Wizard
Each pride themselves in their discoveries and they are always on the lookout for more spells to add to their repertoire. Some are quiet about their findings while others eagerly debate peers in a library over the perfect material components for spells, the most suitable for certain situations, and clever uses of common arcana.
Studious wizards spend years upon years (often under strict teachers and buried in books) learning the basis and workings of the omnipresent force of magic. These mages commonly see magic as a means to power or as a way to enrich their mind. Whether they seek magical power for combat, utility, or both, for them understanding the world is the same as further mastering their control over supernatural forces.
Spellcraft Experts
While schools and instructors can bestow knowledge about the nature of magic and its applications, no one can quite teach how to use magic for it is a unique experience for each individual. Wizards might see magic as mathematical formulas, or describe the process as being more related to their muscle-memory where practice makes perfect. Some see it as a tool to help them achieve more mundane goals, though those who pursue it as a field of study and dedicate their lives to understanding its nuances are no less practical in the application of the arcane.
Due to the infinite array of spells in existence most wizards specialize in schools of magic which they think are most pertinent to their work. However the idea that all fortune-tellers focus upon divination magic and magicians towards illusions are stereotypes, as arcane magic has greater flexibility than what their books detail. A spellcaster working in a quarry can easily adapt spells of flame to be used for controlled detonation, chemists often have a few necromantic tricks to heal burns, and many hedge wizards conjure helpers during the harvest season. For a spontaneous wizard, having a large selection in their spellbook means they may just find the odd but perfect solution to an unexpected problem.
Antiquarian
Arcanist
Court Magician
Enclavist
Geomancer
Last Raven
Mage
Necromancer
Oozemancer
Pyromancer
Street Magician
Warmage
Academic Minds
A wizard’s understanding of magic and subjects related to magic is as much an arsenal as the spells they wield. In their pursuit of arcane knowledge wizards hone their researching skill such that few adventurers can match them—a wizard can be akin to a walking library from which others can easily obtain necessary esoteric knowledge. Other times, their observational talents and striking logic can piece together theories that others have never considered before. The same applies to searches in libraries and ruins, or carousing for the right information. A wizard’s intellect can work in the most unexpected of ways to obtain the information or boon their companions need.
Creating a Wizard
When creating your wizard, it is paramount to consider what types of arcana they have studied. Are they amazed at the kinds of magic used to keep enemies at bay, or do they wish to unlock secrets that might revolutionize the world that they live in? Is tricking enemies with illusions or clever traps something you are fascinated by, or do you wish to study magical creatures or phenomena to find their purpose in the ecology of the world?
There’s no shortage of those who fear or hate the people that seek to control magic, and just as many keen to employ (perhaps by force) a wizard for their own means. Do you bear any ill will for those who might harm you for your pursuit of the arcane? Is there anything you would not do to attain greater magical power, or places you dare not tread, or secrets you feel must remain unknown?
Table: Wizard
Level |
Proficiency |
Features |
Studies |
1st |
+2 |
Spellcasting, Arcane Recovery |
— |
2nd |
+2 |
Wizard Archetype |
— |
3rd |
+2 |
Scholarly Excellence |
— |
4th |
+2 |
Ability Score Increase, Elective Studies |
1 |
5th |
+3 |
Signature Spell (1st level) |
1 |
6th |
+3 |
Wizard Archetype Feature |
1 |
7th |
+3 |
Spell Study |
1 |
8th |
+3 |
Ability Score Increase |
2 |
9th |
+4 |
Wizard’s Flair |
2 |
10th |
+4 |
Wizard Archetype Feature |
2 |
11th |
+4 |
Signature Spell (2nd level) |
2 |
12th |
+4 |
Ability Score Increase |
3 |
13th |
+5 |
Bestow Magics |
3 |
14th |
+5 |
Wizard Archetype Feature |
3 |
15th |
+5 |
Arcane Defenses |
3 |
16th |
+5 |
Ability Score Increase |
4 |
17th |
+6 |
Signature Spell (3rd level) |
4 |
18th |
+6 |
Spell Intensity |
4 |
19th |
+6 |
Ability Score Increase |
4 |
20th |
+6 |
Archmage |
5 |
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, and quarterstaffs
Tools: One artisan’s tool of your choice from alchemist’s supplies, calligrapher’s supplies, or cartographer’s tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You begin the game with 100 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Arcane Investigator’s Set (Cost 81 gold): Dagger, backpack, 4 candles, chalk, clothes (common), component pouch, spellbook, 2 vials
- Mage Scholar’s Set (Cost 89 gold): Quarterstaff, abacus, clothes (fine), ink (1-ounce bottle), ink pen, orb arcane focus, 10 sheets of parchment, sack, spellbook
- Traveling Mage’s Set (Cost 86 gold): Quarterstaff, backpack, bedroll, clothes (traveler’s), component pouch, flask of oil, lantern (hooded), mess tin, spellbook
Spellcasting
At 1st level you have a spellbook containing the written spells you study. You use your spellbook to cast your spells.
Level |
Cantrips |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
3 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
3 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
4th |
4 |
4 |
3 |
— |
— |
— |
— |
— |
— |
— |
5th |
4 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
6th |
4 |
4 |
3 |
3 |
— |
— |
— |
— |
— |
— |
7th |
4 |
4 |
3 |
3 |
1 |
— |
— |
— |
— |
— |
8th |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
9th |
4 |
4 |
3 |
3 |
3 |
1 |
— |
— |
— |
— |
10th |
5 |
4 |
3 |
3 |
3 |
2 |
— |
— |
— |
— |
11th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
12th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
13th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
14th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
15th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
16th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
17th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18th |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19th |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20th |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
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. Additionally, you know the prestidigitation cantrip.
Spellbook
At 1st level, your spellbook contains six 1st-level wizard spells of your choice. Your spellbook contains all of the wizard spells you know, except your cantrips, which you maintain in your memory.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your wizard spells. To cast one of these wizard 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, choosing from the wizard spell list. When you do so, choose a number of wizard spells written in 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.
Casting spells doesn’t remove them from your list of prepared spells.
You can change your list of prepared spells whenever you finish a long rest by studying your spellbook for at least 1 minute per spell level for each spell on your list.
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.
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.
Your Spellbook
As you research magic and spells, you will add new spells to your spellbook. You might find spells during your adventures, such as spells from other spellcasters’ spellbooks, or spells recorded on scrolls .
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 that you can prepare, and if you take the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the instructions of the spell, as well as deciphering any notation or cipher used by the wizard who wrote it. You must also practice the spell until you comprehend any words, sounds, gestures, or materials required to use the spell. Finally, you transcribe the spell into your own spellbook, with any notation or cipher you wish to write it with.
For each level of the spell, the process takes 2 hours and costs 50 gold. The cost represents material components you utilize as you experiment with the spell to master it, as well as the fine inks you use to record it into your spellbook.
Once you have spent this time and money, you can prepare the spell like any other spell in your spellbook.
Replacing the Book. You can copy a spell from your own spellbook into another book, in the case that you want to create a backup copy of your spellbook. This is similar to copying a new spell into your spellbook, but simpler and quicker since you understand your own notation and already know how to cast the spell. You spend 1 hour and 10 gold per level of copying your own spells.
If you lose your spellbook, you can use the same procedure to transcribe spells that you have prepared into a new spellbook.
The Spellbook’s Appearance. Your spellbook is as unique as you want it to be, and can have its own decoration, including margin notes and addendums made by you. It could be a simple, leather-bound book, or it can be finely-bound, gilded, leaflets stored in a box, or made of unique materials as well.
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.
Wizard Archetype
At 2nd level, you choose an arcane tradition that you have dedicated your studies to. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Scholarly Excellence
At 3rd level, you have a particular set of skills that sets you a cut above a novice mage. Choose one of the following:
Academic
You’ve got a whole lot of book smarts. You gain 4 specialties from Arcana, Culture, Engineering, History, Nature, and Religion. Unlike normal, academic specialties may be taken twice (increasing the specialty’s expertise die to 1d6).
In addition, when you use either Deception or Persuasion to make a point related to an academic specialty, you gain your expertise die from the specialty and use Intelligence for your ability check.
Ritual Efficiency
When you cast a spell as a ritual, you only add 1 minute to the casting time (instead of 10 minutes).
Rote Memorization
Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest , and can switch the cantrip associated with this feature each time you gain a wizard level.
Elective Studies
Your study of magic has uncovered unique ways to explore the world. At 4th level you gain one elective study of your choice. Elective studies are detailed at the end of the class description. The Studies Known column of the Wizard table shows when you learn more elective studies. Unless otherwise noted, you can gain each study only once.
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. As normal, you can’t increase an ability score above 20 using this feature.
Signature Spells
At 5th level, you have developed your spellcasting skill and honed it into spells that you consider to be your Signature Spells.
Choose one 1st-level wizard spell that is in your spellbook. You always have this spell prepared, it doesn’t count toward your maximum prepared spells, and you can cast this spell at its lowest level without expending a spell slot. Once you have cast a Signature Spell in this way, you must finish a short or long rest before you can do so again.
At higher levels, you gain additional Signature Spells, each of which you can cast once between rests. At 11th level, you can choose one 2nd-level Signature Spell. At 17th level, you can choose one 3rd-level Signature Spell. Each time you gain a level in this class, you can replace one of your Signature Spells with another of the same level.
Archetype Feature
At 6th level you gain another archetype feature.
Spell Study
At 7th level, you learn to hone your magic and spells to new power levels thanks to your dedicated studies. Choose one Spell Study that reflects what you have dedicated your arcane studies to.
Arcane Objects
When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast identify on it as an action without spending a spell slot, even if you don’t have the spell prepared.
In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed , and the Narrator will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).
Detective Spell Study
You are adept at sensing magic and its effects. If there are active magical effects near you, such as a spell effect on an object or a spell effect in an area, you automatically sense its presence. You don’t know what spell effects there are or where they are, but you can automatically sense the effect of magic in a 20-foot radius around you.
In addition, you have honed your detection spells. Add detect magic and detect thoughts to your spellbook if they weren’t already there. Whenever you cast detect magic , the range that you can sense magic is increased to 60 feet. Whenever you cast detect thoughts , the range of creatures that you can read thoughts from is increased to 60 feet.
Fauna and Flora
Your research into plants, wildlife, and the natural workings of magic grants you superior insights into the magic of living creatures and flora. When a plant or beast makes a saving throw against a spell that you cast, it makes the saving throw with disadvantage .
Wizard’s Flair
At 9th level, you have created a flair that you use when casting spells. Choose a flair from the options below. When you finish a long rest , you may replace your flair with another.
Whenever you cast a spell of 1st level or higher, you can choose to cast it with your flair. You can do so again when you finish a short or long rest.
Awe and Wonder
Choose one creature affected by the spell. It must succeed on a Wisdom saving throw or be charmed by you until the end of its next turn. While charmed in this way, it is incapacitated , has a Speed of 0, and does nothing but stare blankly at the dazzling effects of your magic. If it takes any damage or is forced to make another saving throw, the charm effect ends.
Terror
Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn. While frightened in this way, it starts its turn by using its full movement to get away from you in the most direct manner possible, avoiding obvious hazards along the way.
Brilliance
Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Warding
After casting the spell, until the start of your next turn, a creature who attempts to attack you must make a Wisdom saving throw . On a failure, it must choose a new target or waste its attack.
Archetype Feature
At 10th level you gain another archetype feature.
Bestow Magics
At 13th level, your understanding of magic is so thorough that you can even grant it to others. You can spend 1 minute touching a willing creature and concentrating, spending a spell slot of 3rd-level or lower. When you do, choose a spell you have prepared of that level or lower. The creature can cast the spell using the slot you expended, following its normal rules for casting time, spell components, range, and concentration, but using your spellcasting ability modifier, spell attack modifier, and spell save DC. You can only have one spell imbued at a time, and if you bestow a spell upon a different creature the previous spell dissipates, its magic unspent and the spell slot used to imbue it expended.
Archetype Feature
At 14th level you gain another archetype feature.
Arcane Defenses
At 15th level, your training has granted you certain protections against magic. Choose one of the following:
Mental Discipline
Your mind is sheltered from intrusion. When you fail an Intelligence, Wisdom, or Charisma saving throw , you can choose to succeed instead. You can’t do so again until you finish a short or long rest .
Mystic Mantle
Magic layers upon you into a defensive ward that you can extend to even protect your allies. You and creatures within 10 feet of you have resistance to the damage of spells.
Superior Countermagic
When you make an ability check as part of casting counterspell or dispel magic , you add your proficiency bonus to the roll.
In addition, when you cast one of these spells, treat the spell slot level of the spell as one level higher than the actual slot you spent. The slot you use to cast the spell must still be at least 3rd-level.
Spell Intensity
At 18th level, you gain new ways to intensify the power of your spells, sometimes at cost to yourself. Choose one of the following features, which can be used to augment your wizard spells of 5th-level or lower. You must choose whether or not to augment the spell when you declare you’re casting it, before any rolls are made.
The first time you use this feature to augment a spell, you suffer no adverse effect. If you use this feature again before finishing a long rest , your current and maximum hit points are both reduced by 1d12 per level of the spell augmented (cantrips count as 1st-level spells for this purpose). This reduction lasts until you finish a long rest.
Binding
After you have affected a creature with a spell that has a duration and it is able to end the spell’s effect on itself with a successful saving throw , it must succeed on that saving throw twice to end the effect.
Burn
Any creature that takes damage from the spell takes that damage again at the start of your next turn, unless a dispel magic spell of any level is cast on it before then or it’s in an antimagic field at the time.
Chain
When you cast a spell that can normally only target a single creature, it can also target up to 2 more creatures within 15 feet of the initial target.
Duality
When you cast a spell that requires concentration while already concentrating on another spell, you can maintain concentration on both spells simultaneously. If you’re forced to make a Constitution saving throw to maintain concentration, the minimum DC is 10 + the combined levels of the two spells. On a failure, both spells end.
Overchannel
When you would roll damage for a spell, you instead deal maximum damage with that spell.
Swift Signature
At 19th level, you’re especially efficient with your Signature Spells. When you cast a spell that has a casting time of 1 action using your Signature Spell feature, you can cast it as a bonus action instead.
Archmage
At 20th level, you have achieved a rare level of achievement and prestige, gaining the following features.
Magesight
Your eyes become attuned to the supernatural. You cannot be blinded , and you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
When you can see a creature use Spellcasting to cast a spell you instinctively know what spell is being cast before the casting is complete. This does not tell you what level spell slot is being used to cast the spell.
True Magician
When you have a 1st-level wizard spell prepared, you are able to cast it as a 1st-level spell without expending a spell slot.
Elective Studies
When you gain access to a new elective study, choose one of the following. Some studies have requirements, such as minimum wizard level, or another study. You must meet those requirements before you can choose that study.
Air Lift
You can use an action to increase your vertical jump distance to 15 feet until the end of your turn. When you jump in this way, you can also glide with the updraft, allowing you to move 10 feet horizontally for every 5 feet you descend vertically.
Detect Magic Savant
Prerequisite: Able to cast detect magic
Whenever you cast detect magic, you can choose one of the following benefits to amplify the spell.
Lengthened Detect Magic. The duration of detect magic is increased by 10 minutes.
Extended Detect Magic. The detection radius of detect magic is increased by 30 feet.
Penetrating Detect Magic. The spell can penetrate most barriers, and it is only blocked by 2 feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6 feet of wood or dirt.
Eidetic Memory
Your memory is nearly perfect. You can accurately recall anything you’ve read or seen in the past month. Additionally, when retreading a travel route you’ve traveled in the past month, you have advantage on ability checks made against environmental hazards on that route, unless the landscape has been significantly altered in that time.
Illusion Detective
Prerequisite: At least one illusion spell in your spellbook.
You have advantage on Investigation checks and Intelligence saving throws made against illusion. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute.
Loremaster of Creatures
You are well-studied on naturally occurring creatures of the world. When you choose this study, choose one creature type: beasts, constructs, dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This creature type becomes your Loremaster Creature Specialty. When you encounter a creature of the same type as your Loremaster Creature Specialty, you automatically know any history, legends, or myths related to it.
Loremaster of Travel
You are well-travelled and well-studied. You have advantage on History checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace. The Narrator will give you a useful fact about that subject. You can take an expertise die on ability checks related to that subject in this settlement.
Persistent Mending
Prerequisite: The ability to cast mending
When you finish a long rest , choose up to 6 creatures who rested with you, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect. The chosen item instantly fixes itself if it becomes damaged. If you choose an item from the following list, it also grants an additional benefit. This effect lasts for 12 hours.
Coat. Choose either hot or cold weather. The creature gains an expertise die on Constitution saving throws made to resist the effect of that kind of weather.
Goggles. The creature’s vision can never be reduced to less than 20 feet due to inclement weather.
Shoes. The creature gains an expertise die on Constitution saving throws made to undertake a forced march.
Presto, Prestidigitation!
Prerequisite: The ability to cast prestidigitation
If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean.
The following effects are added to the list of options you can choose from when you cast prestidigitation.
- You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope.
- Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends.
- A pebble you touch becomes a sensor that you can use to see through. For the duration as long as you are within 10 feet of the pebble, you can use an action to see through the pebble to a range of 30 feet. While seeing through the pebble, you are blinded and deafened with regard to your own senses.
- On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends.