Specialist Wizard

Specialist Wizard
Class Group: 	Wizard 	
Source: 	Player's Handbook: Specialist Wizard (PHB)Player's Option: Spells & Magic: Specialist Wizard (POSM)	
Ability ScoreRequirements:	Per Subclass (Specialist)AND Intelligence 9 	
Prime Requisite: 	Intelligence 	
Races Allowed: 	Per Subclass (Specialist) 	
Alignment Allowed: 	All 	
The Specialist Wizard is Wizard who has chosen a school of magic to make their speciality. As opposed to Mages who are are considered "Generalist Wizards".
Specialist Wizard	Specialist Wizard	Specialist Wizard	Specialist Wizard	Spell Slots per Spell Level	 	 	 	 	 	 	 	
Level 	Exp 	Hit Dice (d4) 	THAC0 	1 	2	3	4	5	6	7	8	9
1 	0 	1 	20 	1 	—	—	—	—	—	—	—	—
2 	2,500 	2 	20 	2 	—	—	—	—	—	—	—	—
3 	5,000 	3 	20 	2 	1	—	—	—	—	—	—	—
4 	10,000 	4 	19 	3 	2	—	—	—	—	—	—	—
5 	20,000 	5 	19 	4 	2	1	—	—	—	—	—	—
6 	40,000 	6 	19 	4 	2	2	—	—	—	—	—	—
7 	60,000 	7 	18 	4 	3	2	1	—	—	—	—	—
8 	90,000 	8 	18 	4 	3	3	2	—	—	—	—	—
9 	135,000 	9 	18 	4 	3	3	2	1	—	—	—	—
10 	250,000 	10 	17 	4 	4	3	2	2	—	—	—	—
11 	375,000 	10+1 	17 	4 	4	4	3	3	—	—	—	—
12 	750,000 	10+2 	17 	4 	4	4	4	4	1	—	—	—
13 	1,125,000 	10+3 	16 	5 	5	5	4	4	2	—	—	—
14 	1,500,000 	10+4 	16 	5 	5	5	4	4	2	1	—	—
15 	1,875,000 	10+5 	16 	5 	5	5	5	5	2	1	—	—
16 	2,250,000 	10+6 	15 	5 	5	5	5	5	3	2	1	—
17 	2,625,000 	10+7 	15 	5 	5	5	5	5	3	3	2	—
18 	3,000,000 	10+8 	15 	5 	5	5	5	5	3	3	2	1
19 	3,375,000 	10+9 	14 	5 	5	5	5	5	3	3	3	1
20 	3,750,000 	10+10 	14 	5 	5	5	5	5	4	3	3	2
__TOC__
==Class Features==
===Hit Points===
* Hit Dice (levels 1-10): 1d4 + "HP Adjustment" (See Constitution table) per level
* Hit Dice (levels 11+): +1 HP per level
* Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class
===Starting Equipment===
* 1 spell book
* (1d4+1) × 10 gp (to be used to buy equipment, or to keep)
===Equipment===
* Armor: Cannot wear armor & cast spells at the same time.
* Weapons: Allowed to use: Dagger, Staff, Darts, Knives, and Slings
==Proficiencies==
===Non-Weapon Proficiencies===
* Starts with 4 Non-Weapon Proficiencies
* Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
* Can chose a Nonweapon Proficiency at normal cost in the General and Wizard categories.
* Can chose a Nonweapon Proficiency at +1 cost from any other category.
===Weapon Proficiencies===
* Starts at level 1 with 1 Weapon Proficiency Slots
** -5 Penalty to hit with weapons without proficiency.
** Cost is 1 weapon slot.
* Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18...)
* Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
* Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.
Player's Option: Combat & Tactics
* Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
* Fighting Styles: Single Weapon, Two-handed Weapon, Unarmed, Missile/Thrown Weapons
==Wizard Speciality==
* At character creation the Specialist Wizard must choose a Speciality (subclass). Each speciality has different racial and ability score requirements. You can only choose one speciality.
Philosophy Specialist:
* Abjurer
* Conjurer
* Diviner
* Enchanter
* Illusionist
* Invoker
* Necromancer
* Transmuter	Effect Specialist:
* Elementalist
* Dimensionalist
* Force Mage
* Mentalist
* Shadow Mage	Thaumaturgical Specialist:
* Alchemist
* Artificer
* Geometer
* Song Mage
* Wild Mage
==Spellbook==
===Learn Spells Roll===
* The learn spells roll can be found by looking up the Intelligence Ability Score table. Specialist Wizards will adjust this value depending on the spell:
** +15% chance when learning the Specialist Wizard's specialty spells.
** -15% chance when learning spells from other school.
** Some specialties, like Wild Mage have different odds.
===Starting Spells===
* At 1st-level the spell book contains 3d4 1st-level spells.Wizard Characters (POSM)
** 2 of the starting spells must be read magic and detect magic
** 1 of the starting spells can be of the Specialist Wizard's specialty (1st level spell only) without making a learn spells roll.
** The rest of the starting spells can be chosen from universal magic spells (1st level spell only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells.
** The DM may assign a spell list instead to start with.
===Learning New Spells===
* Can only learn spells of a level for which you have spell slots.
* Can learn a spell from another's spell book with a learn spells roll.
* Gain 1 spell when leveling up. This spell should be in the Specialist Wizard's specialty if possible.
** There are exceptions to this rule, such as the Elementalist, who doesn't gain a free spell at level up.
* The maximum number of spells you can learn per level can be found out by looking up the Intelligence Ability Score table.
===Casting Spells===
* A wizard cannot just cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time. 
* Specialist wizards may memorize one additional spell per spell level, provided the spell selected belongs to the specialist's school.
* The wizard can only cast spells that they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes it again.
* A wizard cannot choose to forget a memorized spell to replace it with another one. They can, however, cast a spell just to cleanse his mind for another spell.
==Saving Throws==
 Specialist Wizard Saving Throws
 	Attack to be Saved Against 	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against
Experience Level	Paralyzation,Poison, orDeath Magic	Rod, Staff,or Wand 	Petrificationor Polymorph*	BreathWeapon** 	Spell***
1-5 	14 	11 	13 	15 	12
6-10 	13 	9 	11 	13 	10
11-15 	11 	7 	9 	11 	8
16-20 	10 	5 	7 	9 	6
21+ 	8 	3 	5 	7 	4
:*Excluding polymorph wand attacks.
:**Excluding those that cause petrification or polymorph.
:***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
==Level 1 Character==
* Starting HP: 1d4 HP
* Starting funds: (1d4+1) × 10 gp
* At 1st-level the spell book contains 3d4 1st-level spells.
**read magic and detect magic required.
** 1 specialty school of magic spells can be learned without rolling for it.
* 4 Nonweapon Proficiencies Slots
* 1 Weapon Proficiency Slots
* Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
==Leveling up==
At level up:
* Roll 1d4 HP (unless level 11 or higher, then add 1 HP instead)
* Gain specialist spell (unless Elementalist).
* Check "Specialist Wizard Saving Throws" table above to see if your saving throws change.
* 1 Weapon Proficiency slot gained at levels 6, 12, 18 (every multiple of 6)
* 1 Nonweapon Proficiency slot gained at levels 3, 6, 9, 12, 15, 18 (every multiple of 3)
* Check top table to see what current spell slots are available & if THAC0 updates.
* Different Schools of Magic provide other benefits at certain levels. Check those pages for specifics.
== References ==
Category:DMG Class
Category:POSM Class
Category:Class