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Full Caster 1D6

Wizard

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other Wizards, from ancient tomes or inscriptions, and from ancient creatures (Such as the Fey) that are steeped in magic.

Wizards’ lives are seldom mundane. The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Quick Build

You can make a Wizard quickly by following these suggestions. First, INT should be your highest ability score, followed by CON or DEX. If you plan to join the School of Enchantment, make CHA your next-best score. Second, choose the Sage Background.

Class Features

Hit Points

Hit Dice: 1D6 per Wizard level

At 1st level: 6 + Your CON Modifier

At higher levels: 1D6 or 4 if lower than 4, + CON Modifier

Proficiencies

Armor
None
Weapons
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools
Calligraphy Tools
Saving Throws
INT, WIS
Skills
Choose two from: Arcana, History, Insight, Investigation, Medicine, and Religion
Spellcasting
INT

Starting Equipment

  • 1. (a) a quarterstaff or (b) a dagger
  • 2. (a) a component pouch or (b) an arcane focus
  • 3. (a) a scholar’s pack or (b) an explorer’s pack
  • 4. A spellbook

Wizard Table

Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st32-
2nd3-
3rd342-
4th43-
5th432-
6th43-
7th431-
8th432-
9th431-
10th5432-
11th54321-
12th54321-
13th54321-
14th54321-
15th54321-
16th54321-
17th54321
18th5431
19th54321
20th54321

Class Features

Lv 1

Spellcasting

INT is your spellcasting ability for your Wizard spells. Your magic comes from your intensive studies. You use your INT whenever a spell refers to your spellcasting ability. In addition, you use your INT 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 INT modifier

Spell attack modifier = your Proficiency Bonus + your INT modifier

You regain all expended spell slots when you finish a short or 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 INT modifier (Minimum 1) + your Wizard level (Minimum 1). The spells must be of a level for which you have spell slots.

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.

Ritual Casting

You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Arcane Focus

You channel your knowledge of spellcraft through a medium that helps guide your magic. It can be a staff, wand, rod, or your Spellbook that was constructed for the purpose for channeling magic. It acts as a Spellcasting Focus for your Wizard spells.

Spellbook

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. It can only be read by you or by someone casting Identify. 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 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.

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 to 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.

Your spellbook can be your Spellcasting Focus.

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.

Lv 2

Scholar

Your studious nature allows you to master a variety of skills. You gain Expertise with one of the following skills if you have proficiency with it: Arcana, History, Investigation, Medicine, Nature, or Religion.

Lv 3

You gain additional skills as you specialize in your studies. Your School of Magic grants you features at levels 3, 6, 10, and 14.

→ Choose your subclass below
Lv 4

Ability Score Increase

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.

Lv 5

Memorize Spell

You are a quick learner and even fine details are kept in your mind. Whenever you finish a short rest you can replace any leveled spell with another leveled spell in your spell book.

Lv 6
Lv 7
Lv 8

Ability Score Increase

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.

Lv 9
Lv 10
Lv 11
Lv 12

Ability Score Increase

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.

Lv 13
Lv 14
Lv 15
Lv 16

Ability Score Increase

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.

Lv 17
Lv 18

Spell Mastery

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 that have a casting time of an action. 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.

When you finish a long rest you can exchange one or both of the spells you chose for different spells of the same levels.

Lv 19

Epic Boon

You gain an Epic Boon feat for which you qualify.

Lv 20

Signature Spells

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.

Schools of Magic

Wizard Subclasses (20)

Choose your subclass at the level indicated in the class table above.

Abjuration The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. They understand, however, that… Bladesinging In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a Bladesinger… Chronology Focusing on the manipulation of time, those who follow the Chronology tradition learn to alter the pace of reality to their liking. These mages can bend the flow of time as adroitly as a skilled musician plays an… Conjuration Conjurers favor spells that produce objects and creatures out of thin air. They can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on their behalf. As their mastery grows, they learn… Death Dealer Death Dealers are those who stand in opposition to life. Their powers are inherently draining and are meant to cause death. Some are quite distraught over these powers of misfortune they have, yet they bear it for death… Divination The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. Diviners strive to part the veils of space, time, and consciousness so that they… Draconic Magic Draconic Magic Wizards were students of a very generous Metallic Dragon. They could have been their teacher, mentor, or a very relaxed and kind captor if they were fun to talk with. The dragon has taught them to weave… Enchantment Enchantment Wizards have honed their ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing… Evocation Evocation Wizards focus their studies 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… Graviturgy Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their… Illusion Illusion Wizards focus their studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Their magic is subtle, but the illusions crafted by their keen minds make the impossible seem… Lich Disciple Lich Disciples are on the taboo and profane path to turn themselves into the Undead abomination known as a Lich. Through time and the lives of countless others they try to thwart Death itself and become one of the… Necromancer The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you… Runic Mage Runecrafter Wizards enhance their spellcasting through the ancient power of runes. Though the tradition originated with the giant rune casters of old, runecraft magic has expanded to encompass countless languages and… Sangromancy Sangromancers have delved into areas that even the most vile Wizard would shy from. They have discovered that intelligence and spell slots are not the only form of power. They use their lifeforce to fuel the power of… Scribes The Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all Wizards value… Scrolls Scroll Wizards are the epitome of the classic image of a Wizard with scrolls bulging from their packs who always seem to have a response for any situation. They turn scribing scrolls into an artform and can coax spells… Transmutation Transmutation Wizards are students of spells that modify energy and matter. To them, the world is not a fixed thing, but eminently mutable, and they delight in being an agent of change. They wield the raw stuff of… Ultimate Tome Other Wizards use their tomes, Scribes makes theirs a pet. Those of the Ultimate Tome sculpt their tomes to become their very legacy and hold power greater than most Wizards. They alone will live forever after their… War Magic A variety of arcane colleges specialize in training Wizards for war. The tradition of War Magic blends principles of Evocation and Abjuration, rather than specializing in either of those Schools. It teaches techniques…