Wizard

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.

You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.

The Wizard Spell Slots per Spell Level
Level Proficiency Bonus Features Fields of Study 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Magic Study, Arcane Recovery 2 2 - - - - - - - -
2nd +2 Arcane Tradition 3 3 - - - - - - - -
3rd +2 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 3 4 3 - - - - - - -
5th +3 4 4 3 2 - - - - - -
6th +3 Arcane Tradition feature 4 4 3 3 - - - - - -
7th +3 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 5 4 3 3 3 1 - - - -
10th +4 Arcane Tradition feature 5 4 3 3 3 2 - - - -
11th +4 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 6 4 3 3 3 2 1 1 - -
14th +5 Arcane Tradition feature 6 4 3 3 3 2 1 1 - -
15th +5 6 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1 -
17th +6 7 4 3 3 3 2 1 1 1 1
18th +6 7 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 7 4 3 3 3 3 2 1 1 1
20th +6 Arch Mage 7 4 3 3 3 3 2 2 1 1
 

Class Features

As a wizard, you gain the following class features.

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 crossbows
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:

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

Spellcasting

As a student of arcane magic, your power stems from your ability to understand the intiricate forces and rules that is the foundation of your reality.

The magic you utilise is of the Arcane type, and it can be from any School of Magic. However, since you arent wielding magic due to inate talent or a through otherworldy gift, you dont add your proficensy bonus to your ability modifer for Spell attacks and Spell saves.

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.

Memoriesed Spells

You are capable of memorising a number of spells equal to your Arcana Skill Modifier (to a minimum of 1). The spells memorised can be of any level between 0 and 9.

To memorise a new spell, you need to spend 2 + 2 per spell level in hours partaking in a ritual/study session to learn the spell or exchange a spell that you memorised with a new spell. And the spell you are memorising to must be from a creature teaching you, or scripture containing information on the spell, such as a scroll or spell book.

Prepaired Spells

You are allso capable of preparing a number of spells equal to either your Inteligence Modifier or your Wizard level, wich ever is higher.

To be able to prepare spells, you need a spellbook, or a object that serves the function of a spellbook, and the ability to read and write in one language. This will serves as your repertoire of magic. With 1 hour of studining your spellbook, you can change out one of your spells with another writen in the book.

Spellbook Rules
Your spellbook

The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from and how it can be used. To expand this knowledge you must seek out locations, people and powerful entities to learn from. Seeking out organisations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.

Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook 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 caster 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 50 gp. 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.

Replacing the Book. You can copy a spell from your own spellbook or your memory into another book. 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 10 gp for each level of the copied spell. This also includes spells from your memory.

If you lose your spellbook. You are unable to prepare your spells, the spells you have prepared will be cast-able for the duration of 3 days. At the end of that time, any prepared spell will no longer be prepared for you, on account that their intricate castings slipped out of your mind.

If you want to make copies of your notes, 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 practitioners of the magic arts keep backup spellbooks in a safe place.

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 Intelligence modifier

Spell attack modifier = 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 spellcasting focus for your arcane spells. Items such as wands made from trees grown in enviroments with potent magical ambiance, or have a magical core made from a magical creature such as dragon heart string or unicorn hair. Crystal balls made from magical quarts can be used as well.

Magic Study

While you are at a bit of a disadvantage compared to other spell casters. The hours upon hours spent on studying the magical phenomenon of your world, has granted you with knowledge that allows you to not just compensate you shortcomings, but to excel in the use of magic.

At 1st wizard level, you are able to pick two options form the following Fields of Study bellow. When you gain levels in this class your knowalge grows with it, alowing you to pick addition Fields of Study, the amount you gain is showns in the Wizard Class table. You can take the same Field of Study multiple times.

Name Fields of Study
School Proficensy
Level 1 Wizard
You gain proficiensy in two schools of magic, that you chose. You add your Proficensy Bonus to Spell attacks and Spell saves for any spell you cast that belong to those two schools of magic.
Efficent Scribing
Level 1 Wizard
Reduce the base gold cost per hour for coppying a spell into your spell book by 10 gold, to a minimum of 5 gold per spell level. For backup copying a spell, reduce the per hour cost by 1 gold, to a minimum of 5 gold per spell level. If you are a savant in a school, the cost is halved after you had totaled the cost. Les material is requierd when creating spell scrolls.
Cantrip Study
Level 1 Wizard
You are able to memorize 3 more spells, but they can only be cantrips.
Scholar Study
Level 2 Wizard
Choose one of the following skills in which you have proficiency: Arcana, History, Nature, or Religion. You have Expertise in the chosen skill.
Medical Degre
Level 2 Wizard
You gain proficiensy in the Medicine skill, if you are allready proficient then you gain expertise in the skill.
You are able to use your Inteligence modfier for Medicine chesk instead of your Wisdom modifier.
School Mastery
Inteligence 17+
You master a schools of magic of your chose. Apply 1½ times you Proficensy Bonus to Spell attacks and Spell saves for any spell cast that belongs to that school of magic. You have to allready add you Proficensy Bonus to that school.
Each time you pick this study add +2 to the inteligence score requierment.
Elemental Mastery
Level 5 Wizard
You add your spellcasting ability modifier to two damage types of your choise when casting spells. Chose from the following:
Acid, Cold, Fire, Lightning, Poison or Thunder.
Project Magic
Level 5 Wizard
You are able to extend the range of spells that only targets yourself to one creature that you can toutch. The targeted creature has to hold consentration on the spell if it requiers it. You can do this a number of times equal to your proficensy bonus, you regain all expended uses when you finish a long rest.
You are able to pick this study again, doing so will negate the charge limit.
Battle Caster
Level 9 Wizard
When you use your action to cast a cantrip or take the attack action, you can use a bonus action to cast a cantrip that requiers an Action to cast.
Extra Recovery
Level 9 Wizard
You are able to use the Arcane Recovery feature one additonal time before you need to long rest.
Magic Mastery
Level 17 Wizard
Any time you cast a spell, it is upcasted one level higher than the spell slot you expended to cast the spell.
Spell Mastery
Level 17 Wizard
Choose a 1st-level and a 2nd-level spell that you have memorised. You can cast those spells at their lowest level without expending a spell slot. If you want to cast the spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange the spell with a different spells of either 1st-level or a 2nd-level that you have memorised.
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.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

School Source
Abjuration Player's Handbook
Bladesinging Sword Coast Adventurer's Guide
Tasha's Cauldron of Everything
Chronurgy Magic Explorer's Guide to Wildemount
Conjuration Player's Handbook
Divination Player's Handbook
Enchantment Player's Handbook
Evocation Player's Handbook
Graviturgy Magic Explorer's Guide to Wildemount
Illusion Player's Handbook
Necromancy Player's Handbook
Order of Scribes Tasha's Cauldron of Everything
Transmutation Player's Handbook
War Magic Xanathar's Guide to Everything
Primamancy RPathos
Unearthed Arcana
Lore Mastery Unearthed Arcana 29 - Warlock and Wizard
Onomancy Unearthed Arcana 63 - Cleric, Druid, Wizard
Theurgy Unearthed Arcana 33 - Wizard Revisited

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.

Arch Mage

At 20th level, you have become a master of magic only a rare few could hope to atain. Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 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.