long rest. |
| Stat-Gated | |
| School Mastery Intelligence 15+ |
You master a school of magic of your choice. Apply 1½ times your Proficiency bonus to Spell attacks and Spell saves for any spell cast that belongs to that school of magic. You must have School Proficiency in that school before taking this study. Each time you pick this study, the intelligence score requirement for this study increases by 2. |
| Mind Fortress Wisdom 15+ |
Your years of disciplined study have cultivated a mental architecture so structured and orderly that it resists invasion. Any creature attempting to read your thoughts, access your memories, or implant suggestions through magical means must first succeed on an Intelligence saving throw against your Spell Save DC. On a failure, the attempt fails, and the creature takes psychic damage equal to your Intelligence modifier, and you become aware that the attempt was made and can sense the general direction of the creature. Picking this study again grants you immunity to the charmed condition. |
| Eidetic Recall Intelligence 17+ |
Your memory has reached a state of near-perfect retention. Your prepared spell cap increases by a number equal to your proficiency bonus. |
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.
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 | Source |
|---|---|
| Abjuration | Player's Handbook |
| Bladesinging | Sword Coast Adventurer's Guide Tasha's Cauldron of Everything |
| Chronurgy Magic | Explorer's Guide to Wildemount |
| Conjuration | Player's Handbook |
| Divination | Player's Handbook |
| Enchantment | Player's Handbook |
| Evocation | Player's Handbook |
| Graviturgy Magic | Explorer's Guide to Wildemount |
| Illusion | Player's Handbook |
| Necromancy | Player's Handbook |
| Order of Scribes | Tasha's Cauldron of Everything |
| Transmutation | Player's Handbook |
| War Magic | Xanathar's Guide to Everything |
| Primamancy | RPathos |
| Unearthed Arcana | |
| Lore Mastery | Unearthed Arcana 29 - Warlock and Wizard |
| Onomancy | Unearthed Arcana 63 - Cleric, Druid, Wizard |
| Theurgy | Unearthed Arcana 33 - Wizard Revisited |
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.
Arch Mage
At 20th level, you have become a master of magic that only a rare few could hope to attain. Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can’t do so again until you finish a Short Rest or Long Rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
