Leveling Guide: Wizard Level 1-5

LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32
2nd+2Arcane Tradition33
3rd+2342
4th+2New Feat443
5th+34432

1st Level

1st Level Wizard

  • Initial HP = 6 + Constitution (CON) Modifier
  • Armor Proficiency: None
  • Weapon Proficiency: Dagger, Dart, Sling, Quarterstaff, Light Crossbow
  • Tool Proficiency: None
  • One (1) 1d6 Hit Die
  • +2 Proficiency Bonus
  • Proficiency Bonus added to WIS and INT saving throws
  • Choice of Proficiency Bonus to Arcana, History, Insight, Investigation, Medicine, and Religion (Choose 2 only)
  • Three (3) Cantrips from the Wizard spell list
  • Six (6) 1st level spells from the Wizard spell list
  • Two (2) 1st level spell slots
  • Ritual Casting
  • Arcane Recovery
  • Spellcasting Ability (INT)
  • Spell Preparation. Only prepared spells can be used until the caster swaps them out with other learned spells after a long rest. Spells Prepared = Wizard Lvl + INT Mod
  • 2nd Level

    2nd Level Wizard

  • Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  • One (1) additional 1d6 Hit Die
  • Two (2) 1st level spells from the Wizard spell list
  • One (1) additional 1st level spell slot
  • Choice of one (1) Arcane Tradition or a school of magic to focus on. The cost (money and time) of copying spells of that school into your spellbook is halved.
  • Arcane Tradition Feature relevant to the school chosen.
  • 3rd Level

    3rd Level Wizard

  • Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  • One (1) additional 1d6 Hit Die
  • Two (2) spells from the Wizard spell list (1st to 2nd level spells, any combination)
  • One (1) additional 1st level spell slot
  • Two (2) 2nd level spell slots
  • 4th Level

    4th Level Wizard

  • Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  • One (1) additional 1d6 Hit Die
  • Two (2) spells from the Wizard spell list (1st to 2nd level spells, any combination)
  • New Feat chosen from Feats
  • One (1) additional Cantrip from the Wizard spell list
  • One (1) additional 2nd level spell slot
  • 5th Level

    5th Level Wizard

  • Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  • One (1) additional 1d6 Hit Die
  • Two (2) spells from the Wizard spell list (1st to 3rd level spells, any combination)
  • Two (2) 3rd level spell slots.
  • Proficiency Bonus is increased by 1

  • 1st Level

    Spellcasting

    Cantrips
    You know three Cantrips of your choice from the Wizard Spell List.
    Spells Known
    You have a spellbook containing six 1st-level wizard spells of your choice.

    Spellbooks Explained

    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 conduct 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.   A spellbook doesn't contain cantrips.  

    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.   A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.  

    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 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.
    Spellcasting Ability
    Intelligence is your spellcasting ability for your wizard spells. 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 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.
    Preparing Spells
    You can prepare a number of spells equal to your Intelligence Modifier + your wizard level (Minimum of one spell) at all levels. To prepare a spell you must have any components required on you, the spell must be in your spell book which must also be in your possession. You can change out your prepared spells once between long rests, by spending 1 minute per spell level for each spell you are adding, taking no time for removing spells. If you have already changed your prepare spells once, you will need to complete a long rest to make any other changes.

    Arcane Recovery

    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.


    2nd Level

    Spellcasting

    Spells Known
    You can add two 1st level wizard spells of your choice to your spellbook.

    Arcane Traditions

    You choose an arcane tradition from the list of available traditions, shaping your practice of magic.

    Bladesinger

    Training in War and Song

    You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.

    Bladesong

    You can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose. While your Bladesong is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
    You can use this feature twice. You regain these uses each time you complete a short or long rest.

    School of Abjuration

    Abjuration Savant

    The gold and time you must spend to copy an abjuration spell into your spellbook is halved.

    Arcane Ward

    When 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.

    School of Conjuration

    Conjuration Savant

    The gold and time you must spend to copy a conjuration spell into your spellbook is halved.

    Minor Conjuration

    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 or deals any damage.

    School of Divination

    Divination Savant

    The gold and time you must spend to copy a divination spell into your spellbook is halved.

    Portent

    Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 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.

    School of Enchantment

    Enchantment Savant

    The gold and time you must spend to copy an enchantment spell into your spellbook is halved.

    Hypnotic Gaze

    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 Wisdom saving throw 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.

    School of Evocation

    Evocation Savant

    The gold and time you must spend to copy an evocation spell into your spellbook is halved.

    Sculpt 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.

    School of Illusion

    Illusion Savant

    The gold and time you must spend to copy an illusion spell into your spellbook is halved.

    Improved Minor Illusion

    You learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
    When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

    School of Transmutation

    Transmutation Savant

    The gold and time you must spend to copy a transmutation spell into your spellbook is halved.

    Minor Alchemy

    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 you spend 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.

    War Magic

    Arcane Deflection

    When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
    When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

    Tactical Wit

    You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.



    3rd Level

    Spellcasting

    Spells Known
    You can add two 1st or 2nd level wizard spells of your choice to your spellbook.

    Component Rift

    Your magical Prowess has advanced enough that you can now use a special demiplane for storing your aquired Components. You can remove or add 5 items in a bonus action, or 10 with an action. When addingWhile preparing Spells from your spellbell, you arrange the items in your rift, to make removing these items with ease, and can remove them as part of casting your spell. The rift itself can only take magical spell components, and the opening into it is only the size of the items being added it at the time.

    A Component Rift is specifically tied to the Wizard who uses it, and no other person can add or pull from it, even other wizards, and if a wizard dies, there is no way to obtain the items held within.


    4th Level

    Spellcasting

    Spells Known
    You can add two 1st or 2nd level wizard spells of your choice to your spellbook.

    New Feat

    Select a feature you meet the prerequisite for from the list Linked Here.


    5th Level

    Spellcasting

    Spells Known
    You can add two 1st, 2nd or 3rd level wizard spells of your choice to your spellbook.


    Wizard Spell List


    Wizard Leveling Chart

    LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1st+2Spellcasting, Arcane Recovery32
    2nd+2Arcane Tradition33
    3rd+2342
    4th+2New Feat443
    5th+34432
    6th+3Arcane Tradition Feature4433
    7th+344331
    8th+3New Feat44332
    9th+4443331
    10th+4Arcane Tradition Feature543332
    11th+45433321
    12th+4New Feat5433321
    13th+554333211
    14th+5Arcane Tradition Feature54333211
    15th+5543332111
    16th+5New Feat543332111
    17th+65433321111
    18th+6Spell Mastery5433331111
    19th+6New Feat5433332111
    20th+6Signature Spell5433332211

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