Wizard

**Class Group:** Mage

**Primary Ability:** Intelligence

***Wizards are supreme magic-users, defined by their careful and exhaustive study of magic’s inner workings. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.***

***Beyond the sheer power of the spells they cast, though, Wizards share an approach to magic that is scholarly and exacting. Wizards understand magic at a fundamental level, giving them a precise mastery of their spells. They examine the theoretical underpinnings of magic, particularly***

***the categorization of spells into schools of magic, and use those foundations to alter their spells and even craft entirely new spells. Renowned Wizards such as Bigby, Tasha, Mordenkainen, Yolande, and many more invented iconic spells now used across the multiverse.***

***Wizards’ lives are seldom mundane. The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other Wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.***

***But the lure of knowledge and power calls even the most unadventurous Wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.***

## Creating a Wizard:

To create a Wizard, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Wizard” sidebar.

Then look at the Wizard table to see the class features you get at each level in this class. The descriptions of those features appear in the “Wizard Class Features” section.

### Hit Points:

**Hit Dice:** 1d6 per Wizard Level

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

**Hit Points per Level after 1st:** 1d6 (or 4) + your Constitution Modifier

### Proficiencies:

**Saving Throws:** Intelligence, Wisdom

**Skills (Choose 2):** Arcana, History, Insight, Investigation, Medicine, Religion

**Weapons:** Simple Weapons

**Tools:** None

**Armor Training:** None

### Starting Equipment:

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 100 GP on equipment of your choice.

* Arcane Focus
* Dagger (2)
* Robe
* Scholar’s Pack
* 5 GP

## Multiclassing and the Wizard

If your group uses the multiclassing rules in the Player’s Handbook, here’s what you need to know if you choose Wizard as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a score of at least 13 in the Wizard’s primary ability, Intelligence, to take a level in this class or to take a level in another class if you are already a Wizard.

Spell Slots. Add all your Wizard levels to the appropriate levels from other classes to determine your available Spell Slots for casting spells, as detailed in the multiclassing rules.

You prepare spells for each of your classes individually, referring to the Spell Slots of an individual class to determine the number and levels of the spells you prepare for it.

## Wizard Class Features:

### 1st Level: Spellcasting

As a student of arcane magic, you have learned to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Wizard.

**Cantrips:** You know three cantrips of your choice from the Arcane spell list. Rather than choosing, you may start with Light, Mage Hand, and Ray of Frost. Whenever you gain a Wizard level, you can replace one of your cantrips with another Arcane cantrip of your choice.

When you reach 4th and 10th level in this class, you learn another Arcane cantrip of your choice, as shown in the Cantrips column of the Wizard table.

**Spell Slots:** 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.

**Prepared Spells of 1st+ Level:** You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To do so, you choose four spells from your spellbook, and 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 table. Whenever that number increases, choose additional spells from the Arcane spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have Spell Slots. For example, if you’re a 3rd- level Wizard, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook.

If another Wizard feature gives spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

**Changing Your Prepared Spells:** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there. Preparing a new list requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast a spell: at least 1 minute per spell level for each spell you add to the list.

**Spellcasting Ability:** Intelligence is your spellcasting ability for the spells you cast with your Wizard features.

**Spellcasting Focus:** You can use an Arcane Focus or your spellbook as a Spellcasting Focus for the spells you cast with your Wizard features.

### 1st Level: Wizard’s Spellbook

Your Wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, and it contains 100 pages, each of which can hold a spell.

This magic book holds the wizardly spells you know, and it is a repository for your arcane findings. Writing in a magical cipher using the spell Scribe Spell, you have ensured that no one else can read the book without magic. The book is vital to your Spellcasting feature, as explained there.

**Known Spells:** Your spellbook contains the spells you know of 1st level and higher. It starts with the following spells: Scribe Spell, and six other 1st-level spells of your choice from the Arcane spell list. Instead of choosing spells, you can have your book contain the following spells: Burning Hands, Detect Magic, Feather Fall, Mage Armor, Magic Missile, Scribe Spell, and Sleep. On your adventures, you might find other spells that you can add to your spellbook using Scribe Spell.

Whenever you gain a Wizard level after 1st, you add two Arcane spells of your choice to your spellbook without needing to cast Scribe Spell. Each of these spells must be of a level for which you have Spell Slots, as shown on the Wizard table. The spells are the culmination of arcane research you do regularly. Some other Wizard features also add spells to your spellbook.

**Ritual Caster:** 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.

**Creating Another Spellbook:** You can have more than one spellbook. You can create another one—perhaps as a backup or replacement—by casting Scribe Spell on a blank book. Doing so adds a spell as normal and makes the book your spellbook.

**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.

### 2nd Level: Scholar

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

### 2nd Level: Arcane Recovery

You have learned to 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 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.

Once you use this feature, you can’t do so again until you finish a Long Rest.

### 3rd Level: Wizard Subclass

You gain a Wizard subclass of your choice. A subclass is a specialization that grants you special abilities at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level and lower. This class’s description tells you the levels when your subclass provides features:

* Abjurer
* Bladesinger
* Blood Magic
* Chronurgist
* Conjurer
* Diviner
* Enchanter
* Evoker
* Graviturgist
* Illusionist
* Necromancer
* Osteomancer
* Runecrafter
* Scriber
* Transmuter
* War Mage

### 4th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 5th Level: Memorize Spell

In your magical research, you have unlocked the secrets of Memorize Spell and add that spell to your spellbook.

### 6th Level: Subclass Feature

You gain a feature from your Wizard subclass.

### 7th Level: Modify Spell

In your magical research, you have unlocked the secrets of Modify Spell and add that spell to your spellbook.

### 8th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 9th Level: Create Spell

In your magical research, you have unlocked the secrets of Create Spell and add that spell to your spellbook. That spell is cast immediately after Modify Spell and is followed by Scribe Spell. If you complete that trio of spells, you create a spell of your own.

### 10th Level: Subclass Feature

You gain a feature from your Wizard subclass.

### 12th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 14th Level: Subclass Feature

You gain a feature from your Wizard subclass.

### 15th Level: Spell Mastery

You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level and a 2nd-level 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.

### 16th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 18th Level: Signature Spells

You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd- level spells in your spellbook as your signature spells. You always have these spells 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 Rest or Long Rest.

If you want to cast either spell at a higher level, you must expend a Spell Slot as normal.

### 19th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 20th Level: Master Spellcrafter

You have become an expert at shaping and crafting spells. When you cast the Wish spell in order to cast any spell, you may choose four modifications form the description of Modify Spell, and add those modifications to the spell you are casting.