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, brute-force mind control, and much more.
You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
Level | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | Spellcasting, Arcane Recovery | 3 | 2 | – | – | – | – | – | – | – | – |
2nd | Arcane Tradition | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | Cantrip Formulas | 3 | 4 | 2 | – | – | – | – | – | – | – |
4th | Ability Score Improvement | 4 | 4 | 3 | – | – | – | – | – | – | – |
5th | – | 4 | 4 | 3 | 2 | – | – | – | – | – | – |
6th | Arcane Tradition feature | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | – | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8th | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | – | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10th | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11th | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12th | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14th | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16th | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Base 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
Class Features
Level 01: Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
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 level for which you have spell slots 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 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.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your 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.
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 incantiations 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
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. 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.
Level 01: 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.
Level 02 / 06 / 10 / 14: Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools:
• Chronurgy (EGW)
• Graviturgy (EGW)
• Scribes (TCoE)
• Abjuration (PHB)
• Bladesinger (TCoE)
• Conjuration (PHB)
• Divination (PHB)
• Enchantment (PHB)
• Evocation (PHB)
• Illusion (PHB)
• Necromancy (PHB)
• Transmutation (PHB)
• War Magic (XGE)
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Level 03: Cantrip Formulas
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 these formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Level 04 / 08 / 12 / 16 / 19: 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.
You can also choose to aquire a feat instead of an ability score improvement.
Level 18: 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.
Level 20: 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.