barbarian image
barbarian image

wizard

Role
Spellcaster
Primary Ability Score
Imtelligence

Wizards are intellectual spellcasters who rely on knowledge, study, and the mastery of arcane arts. They possess a spellbook from which they prepare spells daily, allowing them flexibility in choosing their magical repertoire. Wizards can specialize in a particular school of magic, gaining additional features and benefits based on their chosen Arcane Tradition.

Hit Points

Hit Dice

Hit Points
at 1st Level

1d6 per wizard level

6 + your Constitution modifier

Proficiencies

Weapons
Daggers
Darts
Slings
Quarterstaffs
Light Crossbows
Armors
None
Tools
None
Saving
Throws
Intelligence
Wisdom
Skills
Choose two
Arcana
History
Insight
Investigation
Medicine
Religion

Choose a Skill

Description

Ability Score

Equipments

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
1 Spellbook
LevelProficiency
Bonus
FeaturesCantrips
Known
Spell Slots Per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st+2
Spellcasting: Wizard,
Arcane Recovery
3200000000
2nd+2
Arcane Tradition
3300000000
3rd+2
---
3420000000
4th+2
Ability Score Improvement
4430000000
5th+3
---
4432000000
6th+3
Arcane Tradition Feature
4433000000
7th+3
---
4433100000
8th+3
Ability Score Improvement
4433200000
9th+4
---
4433310000
10th+4
Arcane Tradition Feature
5433320000
11st+4
---
5433321000
12nd+4
Ability Score Improvement
5433321000
13rd+5
---
5433321100
14th+5
Arcane Tradition Feature
5433321100
15th+5
---
5433321110
16th+5
Ability Score Improvement
5433321110
17th+6
---
5433321111
18th+6
Spell Mastery
5433331111
19th+6
Ability Score Improvement
5433332111
20th+6
Signature Spell
5433332211

Spellcasting

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

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 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 as a spellcasting focus for your wizard spells.

Class Features

features images

Arcane Recovery

Spellcasting: Wizard

Arcane Tradition

Evocation Savant

Sculpt Spells

Ability Score Improvement

Potent Cantrip

Ability Score Improvement

Empowered Evocation

Ability Score Improvement

Overchannel

Ability Score Improvement

Spell Mastery

Ability Score Improvement

Signature Spell

Subclasse : Evocation

School of Evocation
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.
Evocation SavantSculpt Spells
Level 2
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.
Potent Cantrip
Level 6
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.
Empowered Evocation
Level 10
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel
Level 14
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.
subclasse images

Spell List

Lvl 0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Lvl 7
Lvl 8
Lvl 9