SRD5:Wizard

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Wizard is a class in 5th edition.

Class Features

As a Wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6
Hit Points at 1st Level: 6 + your SRD5 modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wizard level after first

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, and light crossbows
Tools: None
Saving Throws: Intelligence , Wisdom
Skills: Choose 1 from Arcana, History, Insight, Investigation, Medicine, Religion.

Equipment

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

Wizard Overview Table

The Wizard
Level Proficiency
Bonus
Features Cantrips
Known
Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2
2nd +2 Arcane Tradition 3 3
3rd +2 4 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 4 4 3 3 3 1
10th +4 Arcane Tradition feature 4 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 5 4 3 3 3 2 1 1
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 1 1 1

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See the general rules of spellcasting and the wizard spell list.


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

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 spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that 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 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 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 10 gp 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.

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.

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 spellcasting 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 Overview table. On your adventures, you might find other spells that you can add to your spellbook.

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

Also see: School of Magic

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.


Arcane Traditions

This section exceeds the text of the SRD

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.

21 subclasses.
Subclass Summary Features Flags License Source
School of Abjuration Focuses on abjurations Abjuration Savant, Arcane Ward, Projected Ward, Empowered Abjuration, Spell Resistance Canon, Pointer Fair Use Player's Handbook (5e)
Academy of Devastation This arcane tradition, developed by hobgoblins, focuses on results rather than theory. Bonus Proficiencies and Limitations, Arcane Advantage, Army Arcana, Evocation Focus, Extra Attack Varied Varied
Bladesinging This tradition focuses on using a weapon as a focus. Training in War and Song, Bladesong, Extra Attack, Song of Defense, Song of Victory Canon, Pointer Fair Use Tasha's Cauldron of Everything
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 Invention This tradition focuses magical experimentation. Tools of the Inventor, Arcanomechanical Armor, Fateful Naming, Reckless Casting, Alchemical Casting, Prodigious Inspiration, Controlled Chaos Pointer, UA Fair Use UA Three Subclasses
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)
School of Nightstalkers These wizards draw power from the study of the nightstalker mysteries. Enmity, Esoteric Knowledge, Nightstalker Magic, ____, Iron Resolve., Turn Creatures of Enmity, ____ User Creation CC-BY-SA Rlyehable
Onomancy This tradition focuses on true names. Bonus Proficiencies, Extract Name, Fateful Naming, Resonant Utterance, Inexorable Pronouncement, Relentless Naming Pointer, UA Fair Use UA Cleric, Druid and Wizard
Psionics !Deprecated! These wizards cast spells with the power of the mind. Psionic Focus, Psionic Devotion, Thought Form, Mental Discipline, Empowered Psionics, Thought Travel Pointer, UA Fair Use UA Fighter, Rogue, and Wizard
Runecrafter Wizard that draws power from the power of runes. Runes of Understanding, Runic Empowerment, Sigils of Warding, Rune Maven, Engraved Enmity Pointer, UA Fair Use UA 2022 Giant Options
School of Kinetomancy These tradition focuses on kinetics. Kickback, Arcane Momentum, Reactive Force, Kinetic Transfer Pointer Fair Use Venture Maidens Campaign Guide
Order of Scribes This tradition focuses on recording and describing magic. Wizardly Quill, Awakened Spellbook, Manifest Mind, Master Scrivener, One with the Word Canon, Pointer Fair Use Tasha's Cauldron of Everything
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

When you (a character) 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 Spell

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.

End of the SRD5 material

Optional Class Features

These features are GM optional.

Additional Wizard Spells

Optional 1st level wizard feature.
Additional wizard spells.[1] (included in wizard spell list).

Cantrip Formulas

Optional 3rd level wizard feature.
At the end of a long rest, you may replace a cantrip you know with another one.[1]

Sources and Notes

  1. Jeremy Crawford, et. al.. Tasha's Cauldron of Everything (5e) (2020-11-17). Wizards of the Coast. ISBN 9780786967025. p. 75-76. (unofficial summantion) 1.0 1.1


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