Wizard 5

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Arcane Tradition, Feat, Spellcasting 3 2
2nd +2 Arcane Recovery, Feat 3 3
3rd +2 3 4 2
4th +2 Feat 4 4 3
5th +3 4 4 3 2
6th +3 Arcane Tradition Feature, Feat 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Feat 4 4 3 3 2
9th +4 4 4 3 3 2 1
10th +4 Arcane Tradition Feature, Feat 4 4 3 3 2 1
11th +4 5 4 3 3 2 1 1
12th +4 Feat 5 4 3 3 2 1 1
13th +5 5 4 3 3 2 1 1 1
14th +5 Arcane Tradition Feature, Feat 5 4 3 3 2 1 1 1
15th +5 5 4 3 3 2 1 1 1 1
16th +5 Feat 5 4 3 3 2 1 1 1 1
17th +6 5 4 3 3 2 1 1 1 1 1
18th +6 Signature Spells 5 4 3 3 3 1 1 1 1 1
19th +6 Feat 5 4 3 3 3 2 2 1 1 1
20th +6 Feat, Spell Mastery 5 4 3 3 3 2 2 2 1 1

Class Features

All of the following are class features of the Wizard.

Arcane Tradition

1st-Level Wizard Feature   As a wizard, you have studied magic and specialized in one form or another, shaping your practice through one of the traditions. You choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Arcane Traditions
Otherworldly Patron Description
Abjurer Masters of protective magic, Abjurers specialize in warding off harm, shielding themselves and others from magical and physical threats.
Alterer Alterers excel at transmutation, reshaping matter and bodies, turning one substance or form into another with their versatile magic.
Bladesinger Bladesingers are elven wizards who combine graceful swordplay with potent magic, weaving spells as they dance across the battlefield.
Chronomancer Chronomancers manipulate the flow of time, bending moments to their will and altering the past, present, and future with precision.
Conjurer Conjurers specialize in summoning creatures, objects, and elements from other planes, calling forth allies or weapons to aid them in battle.
Diviner Diviners possess unparalleled insight into the future, using their magical foresight to gain knowledge and guide themselves and others through events yet to come.
Enchanter Enchanters master the art of influencing minds, bending the wills of others with charm, suggestion, and subtle manipulations.
Evoker Evokers channel raw magical energy into devastating spells, focusing on elemental forces like fire, lightning, and ice to overwhelm their enemies.
Hemomancer Hemomancers tap into the dark art of blood magic, manipulating the life force of themselves and others to cast powerful and often sinister spells.
Illusionist Illusionists specialize in deceiving the senses, creating phantasms and false realities that can fool even the sharpest minds.
Necromancer Necromancers delve into the magic of death, raising undead minions and wielding the power of decay to control the forces of life and death.
Universalist Universalists are generalists who study all schools of magic, mastering a wide array of spells without specializing in any single discipline.
War Mage War Mages are battle-hardened spellcasters who blend offensive and defensive magic, excelling in both the arcane and the art of war.
Witch Witches blend arcane magic with ancient rituals and natural elements, using potions, curses, and hexes to weave powerful and often mysterious spells.

 

Feat

1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, and 20th-Level Wizard Feature   You gain a feat of your choice.

Spellcasting

1st-Level Wizard Feature   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 Read Magic and 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 onduct 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. This is reduced to 1 hour and 25 gp if the spell is written out in arcane common script, such as many magic books in places of magical learning. Each spell takes 1 page per level of the spell.   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 voume 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. Regardless of appearance, the book is considered to be 100 pages of velum.   There are two primary types of spellbooks: Arcanabulas and Grimoires. Arcanabulas, or traveling spellbooks, are smaller, cheaper, and far more plain on average. As their name suggests, they are often used while traveling or exploring dangerous situations, as the loss of an arcanabula is not as big of a deal as the far more exquisitely crafted and spell-filled grimoires. Grimoires are heavy books, often finely decorations and well-ordered. Grimoires are rarely taken outside of their safe resting place, as the expensive book and painstaking notes written into them are far too valuable to risk.

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.
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. These spells must be of a level for which you have arcane spell slots, as shown on the Wizard table. On your adventurers, you are likely to find spells that you can add to your spellbook, or you can work to create your own spells—including reproducing spells found in official sources. You cannot learn spells with the Rare tag unless you are copying them from a scroll or from another wizard’s spellbook.

Arcane Recovery

2nd-Level Wizard Feature   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 one 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 first-level spell slots.

Signature Spells

18th-Level Wizard Feature   You gain mastery over two powerful spells and can cast them with little effort. Choose two wizard spells of 3rd-level or lower from 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 or lower level, you must expend a spell slot as normal.

Spell Mastery

20th-Level Wizard Feature   You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 1st- or 2nd-level wizard spell that are each 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. If you chose a 1st-level spell as your second choice, you can still choose a spell of 1st- or 2nd-level for it, but only one of these two spells can be 2nd-level at any time.
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Table of Contents

 

Hit Points

Hit Dice
1d4 per Wizard level
Hit Points at 1st Level
1d4 + your Constitution modifier
Hit Points at Higher Levels
1d4 (or 3) + your Constitution modifier per Wizard level after 1st

Proficiencies

Armor
None
Weapons
Daggers, Darts, Slings, Quarterstaves, and Light Crossbows
Tools
None
Saving Throws
Intelligence, WIsdom
Skills
Choose three of the following: Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

As a wizard, you can choose to start with (1d4+1)x10gp to purchase starting gear or with the following equipment:
  • (a) a quarterstaff or (b) a dagger
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook and an arcane focus

Wizard Power Reservoir

Your Wizard Power Reservoir is equal to your Intelligence modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals your Intelligence modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Wizard quickly by using these suggestions. First, depending on the weapons you wish to you, make your Intelligence your highest ability score, followed by Dexterity or or Wisdom. Second, choose the sage background.

Multiclassing and the Wizard

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Wizard class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in Intelligence to take a Wizard level or take a level in another class if you are already a Wizard.
Proficiencies Gained
If Wizard is not your initial class, you do not gain any proficiencies when you take your first level in this class.
Spell Slots
Add your levels in the Wizard class to the appropriate levels from other classes to determine available arcane spell slots. Arcane spell slots can be used to cast spells from any arcane spellcasting class, such as the bard, sorcerer, warlock, or wizard, but cannot be used to cast spells from divine spellcasting classes, such as the cleric paladin, invoker, or seeker. Some subclasses change the source of magic for a class.

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