The Wizard Class

 
 

LevelProficiency Bonus1st Level Spell Slots2nd Level Spell Slots3rd Level Spell Slots4th Level Spell SLots5th Level Spell Slots6th Level Spell SlotsFeatures
1+2200000Spellcasting
2+2300000Arcane School
3+2310000Subclass I
4+2420000Ability Score Improvement
5+3421000Shifting Magic
6+3432000Subclass II
7+3532100None
8+3543200Ability Score Improvement
9+4543210None
10+4653310Subclass III
11+4653321None
12+4653332Ability Score Improvement

Basic Stats:

Level 1 HP = 4 + your Constitution Modifier; Gaining an additional [1d4 (or 3) + your Constitution Modifier] HP with every additional Wizard Level

Proficiencies

  • Armor: None

  • Weapons: None

  • Tools: None

  • Languages: Draconic

  • Saves: Expertise with Intelligence Saving Throws

  • Skills: Gain Expertise with Arcana

Equipment:

  • a Magical Focus (Orb, Rod, Staff, or Wand)

  • 10 GP worth of Writing Materials and a letter of recommendation from a School or Mentor

  • 50GP worth of enchanted paper and ink (for adding Spells)

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Spellcasting - You learn spells by study and by copying them into your Spellbook

    • Your Spellbook - each wizard is defined by their rigid structure, deployed in the world by their expansive spellbooks. You begin having already begun a collection of magic within your book

      • These can be in multiple forms but traditionally magical ink and parchment are layered into a Wizard’s book using the ritualistic magic deployed when expanding a book’s knowledge. This is utilized not only to harness their magic but to cast spells.

      • Cantrips

        • At 1st level there are 3 Cantrips from the Wizard Spell List within your Spellbook, you can choose which

      • Spells

        • At 1st level there are 3 1st-Level Spells from the Wizard Spell List within your Spellbook, you can choose which

      • Backup Spellbook

        • If you have a second Spellbook while your first is still intact then you can halve the Gold Cost when transferring the Spell from one Spellbook of yours to another and can immediately start using it if your current Spellbook is lost 

    • Spellcasting Ability

      • Intelligence is your spellcasting ability for your wizard spells, since the power of your magic comes from your ability to memorize complex procedures. You utilize your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the Save 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

    • Spellcasting Focus

      • You must use an arcane focus as a spellcasting focus for your Wizard Spells, normally taking the form of Wands, Staves, Orbs or your own personal Spellbook. In addition, for Spells that you haven’t Prepared you are also required to be holding your Spellbook in the process of Casting it as another Material Component

    • Memorizing Magic 

      • Every time you finish a Long Rest you use your Spellbook to Memorize your magics for the day. Every Spell Slot you have is assigned to a specific Spell as you link that spell to the mote of energy to be utilized. For example, a Lv.1 Wizard begins with 2 1st-Level Spell Slots and 3 Lv.1 Spells in their Spellbook, so after completing a Long Rest they assign the Shield Spell to one Spell Slot and Magic Missile to the other. During the day when they want to use a Spell Slot they can choose between casting Magic Missile or Shield

      • Your Cantrips are simpler Spells that you can keep on hand, you can have a number of Cantrips Memorized equal to your Intelligence Modifier. Whenever you want to cast a Cantrip you haven’t Memorized you can do so by reading from your Spellbook

    • Learning Spells

      • You can add Wizard Spells of a Level you have access to by finding them written down somewhere else and spending 2 Hours and 50 GP per Spell Level to your book, the cost accounting for the cost of materials to copy the spell’s language (having to re-write it in your own script) as well as the time to practice casting it from your Spellbook. Cantrips cost 1 Hour and 25GP each. 

        • Each of these spells must be of a Level for which you have Spell Slots to utilize

        • Every time you finish a Long Rest you can select a number of Spells equal to your Wizard Level + your Intelligence Modifier: You can cast these Spells without needing to have your Spellbook and if your Spellbook should ever be destroyed you can carry on casting them or adding them to another book. 

    • Spell Slots of 1st Level or Higher

      • You regain all of your Spell Slots after completing a Long Rest. However, after you complete a Short Rest you can regain a number of Spell Slots equal to half your Wizard Level (rounded down). So a 5th Level Wizard can regain 2 1st Level Slots or a 2nd Level Slot 

    • Ritual Spellcasting

      • You can use this Ability a number of times per Long Rest equal to your Proficiency Bonus. To do so select any Spell that you have in your Spellbook which has a Casting Time less than 10 minutes. You can utilize this Ability to spend 10 minutes to cast that Spell and gain its benefits without expending a Spell Slot

  • Arcane School

    • Choose one of the Schools of Magic (Conjuration, Necromancy, Evocation, Abjuration, Transmutation, Divination, Enchantment, or Illusion) to focus your studies on. The cost of adding Spells of this type to your Spellbook is halved, both in time and gold cost. Then at 6th and 10th Levels you can select an additional School of your Choice for this Feature to apply to, and whenever you pick one of these Schools you can add one of the appropriate Spells to your Spellbook

  • Ability Score Improvement

    • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each\

  • Shifting Magic

    • You have garnered the ability to occasionally edit magic on the fly. Once per Short Rest you can replace a number of Spell Slots with different spells of your choice equal to your Intelligence Modifier

Subclass: While many Wizards have gone to school for more formal trainings, such as the common Lore and War variants, there are still many who have taken their first Spellbook by more aggressive or mischievous means. Though most of the differentiation between Wizards come from the Spells they store in the book there are some that instead take their knowledge and began to apply them across the board for less scholarly intentions

  • Elementalist: These Wizards have taken to the powers of power itself, exchanging more myriad spells with the type that can strike down foes faster and faster as the Wizard gains access to more Spells. They are commonly mistrusted among the community, a special tenor kept up against Wizards who do nothing but copy down Spells that do damage

    • I

      • Master of Basics

        • Cantrips that you Cast which deal Acid, Cold, Fire, Lightning, Poison, or Thunder Damage deal additional Damage equal to your Intelligence Modifier and if they require a Save they deal half Damage on your target’s Success instead of dealing no Damage

      • Elementalist I

        • You can add any Arcane Spell which you have Spell Slots for that deals Acid, Cold, Fire, Lightning, Poison, or Thunder Damage to your Spellbook

    • II

      • Controller

        • You can select a number of Creatures in the area affected by a Spell you’ve cast that deals Acid, Cold, Fire, Lightning, Poison, or Thunder Damage and requires a Save, up to an amount equal to 1 + your Intelligence Modifier. These Creatures automatically succeed on the Save and do not take any Damage if they would have normally taken some on a Successful Save

      • Elementalist II

        • You can add any Arcane Spell which you have Spell Slots for that deals Acid, Cold, Fire, Lightning, Poison, or Thunder Damage to your Spellbook

    • III

      • Elemental Master

        • Once per Long Rest when you cast a Spell to deal Acid, Cold, Fire, Lightning, Poison, or Thunder Damage you can fully power it using your Bonus Action and this ability. If that Spell Requires an Attack Roll you have Advantage on it and if it requires a Save, all affected creatures do so with Disadvantage. You then maximize the Damage Dice Rolled. 

      • Elementalist III

        • You can add any Arcane Spell which you have Spell Slots for that deals Acid, Cold, Fire, Lightning, Poison, or Thunder Damage to your Spellbook

  • Librarian Scribe: This is the classic, common, traditional Wizard. They have spent their lives studying all types of spells and secrets of the magical world, with some of the most well informed Wizards being brought into the fold of great leaders or powerful merchants to serve as advisors in exchange for access to the vital resources of a wizard. Still others find their way through academia their whole lives, the pursuit of knowledge with their fellow mages bringing them their greatest joy

    • I

      • Master of Knowledge

        • Select any Intelligence Skill you’re not Proficient with to gain Proficiency

        • Select any Intelligence Skill you’re Proficient with and increase that to Expertise

        • You add the Spell “Unseen Servant” to your Spellbook

      • Quick Scribe

        • Adding magic to your Spellbook is extremely efficient and so you can expend half the normal time and money to copy magic from your Spellbook into another

    • II

      • Master of Knowledge II

        • Select any Intelligence Skill you’re not Proficient with to gain Proficiency

        • Select any Intelligence Skill you’re Proficient with and increase that to Expertise

      • Completed Studies

        • You increase your Skill with Arcana to Mastery

    • III

      • Master of Knowledge III

        • Select any Intelligence Skill you’re not Proficient with to gain Proficiency

        • Select any Intelligence Skill you’re Proficient with and increase that to Expertise

      • Adaptive Librarian - You can adjust your Spellbook to compensate for any kind of Magic

        • You can add Spells from any Class List to your Spellbook using intense Modification, at the cost of 4* the normal amount which isn’t affected by your Quick Scribe ability.

        • You can keep a number of Spells equal to your Intelligence Modifier in any 1 of your Spellbooks. These cannot be higher than 4th Level, must not have a Material Component with a Gold Cost, and can’t be utilized as Ritual Spells. These added Spells become Wizard Spells for you, and because of its eclectic nature no other Wizard can try and copy it from your Spellbook as it comes across as complete nonsense unless they are also a Lore Scribe and spend a number of years equal to the Spell’s Level to do so

  • Necrologist: Although greatly feared and looked down upon in most cultures there are those who both for good and for ill have taken to the study of creatures whose bodies can no longer be maintained by themselves, and so these corpse doctors advance the fields of medicine (if good) or soul magic (if evil). Of course many argue that this is simply a nonsensical moral qualm that people should rid themselves of but it doesn’t seem to be going away any time soon, even as Necrologist demonstrate their powers

    • I

      • Undeath I

        • You gain Resistance to Necrotic Damage 

        • Your Maximum HP increases by 3

        • The Undead under your employ gain increased virility, being able to add your Proficiency Bonus to their Attack Rolls, Damage Rolls, Saving Throws, and their Maximum HP

      • Reaper

        • When a Creature dies within 20m of you, you can use your Reaction to absorb some of their Soul Essence, regaining HP equal to 1d6 + your Wizard Level. If you would gain more HP than your Maximum HP it is instead stored as Shielding, though you cannot use this ability if you would gain Shielding and already have some from any source. This Shielding fades if you finish a Short or Long Rest and provides an additional d6 of healing at 6th Level and 10th Levels of this Class

    • II

      • Undeath II

        • You gain Resistance to Poison Damage 

        • Your Maximum HP increases by 3

        • You gain the custom Spell “Undeath” 

          • Verbal and Somatic Components, 1 Action to Cast, you can cast at will without expending a Spell Slot, and provides 2d4 + your Intelligence Modifier Shielding (which doesn’t stack with other forms of Shielding besides your Reaper Feature)

          • This Spell is always memorized and costs only 1GP and 1 minute to add to a Spellbook. 

      • Loyal Servant

        • You can select any Undead you control to be your "Bodyguard" and no longer need to recast your Spells daily to keep them from going wild, this effect ends if they are reduced to 0HP, or if they ever stray more than 1km from you. Finally, they gain double the bonuses that your other undead get from the "Undeath" Feature. You can designate an additional Creature as a “Bodyguard” when you reach 8th Level, and another when you reach 10th Level

    • III

      • Undeath III

        • You gain Resistance to Acid Damage

        • Your Maximum HP increases by 3

        • When you Create or Animate Undead they cannot be controlled by anyone but you, in addition you can use your Action to make any Undead of CR5 or lower within 30m make a Wisdom Saving Throw against your Spell Save DC. On a Failure they become under your control as if you cast the Spell that animated them

  • Seer: The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight

    • I

      • Clear Sight

        • When you complete a Short or Long Rest you focus on a Divination Circle for 1 Minute. Roll 2 d20s and write down each of these results, at a later time you can use your Reaction to change the Roll of a Creature that you can see to one of the results you wrote down when they make any Roll. Once this is done, the d20 Value is removed. If you do not use these d20s by the time you take another Short or Long Rest they are removed and you replace them with the new Rolls. When you reach Level 10 in this Class you gain an additional d20 for this Feature.

      • Enhanced Sight I

        • You gain Proficiency with Insight or Perception (your Choice)

        • When you finish a Long Rest you can choose between one of the following effects from the list below to gain for your personal benefit; this effect ends when you use this Feature again

          • Advantage on Dexterity Saving Throws

          • Darkvision (20m)

          • Ethereal Sight (20m)

          • See Invisibility (20m)

          • True Sight (4m)

    • II

      • Enhanced Sight II

        • You gain Proficiency with Insight or Perception (your Choice)

        • You can cast Detect Magic at WIll without expending a Spell Slot

        • You can select additional Enhanced Sight effects

          • Can read all languages as if fluent

          • Can cast Locate Creature at will without expending a Spell Slot

          • Can cast Locate Object at will without expending a Spell Slot

          • Darkvision on you and an ally (20m)

          • Darkvision (40m)

    • III

      • Enhanced Sight III

        • You gain Expertise with Insight or Perception (your Choice)

  • War Wizard: A variety of arcane colleges specialize in training wizards for war, the militaries of the times regularly relying on these specialists to turn the tides of battles. The tradition of War Magic blends principles of evocation and abjuration, teaching techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses. Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

    • I

      • Spell Duelist I

        • You gain Proficiency with Initiative

        • You gain a +2 bonus to all your Spell Attack Rolls and to the subsequent Damage Rolls of your Prepared Spells

        • You can add the “Absorb Elements” Spell to your Spellbook without a cost

    • II

      • Spell Duelist II

        • When you Cast either Counterspell or Dispel Magic and must make an Ability Check to do so, you can add your Proficiency Bonus to the Roll

        • When you Cast Mage Armor on yourself the Base AC is increased to 15

    • III

      • Spell Duelist III

        • You can add 2 * your Proficiency Bonus twice to Counterspell and Dispel Magic Rolls 

        • After rolling Initiative you have Advantage on any Spell Attack Rolls you make on your first turn

        • When you Roll Initiative you gain Shielding equal to 2d10 + your Wizard Level until the end of that combat

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