Wizard

Class Features

Level Proficiency Bonus Features
1st +2 Fighting Style, Spellcasting, Arcane Recovery
2nd +2 Scholarly Insight
3rd +2 Arcane Tradition, Tertiary Slots
4th +2 Ability Score Improvement
5th +2 Magic Fatigue Resistance, Cantrip Formulas
6th +3 Arcane Tradition feature
7th +3 -
8th +3 Ability Score Improvement
9th +3 -
10th +4 Arcane Tradition feature
11th +4 -
12th +4 Ability Score Improvement
13th +4 -
14th +5 Arcane Tradition feature
15th +5 -
16th +5 Ability Score Improvement
17th +5 Spell Mastery
18th +6 Signature Spells
19th +6 Ability Score Improvement
20th +6 Arcane Tradition Capstone

Hit Points

Class Health Number: 4

Hit Points at 1st Level: 8 + your fighting style health bonus

Hit Points at Higher Levels: 4 + your fighting style health bonus per wizard level after 1st

Proficiencies

Physical and Mental Modifiers

Some of your abilities will require your Mental or Physical Modifier.

Your Physical Modifier is your Dexterity Modifier.

Your Mental Modifier is your Intelligence Modifier.

Fighting Style

You adopt a particular style of connection to nature as your specialty. Choose one of the following options. Each Fighting style grants you a health bonus at level 1.

At level 7, your fighting style provides you with additional benefits as noted in the Fighting Styles section.

The health bonus is added to your hit point maximum at 1st level and whenever you gain a level in this class.

Spellcasting: 1

Cantrips. At 1st level, you know three cantrips of your choice from the wizard spell list. You learn one additional wizard cantrip of your choice at levels 4, 8, 12, and 16.

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 Spellcasting table shows how many spell slots you have to cast your wizard spells. To cast one of your wizard 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.

Spellcasting Economy. Casting a spell with a Cantrip requires one action. Casting a spell with a Primary or Secondary Spell Slot requires two actions.

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.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells. The DC for your spell saving throws equals your Mental DC (8 + 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.

Wizard Spellcasting
Level Primary Slots Primary Spell Level Secondary Slots Secondary Spell Level Tertiary Slots Tertiary Spell Level
1st 0 - 2 1st 0 -
2nd 4 1st 2 1st 0 -
3rd 4 1st 2 1st 1 2nd
4th 4 1st 3 1st 1 2nd
5th 4 1st 3 2nd 1 3rd
6th 4 2nd 3 2nd 1 3rd
7th 4 2nd 3 3rd 1 4th
8th 5 2nd 3 3rd 1 4th
9th 5 2nd 3 3rd 1 5th
10th 5 2nd 3 4th 1 5th
11th 5 3rd 3 4th 1 6th
12th 5 3rd 4 4th 1 6th
13th 5 3rd 4 5th 1 7th
14th 5 3rd 4 5th 1 7th
15th 5 3rd 4 5th 1 8th
16th 5 4th 4 6th 1 8th
17th 5 4th 4 6th 1 9th
18th 5 4th 5 6th 1 9th
19th 5 4th 5 7th 1 9th
20th 5 4th 5 7th 2 9th

Arcane Recovery: 2

You have learned to regain some of your magical energy by studying your spellbook. You have a number of Arcane Charges equal to your proficiency bonus. You regain all expended charges when you finish a long rest.

You can expend these charges to regenerate your spell slots when you finish a short rest. Regenerating a Secondary Slot costs two charges, and a Primary Slot Costs one charge.

You can use this feature multiple times, expending charges as available.

Scholarly Insight: 2

Beginning at 2nd level, your extensive study has sharpened your mind. You gain the following benefits:

Arcane Tradition: 3

At 3rd level, you choose an Arcane Tradition that shapes your magical practice. Your choice grants you features at 3rd level, and then again at 6th, 10th, 14th, and 20th level.

Tertiary Slots: 3

At 3rd level, you gain access to tertiary spell slots, as shown on the Spellcasting table. Refer to the Spellcasting section for the rules governing the casting of tertiary slot spells.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1. You can't increase an ability score above 5 using this feature.

Magic Fatigue Resistance: 5

At 5th level, when you take the Magic action, you ignore the penalty for sequential spells.

Cantrip Formulas: 5

At 5th level, 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.

Spell Mastery: 17

At 17th 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. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours of study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells: 18

At 18th level, you have mastered 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, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you cannot 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.