Wizard

Description text.   You must have an Intelligence score of 7 to multiclass into this class.  
Level Proficiency Bonus Perk Tier Other Features Cantrips Known Spell Level Spells Known
1st +2 1 Arcane Discipline, Path of Arcana 3 1 4
2nd +2 1 - 3 1 6
3rd +2 1 Ability Score Improvement 3 2 9
4th +3 2 - 4 2 11
5th +3 2 ? 4 2 13
6th +3 2 - 4 3 15
7th +3 3 Ability Score Improvement 5 3 17
8th +4 3 - 5 3 18
9th +4 Ultra - 5 4 20
10th +4 - Wizard Feature 5 4 21
 

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 + your Constitution modifier
 

Mana Points

Mana Points at 1st Level: 3 × your Intelligence modifier + 2 × your Willpower modifier
Mana Points at 2nd to 3rd Level: 2d6 + your Intelligence modifier
Mana Points at 4th to 6th Level: 4d4 + 2 × your Intelligence modifier
Mana Points at 7th to 8th Level: 4d6 + 3 × your Intelligence modifier
Mana Points at 9th to 10th Level: 6d8 + 3 × your Intelligence modifier
 

Proficiencies

Armour: none
Weapons: clubs, daggers, darts, light crossbows, and quarterstaffs
Tools: none
Skills: Arcana and one of Intuition, Investigation, Lore, Occult.
Other: Elvish, fluent  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a light crossbow and 20 bolts or (b) a simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an dungeoneer's pack
  • lamellar, any simple weapon, two daggers
 

Spellcasting

You regenerate up to one quarter of your mana on a short rest.  

?

At 5th level,  

Perk List

Perk Name Tier Description
Arcane Discipline 0 As a mage, you gain the following traits:
  • You have a pool of mana you can use to cast spells equal to 3 times your Intelligence modifier plus 2 times your Willpower modifier.
  • You gain proficiency in Arcana.
  • You regenerate up to ¼ of your mana on a short rest.
  • You know fluent Elvish.
Path of Arcana 0 A true student of the arcane, you seek true understanding of magic at its purest. Gain the following traits:
  • You gain proficiency with clubs, daggers, darts, light crossbows, and quarterstaffs.
  • You gain expertise in Arcana and proficiency in one of Intuition, Investigation, Lore, Occult.
  • You know fluent Elvish.
  • Choose a school of magic to be your primary school: abjuration, conjuration, enchantment, illusion, mysticism, necromancy, thaumaturgy, or transmutation. When you cast spells of this school, you gain a +1 to your save DC and spell modifier.
  • Choose a school of magic to be your opposing school (cannot be the same as your primary school): abjuration, conjuration, enchantment, illusion, mysticism, necromancy, thaumaturgy, or transmutation. When you cast spells of this school, you suffer a −1 to your save DC and spell modifier.
Perk Name Tier Description
Elementalist 1 Choose 2 elemental damage types (acid, cold, fire, force, lightning), and gain the following traits:
  • The mana cost of spells that deal damage of your chosen elements reduces by 20%.
  • You gain +3 resistance to your chosen elements.
You can choose this perk multiple times; you cannot choose the same element twice.
Focus 1 You can enter a state of arcane resonance. Gain the following traits:
  • As a bonus action, you can reduce the mana costs of spells from one school of magic (except your opposing school) by 20% for 1 minute. Once you use this feature, you can’t use it again until completing a long rest.
Metamagic 1 You have learned to twist the elements of magic to change its effects. Gain two types of metamagic:
  • Careful spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend an additional 20% mana cost of the spell and choose a number of creatures up to your Intelligence modifier (minimum of 1). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant spell: When you cast a spell that has a range of 5 feet or greater, you can spend an additional 20% mana cost of the spell to double the range of the spell, or to increase the range of a spell with a range of Touch to 30 feet.
  • Empowered spell: When you roll damage for a spell, you can spend an additional 20% mana cost of the spell to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
  • Extended spell: When you cast a spell that has a duration of 1 minute or longer, you can spend an additional 20% mana cost of the spell to double its duration, to a maximum duration of 24 hours.
  • Heightened spell: When you cast a spell that forces a creature to make a check to resist its effects, you can spend an additional 20% mana cost of the spell to per target to give a target a −6 on its first check made against the spell.
  • Quickened spell: When you cast a spell with a casting time of 1 action, you can spend an additional 40% mana cost of the spell to decrease its casting time to 1 bonus action.
  • Seeking spell: when you cast a spell that requires an attack roll, you can spend an additional 20% mana cost of the spell to gain +6 to hit.
  • Subtle spell: When you cast a spell, you can spend an additional 20% mana cost of the spell to cast it without any verbal or somatic components.
  • Transmuted spell: When you cast a spell that deals elemental or spirital damage, you can spend an additional 20% mana cost of the spell to change its damage type to another elemental or spirital damage type of your choice.
  • Twinned spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend an additional 40% mana cost of the spell to target a second creature in range with the same spell (2 mana if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
Specialty 1 You’ve much time and effort to a single spell. Gain the following traits:
  • Choose a level 1 or 2 spell from your list of known spells which does not belong to your opposing school. You can now cast this spell for 40% of its original mana cost.
You can take this perk multiple times.
Summoner 1 You prefer to let others do things for you, and (perhaps for lack of friends) you’ve gotten quite good at summoning things to do them. Gain the following traits:
  • Any creature that you summon gains temporary hit points equal to your warlock level.
  • The speed of creatures summoned by you increases by 1/6 of their base move speed.
  • Creatures that require a bonus action to command can now be commanded with a free action.
Perk Name Tier Description
Focus II 2 Prerequisite: Focus
As a bonus action, you can activate one of the following effects:
  • You reduce the mana costs of spells from one school of magic (except your opposing school) by 60% for 1 minute.
  • You reduce the mana costs of spells from all schools of magic, except your opposing school, by 20% for one minute.
Once you use this feature, you can't use it again until you finish a long rest.
Flux 2 You can bend and twist the weave in unexpected ways. You gain the ability to gain and use flux points. These points can be used to activate the following effects:
  • As a reaction, you may spend 2 flux points to reroll a single ability check, saving throw, or attack roll.
  • As a reaction, you may spend X flux points to reroll X damage dice.
  • As a reaction, you may spend 5 flux points to ignore the damage done by a single attack or spell.
  • You may use X flux points as X mana points for the purposes of casting spells.
You gain flux points when you use mana to cast a spell equal to the spell's level. You may have a number of flux points equal to your level in the Arcane Discipline. Any unused flux points disappear at dawn.
Illusory Reality 2
  • You’ve learned the secret of weaving planar magic and sheer belief into your illusions to give them a semblance of reality. When you cast a spell that creates an illusory, inanimate object, you can make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object cannot deal damage or otherwise directly harm someone.
Master Elementalist 2 Prerequisite: Elementalist
Your two chosen elements improve further. (If you took Elementalist more than once, pick any two of your chosen elements). Gain the following traits:
  • Spells that deal damage of your chosen elements ignore any resistances the target may have.
  • When you cast a spell that deals damage of your chosen elements, you may treat any 1 on a damage die as a 2.
  • You gain +1 resistance to all other elemental damage types.
You can choose this perk multiple times; you cannot choose the same element twice, and resistance gained to non-chosen elements does not increase past +1.
Specialty II 2
  • You can now cast the spell you chose for the Focus perk at will with no mana cost.
What Hath Ye Wrought 2 Prerequisite: known spell: fireball
You know what this is. Gain the following benefit:
  • The base damage dealt by the “fireball” spell increases to 8d6. That’s it, that’s all the perk does.

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