Wizard

Because of copyright issues, this page will mostly list where to find the necessary information on the official *D&D 5e Player's Handbook* (and other published works) by Wizards of the Coast.

However, certain sections, such as those made available for Free Use within Basic Rules, System Requirements Document (SRD), and Xanathar's Lost Notes to Everything Else, will be listed here for ease of access.

## Wizard Characteristics

Please see pages 112-113 in the *D&D 5e Player's Handbook.*

## Class Features

### Wizard Basics

#### Hit Points

**Hit Dice:** 1d6 per wizard level

**Hit Points at 1st Level:** 6 + your Constitution modifier

**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st

#### Proficiencies

**Armor:** None

**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbow

**Tools:** None

**Saving Throws:** Intelligence, Wisdom

**Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (1) a quarterstaff or (b) a dagger
* (1) a component pouch or (2) an arcane focus
* (1) a scholar's pack or (2) an explorer's pack
* A spellbook

### Spellcasting

Asa student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See the Wizard Spell List page for spells available to wizards.

#### Cantrips

At 1st level, you know three cantrips of your choice from the Wizard Spell List. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

#### Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your cantrips are not contained in your spellbook, you simply know them, thus you can cast your cantrips even if you lose your spellbook.

* ***Replacing the Book.*** You can copy a spell from your own spellbook into another book — for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10gp for each level of the copied spell.
	+ If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
* ***The Book's Appearance.*** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. it might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

#### Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.

For example. if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. If you cast the spell *Magic Missile*, you can cast it using a 1st-level or 2nd-level slot.

#### Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier

**Spell attack modifier** = 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 speilcasting focus for your wizard spells.

#### 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.

* The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
* ***Copying a Spell into the Book.*** When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level you can cast and if you can spare the time to decipher and copy it.
	+ Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
	+ For each level of the spell, the process takes 2 hours and costs 50gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

### Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

### Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Mage Hunter, Necromancy, Restoration, Transmutation, or War Magic, all detailed at the bottom of this page.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th. and 19th level, you can increase one ability score of your choice by 2. or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternately, you can learn a Feat instead of increasing your ability scores.

### Spell Mastery

At 18th 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 when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

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

### Signature Spells

When you reach 20th level, you gain mastery over 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, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't 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.

## Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.

The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

### School of Abjuration

Please see page 115-116 in the *D&D 5e Player's Handbook.*

### School of Conjuration

Please see page 116 in the *D&D 5e Player's Handbook.*

### School of Divination

Please see pages 116-117 in the *D&D 5e Player's Handbook.*

### School of Enchantment

Please see page 117 in the *D&D 5e Player's Handbook.*

### School of Evocation

You focus your study 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 enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

**School of Evocation Features**
 6th
 10th
 14th

#### Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

#### Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 -i- 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.

#### Potent Cantrips

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

#### Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

#### Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. This feature doesn't benefit cantrips.

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, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

### School of Illusion

Please see page 118 in the *D&D 5e Player's Handbook.*

### Mage Hunter

Some societies deem the practice of magical arts as sacred and too dangerous to be taught to any but a worthy few. In order to prevent the weave from being defiled by renegades some institutions regulated the use of magic in their region. Those who tracked and dealt with offending spellcasters were known as mage hunters.

With the influx of many new creatures and magics from beyond the Material Plane, mage hunters of today have shifted their focus from regulators to preservers. They strive to hunt down and eliminate magical threats and extraplanar entities, vowing to never allow corrupt and twisted magics from ravaging their homeland.

**Mage Hunter Features**
 6th
 10th
 14th

#### Arcanist Investigator

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one simple melee weapon of your choice.

You also gain proficiency in the Perception skill if you don't already have it.

#### Counter-weave

Starting at 2nd level, you can hinder the effectiveness of a creature's magical prowess when you identify them as a magical threat. You can use a bonus action to place the counter-weave on a creature you can see within 30 feet of you, which lasts for 1 minute. It ends early if the creature dies, you die, or you are incapacitated.

Until the counter-weave ends, the following conditions apply:

* You gain a bonus to saving throws against spells from a creature affected by counter-weave equal to your Intelligence modifier (minimum of 1)
* You double your ability score modifier to Wisdom (Survival) skill checks to track your quarry, as well as Intelligence checks to identify or recall information about your target
* The range of your target's cantrips and spells is reduced by 10 feet or to the range of touch, whichever is greater
* Your target's Constitution saving throws to maintain concentration on a spell is reduced by your Intelligence modifier (minimum of 1)

You can use this feature twice, after which you regain all expended uses when you finish a short or long rest.

#### Hunter's Armament

At 6th level, you can forge a magical bond with a weapon you have chosen to combat renegade spellcasters and otherworldly beasts. Choose a melee weapon in which you are proficient. Performing the bonding ritual takes 1 hour, which may be done during a short rest. The weapon must be within your reach throughout the ritual.

You can't be disarmed of your bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond to another weapon, you must break the bond with the first.

While your bond exists, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn't already. At 10th level, your effectiveness with the weapon improves as it gains a bonus of +1 to attack and damage rolls, and then again to a +2 bonus at 14th level.

#### Arcane Sanctum

At 10th level, you learn the *Magic Circle* spell. You always have it prepared and it doesn't count toward your total number of prepared spells for the day.

You can use an action to cast *Magic Circle* instantly and at a range of self without expending a spell slot.

Additionally, when you hit a creature affected by counter-weave, you can instead use your bonus action to cast the spell in the same manner, centered on your target.

Once you cast *Magic Circle* using this feature, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

#### Eyes of the Master

At 14th level, you are constantly on the lookout to distinguish the magical from the mundane. Your Intelligence (Arcana) skill proficiency is doubled with checks made to identify persistent magic, magical items, or the presence of magical and otherworldly creatures.

### School of Necromancy

Please see pages 118-119 in the *D&D 5e Player's Handbook.*

### School of Restoration

You focus your study on manipulating magic in a way that turns the destructive power of arcane evocation into rejuvenating magic. For others, this gift manifests from faith, a pledge to a patron, or a deity’s behest. Many arcane colleges have unlocked these regenerative powers from tireless hours poring over holy texts and alchemical manuals. While most wizards find outlets as talented enchanters, military artillery, or ward-makers, the students of this school could apply their versatility to any employment in nearly every setting, even that of an adventurer.

**School of Reconstruction Features**
 6th
 10th
 14th

#### Creation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Additionally, you learn two cantrips and add one 1st level spell to your spellbook from the cleric spell list. These spells are wizard spells for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.

#### Applied Reconstruction

Starting at 2nd level, you can reverse the destructive force of your evocation spells, transforming their power into healing energy. When you cast an evocation spell of 1st level or higher that targets only one creature, with an instantaneous duration, and doesn’t require concentration, the target creature takes no damage and instead regains a number of hit points equal to half of the total.

If the spell requires you to make an attack roll or requires a creature to make a saving throw, the creature can choose to be hit or fail the saving throw. The spell doesn’t impose any status conditions.

Undead and constructs can't regain hit points in this way.

#### Prolonged Regeneration

restores hit points, living creatures affected by the spell continues to regenerate over the next 1d4 rounds. The creature regains hit points equal to your Intelligence modifier at the start of its turn, provided it has at least 1 hit point remaining.

Additionally, while a creature is regenerates in this way, it‘s immune to disease and poison. If the creature is currently diseased or poisoned, any effects are suspended for the duration of its regeneration.

#### Blossom of Life

Starting at 10th level, you can focus the healing energies around certain pockets within the effects of your evocation spells. When you cast an evocation spells that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level to impose an effect that uses your wizard’s spell save DC. The chosen creatures automatically succeed on their saving throws and take no damage from the spell. They also regain hit points equal to half the damage the spell would have dealt. Undead and constructs can't regain hit points in this way.

#### Overheal

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that restores hit points, you can maximize the healing power of that spell.

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 1d12 necrotic damage for each level of the spell, immediately after the healing affect occurs. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Additionally, you choose four spells from the cleric spell list to add to your spellbook, one from each of the following levels: 2nd, 3rd, 4th, 5th. These spells are wizard spells for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.

### School of Transmutation

Please see page 119 in the *D&D 5e Player's Handbook.*

### War Magic

Please see pages 59-60 in *Xanathar's Guide to Everything.*