You must have a INT score of 13 or higher in order to multiclass in or out of this class.
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, brute-force mind control, and much more.
| Levels | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Spells Known |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | INT + wizard level | ||||||||
| 2 | 3 | |||||||||
| 3 | 4 | 2 | ||||||||
| 4 | 4 | 3 | ||||||||
| 5 | 4 | 3 | 2 | |||||||
| 6 | 4 | 3 | 3 | |||||||
| 7 | 4 | 3 | 3 | 1 | ||||||
| 8 | 4 | 3 | 3 | 2 | ||||||
| 9 | 4 | 3 | 3 | 3 | 1 | |||||
| 10 | 4 | 3 | 3 | 3 | 2 | |||||
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | ||||
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | ||||
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips. You know 3 cantrips of your choice from the wizard spell list.
Preparing and Casting Spells. You may prepare a number of wizard spells equal to your INT + your wizard level, minimum of 1 spell. The spells must be of a level for which you have spell slots. You may change any number of spells in your spell list during a long rest, requiring 1 minute of meditation per spell level for each spell you change. The spells you prepare must be in your spellbook.
Spellbook. You have a spellbook that contains 4 + 2 * your wizard level wizard spells of your choice. These spells can only be of spell levels you can prepare. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs that 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 may 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, the 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 50gp. 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 may copy a spell from your own spellbook into another book. For example, if you want to make a backup copy of your spellbook. This works the same way as copying a new spell into your spellbook, but you need spend only 1 hour and 10gp per spell level.
Ritual Casting. You may cast any wizard spell you have prepared as a ritual if that spell has the ritual tag.
Spellcasting Focus. You may use an arcane focus as a spellcasting focus for your wizard spells.
Spellcasting Ability. Your spellcasting ability is INT.
Spell Save DC. 8 + proficiency + INT
Spell attack modifier. proficiency + INT
You have learned to regain some of your magical energy by studying your spellbook. Once per day, after finishing a short rest, you may 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 spell slots can be 6th level or higher.
Choose a subclass:
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practicioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a single blade.
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.
Wizardry urges the relentless pursuit of knowledge that pushes every boundary in search of greater power and understanding, but some boundaries are never meant to be crossed. Occultists care not for these limitations, peering behind cosmic veils, devouring forbidden secrets, and pushing their understanding of spellcraft until reality itself tears open. It is from the strange, alien realms that are revealed which they draw even greater power, shattering all limits no matter the eldritch consequences.
Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
Philosophers have focused their study of wizardry on the fundamental nature of existence and reality. They seek the most quintessential truths of creation and manipulate those forces and substances through alchemical practice. Through understanding, deconstruction, and reconstruction, they master the natural energies of the world around them and alter it to their will.
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
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.
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists - including many gnome wizards - are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches 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.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?"
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You learn an additional cantrip, for a total of 4.
You gain a feature depending on your arcane tradition.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You gain a feature depending on your arcane tradition.
You learn an additional cantrip, for a total of 5.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You gain a feature depending on your arcane tradition.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level and 2nd level wizard spell that are in your spellbook. You may cast these two 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 usual. You may exchange one or both spells chosen by spending 8 hours in study.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You gain mastery over 2 powerful spells, and can cast them with little effort. Choose 2 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. You may cast both spells once per long rest. If you want to cast either spell at a higher level, you must expend a spell slot as usual.