As a
Wizard, you gain the following class
Features.
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
You are proficient with the following
items, in addition to any
Proficiencies provided by your race or
Background.
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Saving Throws: Intelligence,
WisdomSkills: Choose two from
Arcana,
History,
Insight,
Investigation,
Medicine, and
ReligionYou 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
As a
Student of
Arcane Magic, you have a
Spellbook containing
Spells that show the first glimmerings of your true power.
CantripsAt
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.
SpellbookAt
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 SpellsThe
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.
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 AbilityIntelligence 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.
Ritual CastingYou 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 FocusYou 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. On your
Adventures, you might find other
Spells that you can add to your
Spellbook (see “Your Spellbook”).
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.
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.
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.
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.
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.
Arcane TraditionsThe study of
Wizardry is ancient, stretching back to the earliest mortal
Discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.
The most
Common Arcane Traditions in the multiverse revolve around the
Schools of Magic. Wizards through the ages have cataloged thousands of
Spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for
Students and funding. Even wizards who train
Apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the
Spells of each school require mastery of different
Techniques.
You focus your study 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 forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits,
Adventurers, or aspiring tyrants.
Beginning when you select this school at
2nd Level, the gold and time you must spend to copy an
Evocation spell into your
Spellbook is halved.
Beginning at
2nd Level, you can create pockets of relative safety within the
Effects of your
Evocation Spells. When you cast an
Evocation 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 Throws against the spell, and they take no damage if they would normally take half damage on a successful save.
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
Effect from the cantrip.
Beginning at 10th level, you can add your
Intelligence modifier to one damage roll of any
Wizard Evocation spell you cast.
Starting at 14th level, you can increase the power of your simpler
Spells. When you cast a
Wizard spell of 1st through
5th Level 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 per
Spell Level increases by 1d12. This damage ignores
Resistance and immunity.
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 that 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.