C.Z. 🪄 Wizard - JulTob/DnD GitHub Wiki

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 - - - - - - - -
2nd +2 Arcane Tradition 3 3 - - - - - - - -
3rd +2 — 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 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 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 — 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 2 1 1

In a quiet glade, far from the noise of the world, an elf stands still as the morning mist. She breathes deeply, letting her mind settle into the rhythms of the earth beneath her feet. With a soft murmur, her fingers trace patterns in the air, weaving a delicate spell. A single spark leaps from her hands, dancing through the air before it blooms into a wave of fire, rolling over the horizon like a dawn.

In the shadowed corner of an ancient library, a human kneels on the cold stone floor. His hands move with careful precision, tracing lines of chalk that form a complex circle. Each stroke is a word in the language of creation, each curve a note in the symphony of the cosmos. As he completes the final arc, he whispers an incantation. The air within the circle shimmers and parts, revealing a void where reality thins, and the breath of another world mingles with our own.

Deep within the earth, where light never reaches, a gnome crouches at a crossroads. From a leather pouch, he draws bones etched with old runes, relics of forgotten stories. He casts them onto the ground, watching as they tumble and settle. His eyes close, and he listens—not with his ears, but with that inner sense that touches the currents of time and fate. When he opens his eyes, he knows the path he must take.

Wizards are the stewards of magic, not merely wielders of power, but weavers of the unseen threads that bind the universe. They draw from the deep wells of magic that flow through the fabric of existence, casting spells that can ignite the sky, shape the mind, or even bend the laws of nature. Their magic summons beings from other realms, peers into the yet-to-be, and reanimates the still. With their greatest spells, wizards can reshape the world, calling forth the stars themselves or tearing open the boundaries between realities.

The Wizard: Weavers of Reality

To be a wizard is to walk a path steeped in mystery, where the pursuit of knowledge is both a privilege and a burden. Wizards are the architects of magic, shaping the world through their mastery of the arcane. They stand as scholars in a universe woven with threads of magic, each spell a stitch in the grand tapestry of existence. Their spellbooks are more than mere collections of incantations; they are living tomes, repositories of the ancient and the unknown, where each page turned brings them closer to understanding the hidden mechanics of the cosmos.

Scholars of the Arcane

Magic is a force that calls to those who yearn to understand the deeper truths of the world, those who seek not just knowledge, but mastery over the very essence of reality. To some, it is a path to godlike power, the means to shape the world with a word and a gesture. Yet, the true work of a wizard lies beneath the surface of these simple actions. A spell is more than an utterance or a flick of the hand; it is the culmination of years of study, the distillation of wisdom passed down through generations, and the personal insight gained from countless hours of practice and reflection.

Wizards are defined by their spells, each one a thread in the tapestry of their life. All else fades in importance next to the pursuit of this arcane knowledge. They grow as they experiment, discovering new spells through their own efforts, or learning from the wisdom of others, whether through the whispered teachings of ancient wizards, the hidden knowledge of old tomes, or the mysteries shared by magical beings that dwell in the forgotten corners of the world. For a wizard, the journey of learning is endless, a path that winds ever deeper into the heart of magic itself.

Arcane Traditions

The study of wizardry is as old as the first spark of fire, as ancient as the earliest whispers of magic. Across the worlds, wizards have shaped and refined their craft, creating traditions that reflect the many facets of the arcane. These traditions, known as schools of magic, are not just institutions but ways of understanding the world. Whether in grand academies where students compete for knowledge, or in the solitary towers of reclusive masters, these schools organize the vast array of spells into eight disciplines, each requiring its own unique mastery. Through these schools, the legacy of magic is passed down, one generation to the next, a timeless pursuit of the mysteries that lie beyond the veil.

Multiclass Video

The Lure of Knowledge

A wizard’s life is rarely ordinary. Some may find themselves teaching in libraries or universities, sharing the secrets of the cosmos with eager minds. Others might sell their skills as diviners, serve in armies, or even walk darker paths of crime and conquest. Yet, the call of the unknown is irresistible. Even the most cautious wizards are drawn from their studies into ancient ruins and forgotten cities, driven by the belief that lost secrets from ages past hold the key to powers beyond anything known today. It is this pursuit—of knowledge, of power—that pulls wizards from the safety of their books into the wilds of the world.

Creating a Wizard

Creating a wizard begins with a story shaped by the extraordinary. What first led your character to the threshold of magic? Was it an innate talent that revealed itself, or the result of relentless study and practice? Perhaps it was an encounter with a mystical creature or the discovery of an ancient tome that opened the door to the arcane. What pulled you from the quiet pursuit of knowledge into the wider world? Was it the insatiable hunger for more after your first taste of magic? Or perhaps rumors of a hidden trove of secrets, untouched by others, lured you onward. Maybe, the thrill of testing your newfound power against the unknown drove you into the heart of danger. Each wizard’s journey begins with that moment: a spark that ignites a lifelong quest. What first led your character to the threshold of magic? Was it an innate talent that revealed itself, or the result of relentless study and practice? Perhaps it was an encounter with a mystical creature or the discovery of an ancient tome that opened the door to the arcane. What pulled you from the quiet pursuit of knowledge into the wider world? Was it the insatiable hunger for more after your first taste of magic? Or perhaps rumors of a hidden trove of secrets, untouched by others, lured you onward. Maybe, the thrill of testing your newfound power against the unknown drove you into the heart of danger. Each wizard’s journey begins with that moment—a spark that ignites a lifelong quest.

Quick Build

You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

The Wizard: Weavers of the Arcane

In the world of wizards, knowledge is power, and the pursuit of understanding is a journey that spans lifetimes. Wizards are scholars of the arcane, seekers of truths hidden in the very fabric of reality. Their spellbooks are more than just collections of spells; they are tomes of wisdom, repositories of secrets that could shape the world—or destroy it. To be a wizard is to stand on the precipice of the unknown, to peer into the void and pull forth the threads of magic that weave the universe together.

Spellbook: The Wizard’s Soul

A wizard’s spellbook is their most prized possession, a symbol of their dedication to the arcane arts. It is a living document, constantly evolving as the wizard's understanding grows. Each spell recorded within its pages represents hours of study, practice, and, perhaps, a touch of inspiration from realms beyond mortal comprehension.

Spellbooks

d6 Spellbook
1 The tome is a gift from your master, an aged volume whose margins are filled with notes and observations from your early studies.
2 You found this spellbook in an ancient library, its pages filled with strange, faded script that you have slowly deciphered.
3 Your spellbook is a plain, functional volume, but its pages are treated to withstand fire, water, and time itself.
4 The book is a finely bound, gilt-edged tome, a work of art as much as a tool of study, passed down through generations of wizards.
5 You created this spellbook yourself, stitching together pages from various sources and filling it with your unique insights.
6 Your spellbook is a loose collection of notes, scrounged together after you lost your previous tome in a magical mishap.

Ambition: The Wizard’s Drive

Few wizards embark on the study of magic without a personal goal—a vision of what they might achieve through mastery of the arcane. For some, magic is a means to an end; for others, it is an end in itself, a pursuit of knowledge for the sheer joy of discovery. Whatever the case, a wizard's ambition often defines their path, driving them to great heights—or to their doom.

Ambitions

d6 Ambition
1 You will prove that the gods aren’t as powerful as folk believe.
2 Immortality is the end goal of your studies.
3 If you can fully understand magic, you can unlock its use for all and usher in an era of equality.
4 Magic is a dangerous tool. You use it to protect what you treasure.
5 Arcane power must be taken away from those who would abuse it.
6 You will become the greatest wizard the world has seen in generations.

Eccentricity: The Wizard’s Quirk

Endless hours of solitary study and research can leave their mark on a wizard. These eccentricities are the outward signs of a mind that has wandered far beyond the borders of the mundane, delving into mysteries that most cannot fathom. While these quirks might seem odd to others, they are often the keys to a wizard's genius.

Eccentricities

d6 Eccentricity
1 You have the habit of tapping your foot incessantly, which often annoys those around you.
2 Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes.
3 You never enter a room without looking to see what's hanging from the ceiling.
4 Your most prized possession is a dead worm that you keep inside a potion vial.
5 When you want people to leave you alone, you start talking to yourself. That usually does the trick.
6 Your fashion sense and grooming—or more accurately, lack thereof—sometimes cause others to assume you are a beggar.

Wizard: How Did You Begin Your Arcane Studies?

d6 I became a wizard because...
1 I was always curious and had a deep desire to understand the workings of the universe.
2 My mentor recognized my talent and took me under their wing.
3 I found an old spellbook and became obsessed with uncovering its secrets.
4 I was born with a gift for magic, and I pursued it as a lifelong study.
5 I discovered that I had a knack for casting spells and decided to formalize my training.
6 I wanted to learn the secrets of the multiverse, so I dedicated myself to the study of magic.

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

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.

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

Preparing and Casting Spells.

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. You must expend a slot of the spell’s level or higher to cast one of these spells. 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 w izard 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 table. On your adventures, you might find other spells that you can add to your 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 level for which you have spell slots and 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 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.

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

When you reach 2nd level, you choose an arcane tradition, shaping your practice of m agic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

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