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Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution modifier per wizard level after 1st

Proficiences

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

Class Features

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. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.   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. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   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 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.


Starting Equipment

You start with the following equipment in addition to your starting equipment from 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

 


Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.   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 (see the Adventuring Gear section) 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 (see the “Your Spellbook” sidebar).


Subclass Options

School of Alteration

The School of Alteration specializes in magic that changes the world around the caster so normal physical truths no longer hold. It is sometimes confused with the School of Illusion, as both schools seek to change normal truths. Illusion, however, is not bound by the laws of nature but Alteration is. The power of the School of Alteration comes from the fact that the nature of its change applies to all, whereas Illusion affects only the caster and their target. As an alterer, you favor spells of the following types: shielding, changing weights, water effects, actions on locks, and movement through air.   Alteration Savant   Beginning when you select this school at 2nd level, the gold cost and time you must spend to copy an alteration spell into your spellbook is halved.   Arcane Ward Starting at 2nd level, you can weave magic around yourself for protection. When you cast an alteration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.   While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an alteration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.   Once you create the ward, you can't create it again until you finish a long rest.   Projected Ward   Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.   Shapechanger   At 10th level, you add the polymorph spell to your spellbook, if it's not already there. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.   Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.   Spell Resistance   Starting at 14th level, you have advantage on saving throws against spells.   Furthermore, you have resistance against the damage of spells.  

School of Conjuration

The School of Conjuration is the act of summoning creatures or items from another plane. As a conjurer, you favor spells to summon a wide range of daedra, weapons and armor, to dominate creatures and humanoids, and control over the undead.   Conjuration Savant   Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.   Minor Conjuration   Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no longer than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.   The object disappears after 1 hour, when you use this feature again, or if it takes any damage.   Undead Thralls   At 6th level, you add the animate dead spell to your spellbook, if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating a zombie or skeleton, as appropriate.   Whenever you create an undead using a conjuration spell, it has additional benefits:
  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
Focused Conjurations   Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't broken as a result of taking damage.   Durable Summons   Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.  

School of Destruction

You focus your study on magic that is concerned with dealing damage to all forms of matter, both living and non-living, and with making matter more vulnerable to such damage. Mastery of Destruction magic may bring a certain amount of danger.   Destruction Savant   Beginning when you select this school at 2nd level, the gold and time you must spend to copy a destruction spell into your spellbook is halved.   Sculpt Spells   Beginning at 2nd level, you can create pockets of relative safety within the effects of your destruction spells. When you cast a destruction 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 throw 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 effects from the cantrips.   Empowered Destruction   Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard destruction spell you cast.   Overchannel   Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th or lower 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 increases by 1d12 per spell level. This damage ignores resistance and immunity.  

School of Illusion

It is similar to Alteration magic in that it seeks to change the world around the caster so normal physical truths no longer hold, but while Alteration is bound by the laws of nature, Illusion magic is not. You focus on spells that can change a target's visibility, prevent a creature from seeing or moving, produce or remove light, or seeing in darkness.   Illusion Savant   Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.   Improved Minor Illusion   When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn an additional wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.   When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.   Malleable Illusion   Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using he spell's normal parameters for the illusion), provided that you can see the illusion.   Split Illusion   Starting at 10th level, when you cast an illusion spell of 1st level or higher that targets only one creature, you can have it target a second creature.   Alter Memories   At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an illusion spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.   Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your illusion spell.  

School of Mysticism

The art of mysticism has been described as allowing a mage to alter the nature of magic itself and as involving the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world. The spells of this school originated with the Psijic Order of Artaeum, who call their study the Old Way. As a mystic, your practice requires dealing with conundrums and paradoxes and abandoning logic to embrace a temporary sort of insanity.   Mysticism Savant   Beginning when you select this school at 2nd level, the gold and time you must spend to copy a mysticism spell into your spellbook is halved.   Grim Harvest   At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you gain regain hit points equal to twice the spell's level, or three times the spell's level if the spell belongs to the School of Mysticism. You don't gain this benefit for killing constructs or undead.   Benign Transportation   Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.   Once you use this feature, you can't use it again until you finish a long rest or you cast a mysticism spell of 1st level or higher.   Improved Mysticism   Beginning at 10th level, when you cast a mysticism spell that requires you to make an ability check as part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.   Master Mystic   Starting at 14th level, you can use your action to consume a reserve of raw magicka within your soul in a single burst. When you do so, choose one of the following effects. Once you use this feature, you can't use it again for the next 7 days.   Major Transformation. You can transmute one nonmagical object - no larger than a 5-foot cube - into another another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.   Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch. The creature regains all its hit points.   Restore Life. You cast the raise dead spell on a creature you touch, without expending a spell slot or needing to have the spell in your spellbook.   Restore Youth. You touch a willing creature and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's life span.  

School of Restoration

You focus your studies on a spells that heal, restore, and fortify the body, curing disease, and protecting the body from other malign influences. While not considered to be one of the "great schools" by the Mages Guild, it is very popular among religious workers because of its benevolent nature.   Restoration Savant   Beginning when you select this school at 2nd level, the gold and time you must spend to copy a restoration spell into your spellbook is halved.   Expanded Spell List   Your study into restorative magic allows you to learn spells from outside the wizard class. When your spellcasting feature let's you learn or replace a wizard cantrip or wizard spell of 1st level or higher, you can choose a new spell from the following list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.   In addition, you add the cure wounds spell to your spellbook. It is a wizard spell for you.
Spell Level Spells
Cantrips guidance, resistance, spare the dying
1st level bless, cure wounds, healing word, purify food and drink
2nd level aid, enhance ability, lesser restoration, prayer of healing, warding bond
3rd level beacon of hope, mass healing word, aura of vitality
4th level aura of life, death ward
5th level antilife shell, circle of power, greater restoration, mass cure wounds
6th level heal
7th level regenerate
8th level glibness, holy aura
9th level mass heal, power word heal
Empowered Restoration   Starting at 6th level, when you cast a restoration spell that restores hit points to a creature, that creature regains additional hit points equal to your Intelligence modifier (minimum 1).   Inured to Undeath   Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced.   Water of Life   Starting at 14th level, you can evoke great healing energy. As an action, you can restore 50 hit points. Choose any number of creatures with 30 feet of you and divide those hit points among them. You can't use this feature on constructs or undead.   Once you use this feature, you can't use it again until you finish a short or long rest.


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