Wizard
A scholar of arcane secrets with the widest spellbook of all.
Create a hero of this class- Hit die
- d6
- Primary ability
- INT
- Saving throws
- INT, WIS
- Spellcasting
- Full caster · INT
Progression, levels 1-20
- Level 1Prof. bonus +2
Spellcasting
As a student of arcane magic, you have learned to cast spells. The information below details how you use the spellcasting rules with Wizard spells. Cantrips. You know three Wizard cantrips of your choice. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Whenever you gain a Wizard level after 1, 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. Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots. The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook. Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells. Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you are a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can't do so again until you finish a Long Rest.Cantrips: 3. Spell slots: level 1 — 2
- Level 2Prof. bonus +2
Scholar
While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.Cantrips: 3. Spell slots: level 1 — 3
- Level 3Prof. bonus +2
Wizard Subclass
You gain a Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass's features that are of your Wizard level or lower.Cantrips: 3. Spell slots: level 1 — 4, level 2 — 2
- Level 4Prof. bonus +2Ability Score Improvement
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3
- Level 5Prof. bonus +3
Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 2
- Level 6Prof. bonus +3
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3
- Level 7Prof. bonus +3
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 1
- Level 8Prof. bonus +3Ability Score Improvement
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 2
- Level 9Prof. bonus +4
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 1
- Level 10Prof. bonus +4
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2
- Level 11Prof. bonus +4
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1
- Level 12Prof. bonus +4Ability Score Improvement
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1
- Level 13Prof. bonus +5
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1
- Level 14Prof. bonus +5
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1
- Level 15Prof. bonus +5
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1
- Level 16Prof. bonus +5Ability Score Improvement
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1
- Level 17Prof. bonus +6
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1, level 9 — 1
- Level 18Prof. bonus +6
Spell Mastery
You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot. Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 1, level 7 — 1, level 8 — 1, level 9 — 1
- Level 19Prof. bonus +6Ability Score Improvement
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended: you can cast any spell you have prepared without expending a spell slot, though you must finish a Long Rest before doing so again.Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 2, level 7 — 1, level 8 — 1, level 9 — 1
- Level 20Prof. bonus +6
Signature Spells
Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 2, level 7 — 2, level 8 — 1, level 9 — 1
Subclasses
Evoker
Chosen at level 3
Your studies focus 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 armies from afar. Others use their power to protect others, while some seek their own gain.
- Level 3
Evocation Savant
Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.Potent Cantrip
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. - Level 6
Sculpt Spells
You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus 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. - Level 10
Empowered Evocation
Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell. - Level 14
Overchannel
You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1-5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. 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 slot immediately after you cast it. This damage ignores Resistance and Immunity. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.
Pyromancer
Chosen at level 3
*Flame That Heals and Hounds* Your fire spares your friends and clings to your foes; you read omens in the flames, and in time even creatures born of fire burn at your word. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Cleansing Fire
When you cast a fire spell of 1st level or higher with a spell slot, one ally (or you) caught in it regains Hit Points equal to the spell's level plus your Proficiency Bonus instead of taking damage. Name the ally among the spell's targets.Rituals of Fire
Gazing into a large flame for 10 minutes you can cast Augury; from 7th level, burning an object tied to a creature, Locate Creature; from 9th level, once per rest, stepping into a fire, Dream (you are the messenger). These spells are always prepared for you. - Level 6
Clinging Flames
A creature that fails its saving throw against your fire spell keeps burning: at the start of each of its turns it repeats the save, taking Fire damage equal to your Intelligence modifier (minimum 1) on a failure and putting the flames out on a success. - Level 10
Blazing Mastery
Your spells' fire treats Immunity to fire as Resistance and ignores Resistance to fire. You have Resistance to fire, and your own spells' fire can't harm you. - Level 14
Offerings in Kind
As an action you call on the spirits of fire and roll a d100: if the result is no higher than your wizard level, they intervene (the Game Master decides how); otherwise they name a price. You can also copy any fire spell into your spellbook as a wizard spell.
Spell list
Cantrips
Level 1 spells
- Alarm
- Burning Hands
- Charm Person
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False Life
- Feather Fall
- Find Familiar
- Floating Disk
- Fog Cloud
- Grease
- Hideous Laughter
- Ice Knife
- Identify
- Illusory Script
- Jump
- Longstrider
- Mage Armor
- Magic Missile
- Protection from Evil and Good
- Ray of Sickness
- Shield
- Silent Image
- Sleep
- Thunderwave
- Unseen Servant
Level 2 spells
- Acid Arrow
- Alter Self
- Arcane Lock
- Arcanist's Magic Aura
- Augury
- Blindness/Deafness
- Blur
- Continual Flame
- Darkness
- Darkvision
- Detect Thoughts
- Dragon's Breath
- Enhance Ability
- Enlarge/Reduce
- Flaming Sphere
- Gentle Repose
- Gust of Wind
- Hold Person
- Invisibility
- Knock
- Levitate
- Locate Object
- Magic Mouth
- Magic Weapon
- Mind Spike
- Mirror Image
- Misty Step
- Phantasmal Force
- Ray of Enfeeblement
- Rope Trick
- Scorching Ray
- See Invisibility
- Shatter
- Spider Climb
- Suggestion
- Web
Level 3 spells
- Animate Dead
- Bestow Curse
- Blink
- Clairvoyance
- Counterspell
- Dispel Magic
- Fear
- Fireball
- Fly
- Gaseous Form
- Glyph of Warding
- Haste
- Hypnotic Pattern
- Lightning Bolt
- Magic Circle
- Major Image
- Nondetection
- Phantom Steed
- Protection from Energy
- Remove Curse
- Sending
- Sleet Storm
- Slow
- Speak with Dead
- Stinking Cloud
- Tiny Hut
- Tongues
- Vampiric Touch
- Water Breathing
Level 4 spells
- Arcane Eye
- Banishment
- Black Tentacles
- Blight
- Charm Monster
- Confusion
- Conjure Minor Elementals
- Control Water
- Dimension Door
- Divination
- Fabricate
- Faithful Hound
- Fire Shield
- Greater Invisibility
- Hallucinatory Terrain
- Ice Storm
- Locate Creature
- Phantasmal Killer
- Polymorph
- Private Sanctum
- Resilient Sphere
- Secret Chest
- Stone Shape
- Stoneskin
- Vitriolic Sphere
- Wall of Fire