Class
By Wizards of the Coast D&D 5e (2014)
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SRD 5.1 SRD 5.1 (current printing)

SRD 5.2 SRD 5.2.1

Wizard

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

Hit Die
d6
Primary Ability
Intelligence
Saving Throws
Intelligence, Wisdom
Proficiencies
Daggers, Quarterstaffs, Crossbows, light, Darts, Slings, Saving Throw: INT, Saving Throw: WIS

The Wizard

Level Prof. Bonus Arcane Recovery Levels Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 Spellcasting: Wizard, Arcane Recovery 3 2 — — — — — — — —
2nd +2 1 Arcane Tradition 3 3 — — — — — — — —
3rd +2 2 — 3 4 2 — — — — — — —
4th +2 2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 3 — 4 4 3 2 — — — — — —
6th +3 3 Arcane Tradition feature 4 4 3 3 — — — — — —
7th +3 4 — 4 4 3 3 1 — — — — —
8th +3 4 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 5 — 4 4 3 3 3 1 — — — —
10th +4 5 Arcane Tradition feature 5 4 3 3 3 2 — — — —
11th +4 6 — 5 4 3 3 3 2 1 — — —
12th +4 6 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 7 — 5 4 3 3 3 2 1 1 — —
14th +5 7 Arcane Tradition feature 5 4 3 3 3 2 1 1 — —
15th +5 8 — 5 4 3 3 3 2 1 1 1 —
16th +5 8 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 9 — 5 4 3 3 3 2 1 1 1 1
18th +6 9 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 10 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 10 Signature Spell 5 4 3 3 3 3 2 2 1 1

Class Features

Arcane Recovery — 1st level

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.

Cantrip Versatility — 1st level

1st-level wizard feature (enhances Spellcasting)

Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list.

Spellcasting: Wizard — 1st level

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Arcane Tradition — 2nd level

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Cantrip Formulas — 3rd level

3rd-level wizard optional feature

You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement — 4th level

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.

Proficiency Versatility — 4th level

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Arcane Tradition feature — 6th level

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement — 8th level

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.

Proficiency Versatility — 8th level

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Arcane Tradition feature — 10th level

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement — 12th level

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.

Proficiency Versatility — 12th level

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Arcane Tradition feature — 14th level

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement — 16th level

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.

Proficiency Versatility — 16th level

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Spell Mastery — 18th level

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.

Ability Score Improvement — 19th level

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.

Proficiency Versatility — 19th level

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Signature Spell — 20th level

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.

Multiclassing

Prerequisite
INT 13

Official miniatures

Pre-painted minis of this creature, catalogued from minisgallery.com.

Some links below are affiliate links. Bookwyrm may earn a commission on qualifying purchases, at no extra cost to you.


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