Wizards are masters of the magical arts, and scour through years of research and discovery to become better at spellcasting. They can memorize spells, a feat in of itself, to increase the variety and quantity of spells they may cast per day.
Wizard Table
Level | Attribute Points (Total) | Skill Points (Total) | Saving Throw Points (Total) | Attunement Slots | Features |
|---|---|---|---|---|---|
1 | - | 4 (4) | 1 | Arcane Tradition, Arcanist | |
2 | 1 (1) | 1 (5) | 2 | Memorization | |
3 | 1 (2) | 1 (6) | 1 (1) | 2 | Cantrip Efficacy I |
4 | 1 (3) | 1 (7) | 3 | Keystone Feature | |
5 | 1 (4) | 1 (8) | 3 | Arcane Tradition Feature | |
6 | 2 (6) | 2 (10) | 1 (2) | 4 | Practical Application |
7 | 2 (8) | 2 (12) | 4 | Arcanist II, Memorization II | |
8 | 2 (10) | 2 (14) | 5 | Keystone Feature | |
9 | 2 (12) | 2 (16) | 1 (3) | 5 | Arcane Tradition Feature |
10 | 2 (14) | 2 (18) | 6 | Practical Application II | |
11 | 2 (16) | 2 (20) | 6 | Cantrip Efficacy II | |
12 | 3 (19) | 3 (23) | 1 (4) | 7 | Keystone Feature |
13 | 3 (22) | 3 (26) | 7 | Arcane Tradition Feature | |
14 | 3 (25) | 3 (29) | 8 | Practical Application III | |
15 | 3 (28) | 3 (32) | 1 (5) | 8 | Expanded Understanding |
16 | 3 (31) | 3 (35) | 9 | Keystone Feature | |
17 | 3 (34) | 3 (38) | 9 | Arcane Tradition Feature | |
18 | 4 (38) | 4 (42) | 1 (6) | 10 | Practical Application IV |
19 | 4 (42) | 4 (46) | 10 | Cantrip Efficacy III | |
20 | 4 (46) | 4 (50) | 11 | Keystone Feature | |
21 | 4 (50) | 4 (54) | 1 (7) | 12 | True Magic |
Class Features
Starting Vitality
As a Wizard at level 1, you start with 15+1d12+CON Vitality.
See: Vitality
Language Proficiency
As a Wizard, you may learn a new language from the Languages list.
Starting Skills
As a Wizard, you start with 4 skill points.
Additionally, you have a +1 bonus to your Arcana, Religion and Obscura skills.
Weapon Proficiencies
Staves, Daggers, Shortsword
Armor Proficiencies
Cloth Armor, Leather Vestment, Fur Armor
Equipment
When creating your character, you may choose from the following equipment, as well as what is granted:
A Staff or Quarterstaff, or 15 Gold.
A talisman, a wand, or another kind of spellcasting catalyst worth no more than 20 gold, or 10 gold.
Up to 30 gold of material casting components, or 15 gold.
A scroll bag and 4 scrolls, or 4 gold.
A wizard’s garb and satchel, or 3 gold.
An empty tome, or 10 gold.
200 starting gold
5d10 gold.
Arcane Tradition
Wizards follow an Arcane Tradition, which can be shortly described as a set of magical teachings and practices that hold some level of significance to the wizard. They learn what the masters of old accomplished, involve themselves in the culture and mindset of others like them, read ancient texts or new publications; all in the name of furthering their skills in this particular niche of magic. Sometimes, the traditions are taught by a teacher, or colleagues, and other times, they may be self taught. An Arcane Tradition can manifest itself as a school of mages, a circle of colleagues, or as a set of skills and common traits shared by wizards of similar training. The result is that Wizards excel, thanks to the strengths granted by their traditions.
Below are a list of Arcane Traditions, and what they gain at each Arcane Tradition Feature. You can have only one Arcane Tradition. You gain arcane tradition features at level 1, 5, 9, 13, and 17.
Pyromancer
A Pyromancer’s flames burn hotter, stronger, and with more ferocity than any others.
Evoker
Evokers conjure energies from the Elemental Plane to cast powerful magics.
Scholar
A Scholar's enthusiasm for knowledge and spellcraft makes them potent and versatile.
Arcanist
At level 1, you are well studied in the ways of myst and magic. You have advantage on any check made for the purpose of learning about magical effects.
You learn a language from this list:
Duran, Alder, Rivan, Urdul, Drunzagi or Draconic.
At level 7, you learn a language from this list:
Duran, Alder, Rivan, Urdul, Drunzagi, Draconic, Erdelis, Elian, or Tormal.
Memorization
At level 2, your studies have gifted you with a strong foundational understanding of magic, allowing you to attune more spells.
You gain additional attunement slots equal to half of your Intelligence bonus, rounded up.
At level 7, you have mastered the art of memorizing spells.
Rather than the benefits Memorization grants at level 2, you instead gain additional attunement slots equal to your Intelligence bonus.
Cantrip Efficacy
At Level 3, 11, and 19, you gain an additional Cantrip attunement slot.
These slots can only be used to attune cantrips.
Practical Application
At Level 6, you develop advanced techniques for some forms of casting, known as Arcane Practices.
You may choose one of the Arcane Practices below. You may not choose the same Arcane Practice twice.
You learn an additional Arcane Practice at level 10, 14, and 18.
Spellbinding: Your Spell Save DC gains a +1 bonus.
Enchanted Threads: If you are unarmored and wearing clothes, you can enchant your clothes with two Armor Enchantments, rather than one. You cannot have the same Armor Enchantment twice.
Continuous Focus: The first time you pay a Continuous Spell’s Upkeep on your turn, the Upkeep AP cost is reduced by 1.
Enduring Concentration: You gain a +2 bonus to Endurance Checks made to resist losing Concentration.
Spitecasting: If your Charisma Bonus is Negative, you gain a +1 Bonus to your Spell Save DC.
Self Defence: You gain Proficiency with a single weapon.
Mystblood: You lose 1 Accuracy with Attacks, but gain +2 Constitution.
Spellsword: Weapons you Enchant gain +1 Accuracy.
Pacifism: Spells you cast that deal nonlethal damage deal 3 additional nonlethal damage.
Terrorcasting: Spells that incur Intelligence or Charisma saving throws can be shifted to instead incur a Wisdom Saving Throw. Wisdom saving throws your spells incur gain a +1 bonus to their Spell DC.
Conductive Studies: Critical Hits with spells that deal Lightning damage Shock the target until the start of your next turn. See: Conditions
Alchemical Preservation: If a spell’s Material component is worth less than two gold pieces, it is not consumed.
Chaotic Confluence: You gain additional Chaos damage with spells equal to your lowest Magic Attribute bonus.
Expanded Understanding
At Level 15, you have come to understand one of the three types of magic to a fuller degree. You may choose one of the following areas of study:
Arcanism: You gain a +1 bonus to Arcane saving throws, and a +2 to Arcane based skill and ability checks.
Theology: You gain a +1 bonus to Divine saving throws, and a +2 to Divine based skill and ability checks.
Occultism: You gain a +1 bonus to Occult saving throws, and a +2 to Occult based skill and ability checks.
True Magic
At Level 21, you have mastered the root of all magic. It listens to you, beckons at your call, and follows your will, as long as you have attuned yourself appropriately to the right powers. When your Arcane, Divine or Occult attributes are equal to or above 20, 25, or 30, you gain a benefit unique to that attribute. Below are the following benefits:
Arcane:
At 20 Arcane, you gain a +1 bonus to your Spell Accuracy and your Spell DC.
At 25 Arcane, you gain a +2 bonus to Occult saving throws, and you gain half of Intelligence bonus as additional damage with all spells you cast.
At 30 Arcane, you can cast every Cantrip without being attuned to it.
Divine:
At 20 Divine, you gain 2 AC and a +1 bonus to all saving throws.
At 25 Divine, you gain a +2 bonus to Arcane saving throws, and you gain your Divine Attribute as additional Vitality.
At 30 Divine, healing from your spells always rolls its maximum dice value, your Death Saving Throws are made at advantage, and your base Death Saving Throw DC is reduced by 4.
Occult:
At 20 Occult, you gain 3 Defence to all magic damage types, and a +1 to your Spell DC.
At 25 Occult, you gain a +2 bonus to Divine saving throws, and you gain 1 additional AP at the start of your turns.
At 30 Occult, your can choose for your spells to deal Chaos damage instead of their normal damage types. Your Chaos damage cannot be Defended or Resisted.
True Magic:
At 30 Arcane, Divine and Occult, once per Rest, you can create a magical effect of your choosing. The effect is vastly powerful, and can do things such as reverse time, or mass teleport a number of creatures. You make either a Magecraft, Theurgy, or Malis check depending on what effect you are attempting to perform. You determine the effect, and your DM determines if the effect goes entirely as you planned, based upon your roll. Regardless of the outcome of the effect, you gain a point of Exhaustion from performing this action. If you roll a Natural 1 on your determining skill check, you lose the ability to cast spells and perform True Magic for 24 hours.
Additionally, you gain a +2 bonus to your Magecraft, Theurgy, and Malis checks, and your Arcana, Religion and Obscura checks.