Wizard

Class Requirements

Minimum Intelligence Score: 10

Class Features

As a wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6 per wizard level

Hit Points: 1d6 + your Constitution modifier per wizard level

Proficiencies

Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

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:

Table- The Wizard

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th
1st +2 Spellcasting 2 - - - - -
2nd +2 School of Magic 3 - - - - -
3rd +2 - 4 2 - - - -
4th +2 Ability Score Improvement 4 3 - - - -
5th +3 - 4 3 2 - - -
6th +3 Additional School of Magic 4 3 3 - - -
7th +3 - 4 3 3 1 - -
8th +3 Ability Score Improvement 4 3 3 2 - -
9th +4 - 4 3 3 3 1 -
10th +4 Additional School of Magic 4 3 3 3 2 -
11th +4 - 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 - 4 3 3 3 2 1
14th +5 Additional School of Magic 4 3 3 3 2 1
15th +5 - 4 3 3 3 2 1
16th +5 Ability Score Improvement 4 3 3 3 2 1
17th +6 - 4 3 3 3 2 1
18th +6 Spell Mastery 4 3 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 3 2
20th +6 Signature Spell 4 3 3 3 3 2

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Spellbook

At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your wizard 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 rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

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.

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 for free. 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.

School of Magic

When you reach 2nd level, and again at 6th, 10th, and 14th level, you can select a school of magic. Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation. The gold and time you must spend to copy a spell of that school into your spellbook is halved.

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.

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 rest.

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