Wizard
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Table of Contents

Level 1

Academic

Your mastery of your magic comes from extensive study and dedication to your field. You gain proficiency in Arcana.

Spellcasting

As a student of arcane magic, you have learned to cast spells.

Cantrips

You know three Wizard cantrips of your choice. Whenever you level up, 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 1kg, contains 100 pages, and can be read only by you or someone casting . You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.

The book contains the level 1+ spells you know. You pick five level 1 Wizard spells of your choice to add to your spellbook.

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, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.

Expanding and Replacing a Spellbook

The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.

Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook using Calligrapher's Supplies if it's of a level you can prepare and if you have time to copy it. The transcription takes 2 hours per spell level. Afterward you can prepare the spell like the other spells in your spellbook.

Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

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.

You can prepare a number of spells equal to your Wizard level + your Intelligence modifier (minimum of 1). If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.

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. Your power derives from knowledge and precision. 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.

Mastered Schools

You gain unique insights into one Spell School of your choice from the options: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. The Spell School you pick becomes your Mastered School. When you pick a Mastered School, you can add a spell from its school to your Spellbook. This spell is always prepared, and does not count towards your maximum prepared spells.

You gain one additional Mastered School of your choice at Wizard levels 5, 9, 13 and 17. When you gain a Mastered School, you can replace any spells learned from your previous Mastered Schools with a different one of your choice.

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.


Level 2

Scholar

While studying magic, you also specialised in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

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're 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.

Wizard's Staff

You create your Wizard Staff which marks you as a Mage. Over the course of one hour, you can convert a quarterstaff or Arcane Focus object you own and transform it into your Wizard Staff. You can only create one Wizard Staff, and if you convert another object, the previous Wizard Staff loses its power.

Your Wizard Staff counts as an Arcane Focus, and counts as a simple Versatile weapon. It uses your Intelligence for its attack rolls and deals 1d6 (1d8 with Versatile) damage of a type determined by your first Mastered School (see the table below).

Mastered School

Damage Type

Abjuration or Conjuration

Force

Divination

Radiant

Enchantment or Illusion

Psychic

Evocation or Transmutation

Pick from acid, cold, fire or lightning.

Necromancy

Necrotic

When you first create your staff, or over the course of a long rest, you infuse it with one of your known spells from one of your Mastered Schools. While wielding it with both hands, you can use the staff to cast the chosen spell without consuming spell slot. You can only use it in this way once per long rest.


Level 3

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.


Level 4

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.


Level 5

Memorize Spell

Spell Swap. 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.

Spell Learning. Once per long rest, when another creature casts a Wizard 1+ spell from one of your Mastered Schools that you can cast with your spell slots, you can use your reaction to attempt to remember its details with an Intelligence (Arcana) check (DC = 15 + Spell level). On a success, you can transcribe its details into your spellbook during your next long rest.


Level 7

Signature Spell

Your research has led you to the discovery of a spell that is known only to you, a Signature Spell. Choose one spell in your Spellbook of 2nd-level or lower from one of your Mastered Spell Schools to become your Signature Spell.

You can modify this spell in any number of the ways below, but you cannot modify it so that its spell level is greater then the level for which you have spell slots on the Wizard table.

Once modified, you lose the ability to cast the normal spell unless you copy the original spell into your Spellbook again. The spell is also renamed to reference you as its creator and its modified power. Another Wizard can copy your Signature Spell following the normal rules for copying spells.

You create more Signature spells of a higher level threshold at levels 11 (3rd or below) and 15 (5th or below).

Alternatively, whenever you create a new Signature Spell, you can select a previous Signature Spell and modify it again.

Casting Time

If the spell has a casting time of one action, it becomes one bonus action, but the spell level of this spell increases by 1.

Components

You remove components from the spell. You cannot remove components that are consumed or have a gold cost. For each component you remove, the level of this spell increases by 1.

Concentration

The level of this spell increases by 1, but if you fail a saving throw to maintain your concentration on this spell you can use your reaction to automatically succeed instead.

Damage

You replace all the damage dealt by the spell with either acid, cold, fire, lightning, poison, necrotic, or thunder damage.

Ritual

If the spell lacks the Ritual tag, it has a casting time of one action or one bonus action, and it does not have a material component with a gold cost, it becomes a ritual spell for you.

Shape

You modify the shape of a spell that normally targets a cone, cube, cylinder, line, or sphere to target an area of equivalent size (the same number of 5-foot squares) but a new shape.

At the discretion of the GM, your Wizard may be able to modify their Signature Spell in ways not detailed here, or even create a completely original Signature Spell. New spells need to be invented somehow!

When modifying (or creating) a spell in this way, the GM should check with you if the spell feels plausible and if its level should be increased or set to a specific level to compensate for its power.


Level 18

Archmage

You have mastered the lofty heights of arcane knowledge. Choose two spells of 1st or 2nd-level, from a Mastered School, that you have in your Spellbook. These spells are always prepared, but they don't count against the number of spells you prepare each day. You can permanently cast these spells at their lowest level without expending a spell slot.

You can replace one of these spells following the same guidelines by spending 8 hours studying your Spellbook


Level 19

Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.


Level 20

Arcane Mastery

You are an unparalleled master of arcane arts who bends reality itself their will. You are considered to always have every spell in your Spellbook prepared, and you regain all expended spell slots on a Short Rest.