One Simple Weapon you are proficient with
One Spellbook
One Arcane Focus
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.
| Class Level | Prof. Bonus | Cantrips Known | Level 1 Slots | Level 2 Slots | Level 3 Slots | Level 4 Slots | Level 5 Slots | Level 6 Slots | Level 7 Slots | Level 8 Slots | Level 9 Slots |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | 3 | 2 | - | - | - | - | - | - | - | - |
| 2 | +2 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3 | +2 | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4 | +2 | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | +3 | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | +3 | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7 | +3 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | +3 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | +4 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10 | +4 | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11 | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12 | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17 | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Amount of spells prepared = Intelligence modifier + your wizard level + your proficiency bonus
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As a Wizard, you are a Non Martial, however, if your School of Magic grants you the Extra Attack feature, then the moment you select your Subclass, you will count as a Half Martial. Which means that from that moment forward, you have a Martial Level equal to half your level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the place designed for it.
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, except your cantrips, which are fixed in your mind. 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.
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.
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 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.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
You can copy a spell from your own spellbook into another bookâfor 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.
Arcane Tradition.
Choose the Arcane Tradition you belong to you, each of which is detailed at the end of the class's description.
Ability Score Improvement.
When you reach 4th 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. Alternatively, you can choose to take a Feat instead.
Arcane Tradition Feature.
You gain a feature granted by your Arcane Tradition choice, which you can find in the appropriate page.
Ability Score Improvement.
When you reach 8th 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. Alternatively, you can choose to take a Feat instead.
Arcane Tradition Feature.
You gain a feature granted by your Arcane Tradition choice, which you can find in the appropriate page.
Ability Score Improvement.
When you reach 12th 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. Alternatively, you can choose to take a Feat instead.
Arcane Tradition Feature.
You gain a feature granted by your Arcane Tradition choice, which you can find in the appropriate page.
Ability Score Improvement.
When you reach 16th 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. Alternatively, you can choose to take a Feat instead.
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.
Ability Score Improvement.
When you reach 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. Alternatively, you can choose to take a Feat instead.
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.
Abjuration
Astronomy
Biomancy
Bladesinging
Chronurgy
Conjuration
Divination
Enchantment
Evocation
Familiarist
Graviturgy
Hemomancy
Hydromancy
Illusion
Necromancy
Scribes
Shinobi
Transmutation
War
Witchcraft