Wizard

Wizards master the arcane by specialising in individual schools of magic, combining ancient spells with modern research.
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
Table- The Wizard
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
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 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.
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 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.
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 for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
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.
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 1st-level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
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.
You can't increase an ability score above 20 using this feature.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are 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.
Signature Spells (always prepared)
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in 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 level, you must expend a spell slot as normal.
Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
School of Evocation
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation 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.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Your Spellbook
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.
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 that 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.
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.
- name Wizard
- type full-caster
- hit_dice d6
- subtypes
- dps
- support
- class Wizard
- spellcasting_ability INT
- class_action_name Spellcasting
- ability_saving_throws
- INT
- WIS
- proficiency_selection
- name Choose proficiencies
- type skill
- value 2
- list
- Arcana
- History
- Insight
- Investigation
- Medicine
- Religion
- non_skill_proficiencies
- name Dagger
- type weapon
- name Darts
- type weapon
- name Sling
- type weapon
- name Quarterstaff
- type weapon
- name Crossbow Light
- type weapon
- feats
- name Spellcasting
- type spellcasting
- description As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
- name Ritual Casting
- type ritual casting
- description You can cast a `Wizard` spell as a `ritual` if that spell has the `ritual` tag and is in your `spellbook`. **You do not need to have the spell prepared**.
- name Spellcasting Focus
- type tool
- description You can use an arcane focus (such as an orb, staff, or wand) as a `spellcasting focus` for your `Wizard` spells.
- name Spellbook
- type tool
- description Your spellbook contains your known `Wizard` spells. You can prepare a limited number of these spells each day, and you can copy additional spells into your spellbook when you find them.
- name Arcane Recovery
- type passive
- description Once per day when you finish a `short rest`, you can recover expended spell slots of a combined level equal to or less than half your `Wizard` level (rounded up).
- name Spell Mastery
- type choice
- description Choose a 1st-level and a 2nd-level `Wizard` spell from your spellbook. You can cast these spells at their lowest level without expending a spell slot.
- value 1
- requirement
- type level
- value 18
- name Signature Spells
- type choice
- description Choose two 3rd-level wizard spells from your spellbook. You always have these spells prepared, and you can cast each of them once at 3rd level without expending a spell slot.
- value 1
- requirement
- type level
- value 20
- subclass
- name Arcane Tradition
- requirement
- type level
- value 2
- subclasses
- name School of Abjuration
- type full-caster
- description Wizards who specialize in `Abjuration` magic focus on protective spells, shielding themselves and their allies while countering enemy magic.
- feats
- name Abjuration Savant
- type passive
- description The gold and time required to copy an `Abjuration` spell into your spellbook is halved.
- requirement
- type level
- value 2
- name Arcane Ward
- type class action
- description When you cast an `Abjuration` spell, you create a magical ward that absorbs damage equal to twice your `Wizard` level + your `Intelligence` modifier.
- requirement
- type level
- value 2
- name Projected Ward
- type class action
- description When a creature within `30ft` takes damage, you can use your `reaction` to transfer your Arcane Ward’s protection to them.
- requirement
- type level
- value 6
- name Improved Abjuration
- type passive
- description When you cast a counterspell or dispel magic, add your `Intelligence` modifier to the ability check.
- requirement
- type level
- value 10
- name Spell Resistance
- type passive
- description You gain `advantage` on `saving throws` against spells and `resistance` to spell damage.
- requirement
- type level
- value 14
- name School of Conjuration
- type full-caster
- description Wizards of the School of `Conjuration` excel at summoning creatures, objects, and elements from other planes to aid them in battle and exploration.
- feats
- name Conjuration Savant
- type passive
- description The gold and time required to copy a `Conjuration` spell into your spellbook is halved.
- requirement
- type level
- value 2
- name Minor Conjuration
- type class action
- description As an `action`, conjure a small, nonmagical object in your hand that lasts for `1h`.
- requirement
- type level
- value 2
- name Benign Transposition
- type class action
- description As an `action`, teleport yourself or swap places with a willing creature within `30ft`.
- requirement
- type level
- value 6
- name Focused Conjuration
- type passive
- description Your `concentration` on `Conjuration` spells can’t be broken as a result of taking damage.
- requirement
- type level
- value 10
- name Durable Summons
- type passive
- description Any creature you summon with a `Conjuration` spell gains `30` temporary hit points.
- requirement
- type level
- value 14
- name School of Divination
- type full-caster
- description Wizards of the School of `Divination` peer into the fabric of reality, gaining insights into past, present, and future events.
- feats
- name Divination Savant
- type passive
- description The gold and time required to copy a `Divination` spell into your spellbook is halved.
- requirement
- type level
- value 2
- name Portent
- type class action
- description Roll two d20s when you finish a `long rest`. You can replace any `attack roll`, `saving throw`, or ability check made by you or a creature with one of these rolls.
- requirement
- type level
- value 2
- name Expert Divination
- type passive
- description When you cast a `Divination` spell of 2nd level or higher, regain a spell slot of a lower level.
- requirement
- type level
- value 6
- name The Third Eye
- type class action
- description As an `action`, gain Darkvision `60ft`, see `invisible` creatures, or read any language for `10min`.
- requirement
- type level
- value 10
- name Greater Portent
- type passive
- description You now roll three `Portent dice` instead of two.
- requirement
- type level
- value 14
- name School of Enchantment
- type full-caster
- description Wizards of the School of `Enchantment` specialize in magical effects that influence and control others, charming allies and beguiling enemies.
- feats
- name Enchantment Savant
- type passive
- description The gold and time required to copy an `Enchantment` spell into your spellbook is halved.
- requirement
- type level
- value 2
- name Hypnotic Gaze
- type class action
- description As an action, charm a creature within `5ft` that can see and hear you, incapacitating it until the end of your next turn unless it succeeds on a `Wisdom` saving throw.
- requirement
- type level
- value 2
- name Instinctive Charm
- type class action
- description As a `reaction` when a creature attacks you, force it to make a `Wisdom` saving throw or redirect the attack to another creature within range.
- requirement
- type level
- value 6
- name Split Enchantment
- type passive
- description When you cast an `Enchantment` spell that targets one creature, you can have it target two instead.
- requirement
- type level
- value 10
- name Alter Memories
- type class action
- description When you `charm` a creature, you can modify its memory of the time spent `charmed`.
- requirement
- type level
- value 14
- name School of Evocation
- type full-caster
- description Wizards of the School of `Evocation` harness raw elemental power to create devastating magical attacks while shaping spells to avoid harming allies.
- feats
- name Evocation Savant
- type passive
- description The gold and time required to copy an `Evocation` spell into your spellbook is halved.
- requirement
- type level
- value 2
- name Sculpt Spells
- type class action
- description When you cast an `Evocation` spell with an area of effect, you can choose a number of creatures equal to your `Intelligence` modifier to automatically succeed their saving throws and take no damage.
- requirement
- type level
- value 2
- name Potent Cantrip
- type passive
- description When a creature succeeds on a `saving throw` against your cantrip, it still takes half damage.
- requirement
- type level
- value 6
- name Empowered Evocation
- type passive
- description Add your `Intelligence` modifier to the damage roll of any `Wizard` `Evocation` spell you cast.
- requirement
- type level
- value 10
- name Overchannel
- type class action
- description When you cast a 1st- to 5th-level `Wizard` spell, you can maximize its damage. Using this feature on higher-level spells deals `necrotic` damage to you.
- requirement
- type level
- value 14
- name School of Illusion
- type full-caster
- description Wizards of the School of `Illusion` master deceptive magic, creating lifelike phantasms and bending reality to their will.
- feats
- name Illusion Savant
- type passive
- description The gold and time required to copy an `Illusion` spell into your spellbook is halved.
- requirement
- type level
- value 2
- name Improved Minor Illusion
- type class action
- description When you cast **Minor Illusion**, you can create both a sound and an image simultaneously.
- requirement
- type level
- value 2
- name Malleable Illusions
- type class action
- description As an `action`, you can alter an existing `illusion` within range that you created.
- requirement
- type level
- value 6
- name Illusory Self
- type class action
- description When a creature makes an `attack roll` against you, you can use your `reaction` to create an `illusory duplicate` that causes the attack to miss.
- requirement
- type level
- value 10
- name Illusory Reality
- type class action
- description When you cast an `Illusion` spell of `1st` level or higher, you can make one inanimate part of the illusion real for `1 min`.
- requirement
- type level
- value 14
- name School of Necromancy
- type full-caster
- description Wizards of the School of `Necromancy` study the power of life and death, learning to raise undead minions and drain life from foes.
- feats
- name Necromancy Savant
- type passive
- description The gold and time required to copy a `Necromancy` spell into your spellbook is halved.
- requirement
- type level
- value 2
- name Grim Harvest
- type class action
- description Once per turn when you kill a creature with a spell, you regain hit points equal to twice the spell’s level (or three times if it’s a `Necromancy` spell).
- requirement
- type level
- value 2
- name Undead Thralls
- type passive
- description When you cast `Animate Dead`, you create one additional undead minion and they gain extra hit points and damage.
- requirement
- type level
- value 6
- name Inured to Undeath
- type passive
- description You gain resistance to `necrotic` damage, and your hit point maximum can’t be reduced.
- requirement
- type level
- value 10
- name Command Undead
- type class action
- description You can attempt to control an undead creature not created by you. The undead makes a `Charisma` saving throw or becomes permanently under your command.
- requirement
- type level
- value 14
- name School of Transmutation
- type full-caster
- description Wizards of the School of Transmutation focus on altering physical properties, mastering the ability to reshape matter and transform creatures.
- feats
- name Transmutation Savant
- type passive
- description The gold and time required to copy a `Transmutation` spell into your spellbook is halved.
- requirement
- type level
- value 2
- name Minor Alchemy
- type class action
- description As an `action`, temporarily change the composition of a nonmagical object (wood to stone, lead to gold, etc.) for `1h`.
- requirement
- type level
- value 2
- name Transmuter’s Stone
- type passive
- description You create a magical stone that grants a benefit to its holder, such as resistance to an elemental damage type or darkvision.
- requirement
- type level
- value 6
- name Shapechanger
- type class action
- description As an `action`, transform yourself into another creature as per the _Polymorph_ spell once per `long rest`.
- requirement
- type level
- value 10
- name Master Transmuter
- type class action
- description As an `action`, consume your Transmuter’s Stone to achieve a powerful effect, such as restoring a creature to full health or turning an object into another of equal value.
- requirement
- type level
- value 14