Wizard

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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 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. See chapter 10 for the general rules of
spellcasting and chapter 11 for the Wizard Spell List.

Cantrips

At 1st level, you know three cantrips o f 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 o f 1st level and higher. To cast one of
these spells, you must expend a slot o f 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 o f wizard
spells from your spellbook equal to your Intelligence
modifier + your wizard level (minimum o f one spell). The
spells must be o f 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 o f 16, your list o f prepared spells can
include six spells o f 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 o f prepared spells.
You can change your list of prepared spells when
you finish a long rest. Preparing a new list o f 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 (found in chapter 5) 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 o f 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 (see the “Your Spellbook” sidebar).

Arcane Recovery
You have learned to regain some o f 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 o f 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 o f 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 o f magic through one
o f eight schools: Abjuration, Conjuration, Divination,
Enchantment, Evocation, Illusion, Necromancy,
or Transmutation, all detailed at the end o f 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 o f your
choice by 2, or you can increase two ability s cores 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 o f 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 o f 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.
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Wizard

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