- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Equipment
- 1.4 Wizard Overview Table
- 1.5 Spellcasting
- 1.6 Arcane Recovery
- 1.7 Arcane Tradition
- 1.8 Ability Score Improvement
- 1.9 Spell Mastery
- 1.10 Signature Spell
- 2 Sources
As a Wizard, you gain the following class features.
Hit Dice: 1d6
Hit Points at 1st Level: 6 + your [[SRD5:
Hit Points at Higher Levels: 1d6 (or 4) + your [[SRD5:
]] modifier per Wizard level after first
Weapons: Daggers, darts, slings, quarterstaffs, and light crossbows
Saving Throws: Intelligence , Wisdom
Skills: Choose 1 from Arcana , History , Insight , Investigation , Medicine , Religion .
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
Wizard Overview Table
|—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Arcane Recovery||3||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||4||3||—||—||—||—||—||—||—|
|6th||+3||Arcane Tradition feature||4||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||4||3||3||2||—||—||—||—||—|
|10th||+4||Arcane Tradition feature||4||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||3||2||1||—||—||—|
|14th||+5||Arcane Tradition feature||5||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||5||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||5||4||3||3||3||3||2||1||1||1|
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.
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, except your cantrips, which are fixed in your mind.
Preparing and 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.
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 long 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.
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 attack modifier = your proficiency bonus + your Intelligence modifier
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. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard Overview table. On your adventures, you might find other spells that you can add to your spellbook.
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.
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, Necromancy, or Transmutation. Additional traditions have been added from additional sources.
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
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. In some places, these traditions are literally schools. Elsewhere, they 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||Focuses on abjurations||Abjuration Savant, Arcane Ward, Projected Ward, Empowered Abjuration, Spell Resistance||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|Bladesinging||This elven only tradition focuses on using a sword as a focus.||Restriction Eves Only, Training in War and Song, Bladesong, Extra Attack, Song of Defense, Song of Victory||Canon, Pointer||Fair Use||Sword Coast Adventurer's Guide|
|School of Conjuration||Focuses on conjurations||Conjuration Savant, Minor Conjuration, Benign Transposition, Focused Conjuration, Durable Summons||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|School of Divination||Focuses on divinations||Divination Savant, Portent, Expert Divination, The Third Eye, Greater Portent||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|School of Enchantment||This school focuses on enchantment, the manipulation of other's will.||Enchantment Savant, Hypnotic Gaze, Instinctive Charm, Split Enchantment, Alter Memories||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|School of Evocation||This tradition focuses on magic that creates powerful elemental effects||Evocation Savant, Sculpt Spells, Potent Cantrip, Empowered Evocation, Overchannel||Canon||OGL||SRD-OGL v5.1|
|School of Illusion||This school focuses on illusion, the manipulation of the senses||Illusion Savant, Improved Minor Illusion, Malleable Illusions, Illusory Self, Illusory Reality||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|School of Necromancy||This school focuses on necromancy - withering, disease, and death||Necromancy Savant, Grim Harvest, Undead Thralls, Inured to Undeath, Command Undead||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|Psionics||!Deprecated! These wizards cast spells with the power of the mind.||Psionic Focus, Psionic Devotion, Thought Form, Mental Discipline, Empowered Psionics, Thought Travel|
|Summoner||The summoner tradition focuses on summoning and manipulating creatures.||Summoning Specialization, Summon Humanoids, Enduring Summoning, Quick Summoning||User Creation||CC-BY-SA||Rlyehable|
|Technomancy||This tradition focuses on the magic of technology||Bonus Proficiencies, Technological Savant, Program Spell, Online Casting, Chained Device||Pointer, UA||Fair Use||UA Modern Magic|
|Theurgy||This tradition draws its power from the Gods of Magic (Loki, Circle, etc.)||Divine Inspiration, Arcane Initiate, Channel Arcana, Arcane Acolyte, Arcane Priest, Arcane High Priest||Pointer, UA||Fair Use||UA Non-Divine Faithful SFG|
|School of Transmutation||This school focuses on transmutation, the changing one thing into another||Transmutation Savant, Minor Alchemy, Transmuter's Stone, Shapechanger, Master Transmuter||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|War Magic||This tradition focuses on casting in combat||Arcane Deflection, Tactical Wit, Power Surge, Durable Magic, Deflecting Shroud||Canon, Pointer||Fair Use||Xanathar's Guide to Everything|
Ability Score Improvement
See the Ability Score Improvement article for full details. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can use this feature.
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.
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.
- Open Game Content