Wizard

Wizard is one of the four Base Character Classes available to you.    Most wizards specialize in spells of a specific School of Magic, but other more rare teaching traditions exist, as well.  

Wizard

overview
Through creativity and diligent study, wizards harness their own innate spark of ingenuity and ambition to enforce their vision upon the world.
ability requirements Int 9
hit dice 6
hit points at 1st level 6 + Con mod
hit points at higher levels 1d6 (or 4) + Con mod
armor proficiencies None
weapon proficiencies Daggers, Darts, Slings, Quarterstaffs, Light crossbows
tools Calligrapher's Supplies
saving throws Intelligence, Wisdom
skill options Choose three skills from Arcana‌, History‌, Insight‌, Investigation‌, Medicine‌, Nature‌, and Religion‌.
spellcasting
Full Caster, Arcane Magic: Spellcaster Progression   Spellcasting Ability: Intelligence   Spell Save DC: 8 + Int mod + Proficiency bonus   Spell Points: Base SP + Wis mod / level   Learning Spells When you adopt the wizard class, you learn one 1st-rank wizard spell as part of your training. If you adopted the class under tutelage of a mentor, you learn an additional 1st-rank spell. The spells you learn are chosen by the GM, but you can ask your mentor to teach you specific types of magic if you choose.   To learn new spells, you must first successfully copy them into your spellbook using the Spell Scribing crafting method.   At 2nd level, you gain access to your first training regimen slot and can take the Learn Wizard Spell training to learn to cast any spell in your book.   Casting Spells To cast a spell, you must first have learned to cast it as explained above. When you cast it, you expend spell points equal to the rank of the spell you are casting, and perform the ritual necessary to complete the spell. Upon completion of the ritual, you must succeed on a spellcasting check unless you have mastered the Magical Study training regimen.    
tradition options
Abjurer
Conjurer
Disciple of Moham
Diviner
Draconic Disciple
Enchanter
Evoker
Geometer
Illusionist
Necromancer
Transmuter
Wild Mage
Experience PointsLevelProficiency BonusClass Milestones
01+1Spellcasting, Creative Combatant, Skill Proficiencies
3002+1Training Regimen 1
9003+2Tradition Adoption, Training Regimen 2
2,7004+2Focus Adoption, Training Regimen 3
6,5005+3Wizard Spell Mastery, Tradition ability 1
14,0006+3Focus ability 1
23,0007+3Ability score improvement 1
34,0008+3Tradition ability 2
48,0009+4Focus ability 2
64,00010+4Ability score improvement 2
85,00011+4Creative Spellcasting, Tradition ability 3
100,00012+4Focus ability 3
120,00013+5Ability score improvement 3
140,00014+5Tradition ability 4
165,00015+5Focus ability 4
195,00016+5Extra Wizard Spellcasting, Ability score improvement 4
225,00017+6Tradition ability 5
265,00018+6Focus ability 5
305,00019+6Ability score improvement 5
355,00020+6Tradition capstone ability (6)

 
 
 

Wizard Traditions

  Wizard Traditions

Class Features

 

Creative Combatant

overview
You can hold a maximum of one Talent Die, a 1d6 you can add to dice rolls you make in high-pressure situations. You regain spent Talent Dice whenever the Time Pool is emptied.   You master Weapon Accuracy Training with spell attacks. Whenever you score a critical hit on a spell attack roll, you regain one spell point.   You can add a Talent Die to your Spell Save DC as you cast a spell.   Creative Combatant also gives you Arcane Recovery -- you can add any number of Talent Dice any time you recover spell points. Recover all spent Talent Dice whenever you spend at least one Talent Die using Arcane Recovery.
linked to class / tradition / focus Wizard
level unlocked 1
 

Wizard Spell Mastery

overview
You can make a mastery roll whenever you cast a wizard spell.   You can hold a maximum of two Talent Dice, 1d6 s you can add to dice rolls you make in high-pressure situations.
linked to class / tradition / focus Wizard
level unlocked 5
 

Creative Spellcasting

overview
You can now make Improvised Spell Modifications whenever you cast a Wizard Spell.   You can hold a maximum of three Talent Dice, 1d6 s you can add to dice rolls you make in high-pressure situations. You can add up to three Talent Dice to any die roll for a spell that deals damage.  
linked to class / tradition / focus Wizard
level unlocked 11
 

Extra Wizard Spellcasting

overview
You can cast an extra wizard spell when you choose the Cast a Spell action in combat, as long as both spells have a casting time of 1 action. Casting more than one spell in the same round requires two free hands.   You can hold a maximum of four Talent Dice, 1d6 s you can add to dice rolls you make in high-pressure situations.
linked to class / tradition / focus Wizard
level unlocked 16

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