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Wizard

C
lad in the silver robes that denote her station, an
elf closes her eyes to shut out the distractions of
the battletield and begins her quiet chant.
Fingers weaving in front of her, she completes
her spell and launches a tiny bead of tire toward
the enemy ranks, where it erupts into a
confiagration that engulfs the soldiers. Checking
and rechecking his work, a human scribes an intricate magic
circle in chalk on the bare stone fioor, 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 fioor 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, detined 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 tire, 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 portaIs to other worlds.

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

WIZARD
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Wizard
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Arcane Recovery, Spellcasting 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 Archmage 5 4 3 3 3 3 2 2 1 1

Spellcasting Preparing and Casting Spells


As a student of arcane magic, you have a spellbook The Wizard table shows how many spell slots you have to
containing spells that show the first glimmerings of your true cast your wizard spells of 1st level and higher. To cast one of
power. these spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
Cantrips long rest.
At 1st level, you know three cantrips of your choice from the You prepare the list of wizard spells that are available for
wizard spell list. You learn additional wizard cantrips of your you to cast. To do so, choose a number of wizard spells from
choice at higher levels, as shown in the Cantrips Known your spellbook equal to your Intelligence modifier + your
column of the Wizard table. wizard level (minimum of one spell). The spells must be of a
level for which you have spell slots.
Spellbook For example, if you’re a 3rd-level wizard, you have four 1st-
At 1st level, you have a spellbook containing six 1st-level level and two 2nd-level spell slots. With an Intelligence of 16,
wizard spells of your choice. Your spellbook is the repository your list of prepared spells can include six spells of 1st or 2nd
of the wizard spells you know, except your cantrips, which are level, in any combination, chosen from your spellbook. If you
fixed in your mind. 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.

WIZARD
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Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, Arcane Tradition
since you learn your spells through dedicated study and When you reach 2nd level, you choose an arcane tradition,
memorization. You use your Intelligence whenever a spell shaping your practice of magic through one of schools, such
refers to your spellcasting ability. In addition, you use your as Evocation.
Intelligence modifier when setting the saving throw DC for a Your choice grants you features at 2nd level and again at
wizard spell you cast and when making an attack roll with 6th, 10th, and 14th level.
one.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Abjuration
Beguiler
Spell attack modifier = your proficiency bonus +
Bladesinger
your Intelligence modifier
Conjuration
Ritual Casting Chronurgy
You can cast a wizard spell as a ritual if that spell has the Divination
ritual tag and you have the spell in your spellbook. You don’t
need to have the spell prepared. Enchantment
Evocation
Spellcasting Focus Graviturgy
You can use an arcane focus as a spellcasting focus for your
wizard spells. Illusion
Necromancy
Learning Spells of 1st Level and Higher Trasmutation
Each time you gain a wizard level, you can add two wizard
spells of your choice to your spellbook for free. Each of these War Magic
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 Ability Score Improvement
“Your Spellbook” sidebar).
When you reach 4th level, and again at 8th,12th, 16th, and
Arcane Recovery 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
You have learned to regain some of your magical energy by 1. As normal, you can't increase an ability score above 20
studying your spellbook. Once per day when you finish a using this feature. If your DM allows the use of feats, you may
short rest, you can choose expended spell slots to recover. instead take a feat.
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 Mastery
slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up At 18th level, you have achieved such mastery over certain
to two levels worth of spell slots. You can recover either a spells that you can cast them at will. Choose a 1st-level
2nd-level spell slot or two 1st-level spell slots. 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.

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Archmage Your Spellbook
When you reach 20th level, your ability to weave magic to suit The spells that you add to your spellbook as you
your whim becomes unparalleled. You may cast a wizard spell gain levels reflect the arcane research you conduct
of 1st through 5th level even if it is not prepared, whether or on your own, as well as intellectual breakthroughs
not it appears in your spellbook as long as you have the spell you have had about the nature of the multiverse.
slot to do so. You must provide the components of the spell as You might find other spells during your adventures.
normal. You could discover a spell recorded on a scroll in
an evil wizard’s chest, for example, or in a dusty
You can use this feature a number of times equal to your tome in an ancient library.
Intelligence modifier (a minimum of once). You regain all Copying a Spell into the Book. When you find a
expended uses when you finish a long rest. 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 that 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.
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.

WIZARD
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Abjuration
The School of Abjuration emphasizes magic that blocks, The ward has hit points equal to twice your wizard level +
banishes, or protects. Detractors of this school say that its your Intelligence modifier. Whenever you take damage, the
tradition is about denial, negation rather than positive ward takes the damage instead. If this damage reduces the
assertion. You understand, however, that ending harmful ward to 0 hit points, you take any remaining damage.
effects, protecting the weak, and banishing evil influences is While the ward has 0 hit points, it can’t absorb damage, but
anything but a philosophical void. It is a proud and respected its magic remains. Whenever you cast an abjuration spell of
vocation. 1st level or higher, the ward regains a number of hit points
Called abjurers, members of this school are sought when equal to twice the level of the spell.
baleful spirits require exorcism, when important locations Once you create the ward, you can’t create it again until you
must be guarded against magical spying, and when portals to finish a long rest.
other planes of existence must be closed.
Projected Ward
Abjuration Features Starting at 6th level, when a creature that you can see within
Wizard Level Features 30 feet of you takes damage, you can use your reaction to
2rd Abjuration Savant, Arcane Ward cause your Arcane Ward to absorb that damage. If this
damage reduces the ward to 0 hit points, the warded creature
6th Projected Ward takes any remaining damage.
10th Improved Abjuration
Improved Abjuration
14th Spell Resistance Beginning at 10th level, when you cast an abjuration spell
that requires you to make an ability check as a part of casting
Abjuration Savant that spell (as in counterspell and dispel magic), you have
Beginning when you select this school at 2nd level, you may advantage on that check.
use an action to change a prepared abjuration spell for
another spell of the abjuration school in your spellbook. Once Spell Resistance
you use this feature, you may not do again until you finish a Starting at 14th level, you have advantage on saving throws
long rest. against spells.
Furthermore, you have resistance against the damage of
Arcane Ward spells.
Starting at 2nd level, you can weave magic around yourself
for protection. When you cast an abjuration spell of 1st level
or higher, you can simultaneously use a strand of the spell’s
magic to create a magical ward on yourself that lasts until
you finish a long rest.

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Beguiler
Those who think charm and misdirection are the trades of Sneak Spell
the bard and warlock never heard of the arcane colleges Starting at 6th level, you know how to strike subtly with a
specializing in Beguiling magic. The tradition blends spell and exploit a foe's distraction. Once per turn, you can
enchantment and illusion magic, rather than specializing in deal extra damage equal to your Intelligence modifier
either of those schools. (minimum of 1) to one creature you hit with a spell attack
Followers of this tradition are known as beguilers and from a wizard spell if you have advantage on the attack roll.
believe a brilliant mind beats a charming personality. They You don’t need advantage on the attack roll if another
see magic as a way to persuade, deceive, entertain, and hide enemy of the target is within 5 feet of it, that enemy isn’t
and believe fooling the mind is magic’s most potent use. incapacitated, and you don’t have disadvantage on the attack
Beguilers are suave and adept spies, equipped to infiltrate roll or your target has made a saving throw against one of
any organization or compound without detection or with your enchantment or illusion spells since the beginning of
minimal casualties. your last turn.
Beguiler Features Mind Ambush
Wizard Level Features Starting at 10th level, if you are hidden from a creature when
2rd Bonus Proficiencies, Erudite Elucidation you cast an enchantment or illusion spell that affects it, the
creature has disadvantage on any saving throw it makes
6th Sneak Spell against the spell for its duration.
10th Mind Ambush
Master Deceiver
14th Master Deceiver Beginning at 14th level, you are immune to the charmed
condition. In addition, when you are concentrating on an
Bonus Proficiencies enchantment or illusion spell that affects one creature and
Beginning when you select this school at 2nd level, you gain that creature dies or falls unconscious, you can use your
proficiency with light armor and your choice of the reaction to target a new creature with the spell for the
Deception, Persuasion, or Stealth skills. You also learn one remainder of its duration, until you lose concentration, or
language of your choice. become incapacitated by any means.
If the spell requires the target to make saving throw, the
Erudite Elucidation new target attempts the saving throw before the spell’s
Beginning when you select this school at 2nd level, conditions take effect.
influencing and resisting others is just like solving any other
puzzle to you. When you make a Charisma ability check or
saving throw, you can add your Intelligence modifier to the
result.

WIZARD
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Bladesinger
Bladesingers are elves who bravely defend their people and War Magic
lands. They are elf wizards who master a school of sword Starting at 6th level, when you use your action to cast a
fighting grounded in a tradition of arcane magic. In combat, a cantrip, you can make one weapon attack as a bonus action.
bladesinger uses a series of intricate, elegant maneuvers that
fend off harm and allow the bladesinger to channel magic Song of Defense
into devastating attacks and a cunning defense. Beginning at 10th level, you can direct your magic to absorb
damage while your bladesong is active. When you take
Restriction: Elves Only damage, you can use your reaction to expend one spell slot
Only elves and half-elves can choose the bladesinger arcane and reduce that damage to you by an amount equal to five
tradition. In the world of Faerûn, elves closely guard the times the spell's slot level.
secrets of bladesinging.
Your DM can lift this restriction to better suit the Song of Victory
campaign. The restriction reflects the story of bladesingers in Starting at 14th level, you add your Intelligence modifier
the Forgotten Realms, but it might not apply to your DM's (minimum of +1) to the damage of your melee weapon
setting or your DM's version of the Realms. attacks while your Bladesong is active.
Bladesinger Features
Wizard
Level Features
2rd Training in War and Song (Bladesinging),
Bladesong
6th War Magic
10th Song of Defense
14th Song of Victory

Training in War and Song (Bladesinging)


When you adopt this tradition at 2nd level, you gain
proficiency with light armor, and you gain proficiency with
one type of one-handed melee weapon of your choice.
That weapon count as a finesse weapon for you.
Bladesong
Starting at 2nd level, you can invoke a secret elven magic
called the Bladesong, provided you aren't wearing
medium or heavy armor or using a shield. It graces you
with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which
lasts for 1 minute. It ends early if you are incapacitated, if you
don medium or heavy armor or a shield, or if you use two
hands to make an attack with a weapon. You can also dismiss
Bladesong at any time you choose (no action required).
While your bladesong is active, you gain the following
benefits:
You gain a bonus to your AC equal to your Intelligence
modifier (minimum of +1).
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throws you
make to maintain concentration on a spell. The bonus
equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain all expended
uses of it when you finish a short or long rest.

WIZARD
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Conjuration
As a conjurer, you favor spells that produce objects and Improved Familiar
creatures out of thin air. You can conjure billowing clouds of Starting at 2nd level, you add the find familiar spell to your
killing fog or summon creatures from elsewhere to fight on spellbook, if it is not there already. If you already know the
your behalf. As your mastery grows, you learn spells of find familiar spell, you may choose another wizard
transportation and can teleport yourself across vast conjuration spell of 1st level instead.
distances, even to other planes of existence, in an instant. If your familiar has an Intelligence of 5 or less, its
Intelligence becomes 6, and it gains the ability to understand
Conjuration Features one language of your choice that you speak.
Wizard Level Features If your familiar is about to take damage, you can dismiss
your familiar immediately as a reaction, causing it to
2rd Conjuration Savant, Improved Familiar disappear. You may have it reappear as an action anywhere
6th Minor Conjuration within 30 feet of you.
10th Transposition
You can communicate telepathically with your familiar and
perceive through your familiar’s senses as long as you are on
14th Focused Conjuration the same plane of existence.
Conjuration Savant Transposition
Beginning when you select this school at 2nd level, you may Starting at 6th level, you can use a bonus action to teleport up
use an action to change a prepared conjuration spell for to 60 feet to an unoccupied space that you can see.
another spell of the conjuration school in your spellbook. Alternatively, you can choose a space within range that is
Once you use this feature, you may not do again until you occupied by a creature. If that creature is willing, you both
finish a long rest. teleport, swapping places. Alternatively, you can use your
action to teleport to a space occupied by an unwilling
creature. It must make a Charisma saving throw against your
wizard spell save DC. On a failure, you both teleport,
swapping places.
Once you use this feature, you can’t use it again until you
finish a long rest or you cast a conjuration spell of 1st level or
higher.
Focused Conjuration
Beginning at 10th level, while you are concentrating on a
conjuration spell, your concentration can’t be broken as a
result of taking damage.
Durable Summons
Starting at 14th level, any creature that you summon or
create with a conjuration spell has 30 temporary hit points.

WIZARD
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Chronurgy Magic
Focusing on the manipulation of time, those who follow the Convergent Future
Chronurgy tradition learn to alter the pace of reality to their Starting at 14th level, you can peer through possible futures
liking. Using the ramping of anticipatory dunamis energy, and magically pull one of them into events around you,
these mages can bend the flow of time as adroitly as a skilled ensuring a particular outcome. When you or a creature you
musician plays an instrument, lending themselves and their can see within 60 feet of you makes an attack roll, an ability
allies an advantage in the blink of an eye. check, or a saving throw, you can use your reaction to ignore
the die roll and decide whether the number rolled is the
Chronurgy Magic Features minimum needed to succeed or one less than that number
Wizard Level Features (your choice).
When you use this feature, you gain one level of
2rd Chronal Shift, Temporal Awareness exhaustion. Only by finishing a long rest can you remove a
6th Momentary Stasis level of exhaustion gained in this way.
10th Arcane Abeyance
14th Convergence Future

Chronal Shift
Starting at 2nd level, you can magically exert limited control
over the flow of time around a creature. As a reaction, after
you or a creature you can see within 30 feet of you makes an
attack roll, an ability check, or a saving throw, you can force
the creature to reroll. You make this decision after you see
whether the roll succeeds or fails. The target must use the
result of the second roll.
You can use this ability twice, and you regain any expended
uses when you finish a long rest.
Temporal Awareness
Also at 2nd level, on the first round of combat after annuncing
the order of initiative, you can add your Intelligence modifier
to your initiative roll or to the initiative roll of a creature of
your choice within 30 feet of you.
Momentary Stasis
At 6th level, as an action, you can magically force a Large or
smaller creature you can see within 60 feet of you to make a
Constitution saving throw against your spell save DC. Unless
the saving throw is a success, the creature is encased in a
field of magical energy until the end of your next turn or until
the creature takes any damage. While encased in this way,
the creature is incapacitated and has a speed of 0.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Arcane Abeyance
Beginning at 10th level, when you cast a spell using a spell
slot of 4th level or lower that requires 1 action to cast, you
can condense the spell's magic into a mote. The spell is
frozen in time at the moment of casting and held within a
gray bead for 1 hour. This bead is a Tiny object with AC 15
and 1 hit point, and it is immune to poison and psychic
damage. When the duration ends, or if the bead is destroyed,
it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can use its action to release
the spell within, whereupon the bead disappears. The spell
uses your spell attack bonus and save DC, and the spell treats
the creature who released it as the caster for all other
purposes.
Once you create a bead with this feature, you can't do so
again until you finish a short or long rest.
WIZARD
9
Divination
The counsel of a diviner is sought by royalty and commoners Expert Divination
alike, for all seek a clearer understanding of the past, present, Beginning at 6th level, casting divination spells comes so
and future. As a diviner, you strive to part the veils of space, easily to you that it expends only a fraction of your
time, and consciousness so that you can see clearly. You work spellcasting efforts. When you cast a divination spell of 2nd
to master spells of discernment, remote viewing, level or higher using a spell slot, you regain one expended
supernatural knowledge, and foresight. spell slot. The slot you regain must be of a level lower than
the spell you cast and can’t be higher than 5th level.
Divination Features
Wizard Level Features The Third Eye
2rd Divination Savant, Portent Starting at 10th level, you can use your action to increase
your powers of perception. When you do so, choose one of
6th Expert Divination the following benefits, which lasts until you are incapacitated
10th The Third Eye or you take a short or long rest. You can’t use the feature
again until you finish a short or long rest.
14th Greater Portent Darkvision. You gain darkvision out to a range of 60 feet.
Ethereal Sight. You can see into the Ethereal Plane within
Divination Savant 60 feet of you.
Beginning when you select this school at 2nd level, you may Greater Comprehension. You can read any language.
use an action to change a prepared divination spell for See Invisibility. You can see invisible creatures and
another spell of the divination school in your spellbook. Once objects within 10 feet of you that are within line of sight.
you use this feature, you may not do again until you finish a
long rest. Greater Portent
Starting at 14th level, the visions in your dreams intensify and
Portent paint a more accurate picture in your mind of what is to
Starting at 2nd level when you choose this school, glimpses come. You roll three d20s for your Portent feature, rather
of the future begin to press in on your awareness. When you than two.
finish a long rest, roll two d20s and record the numbers
rolled. You can replace any attack roll, saving throw, or ability
check made by you or a creature that you can see with one of
these foretelling rolls. You must choose to do so before the
roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you
finish a long rest, you lose any unused foretelling rolls.

WIZARD
10
Enchantment
As a member of the School of Enchantment, you have honed Instinctive Charm
your ability to magically entrance and beguile other people Beginning at 6th level, when a creature you can see within 30
and monsters. Some enchanters are peacemakers who feet of you makes an attack roll against you, you can use your
bewitch the violent to lay down their arms and charm the reaction to divert the attack, provided that another creature is
cruel into showing mercy. Others are tyrants who magically within the attack’s range. The attacker must make a Wisdom
bind the unwilling into their service. Most enchanters fall saving throw against your wizard spell save DC. On a failed
somewhere in between. save, the attacker must target the creature that is closest to it,
not including you or itself. If multiple creatures are closest,
Enchantment Features the attacker chooses which one to target. On a successful
Wizard Level Features save, you can’t use this feature on the attacker again until you
2rd Enchantment Savant, Hypnotic Gaze finish a long rest.
You must choose to use this feature before knowing
6th Instinctive Charm whether the attack hits or misses. Creatures that can’t be
10th Split Enchantment charmed are immune to this effect.
14th Alter Memories
Split Enchantment
Starting at 10th level, when you cast an enchantment spell of
Enchantment Savant 1st level or higher that targets only one creature, you can
Beginning when you select this school at 2nd level, you may have it target a second creature.
use an action to change a prepared enchantment spell for
another spell of the enchantment school in your spellbook. Alter Memories
Once you use this feature, you may not do again until you At 14th level, you gain the ability to make a creature unaware
finish a long rest. of your magical influence on it. When you cast an
enchantment spell to charm one or more creatures, you can
Hypnotic Gaze alter one creature’s understanding so that it remains unaware
Starting at 2nd level when you choose this school, your soft of being charmed.
words and enchanting gaze can magically enthrall another Additionally, once before the spell expires, you can use
creature. As an action, choose one creature that you can see your action to try to make the chosen creature forget some of
within 5 feet of you. If the target can see or hear you, it must the time it spent charmed. The creature must succeed on an
succeed on a Wisdom saving throw against your wizard spell Intelligence saving throw against your wizard spell save DC
save DC or be charmed by you until the end of your next turn. or lose a number of hours of its memories equal to 1 + your
The charmed creature’s speed drops to 0, and the creature is Charisma modifier (minimum 1). You can make the creature
incapacitated and visibly dazed. forget less time, and the amount of time can’t exceed the
On subsequent turns, you can use your action to maintain duration of your enchantment spell.
this effect, extending its duration until the end of your next
turn. However, the effect ends if you move more than 5 feet
away from the creature, if the creature can neither see nor
hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can’t use this
feature on that creature again until you finish a long rest.

WIZARD
11
Evocation
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.
Evocation Features
Wizard Level Features
2rd Evocation Savant, Sculpt Spells
6th Versatile Cantrip
10th Empowered Evocation
14th Overchannel

Evocation Savant
Beginning when you select this school at 2nd level, you may
use an action to change a prepared evocation spell for
another spell of the evocation school in your spellbook. Once
you use this feature, you may not do again until you finish a
long rest.
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you
cast an evocation spell that affects other creatures that you
can see, you can choose a number of them equal to 1 + the
spell’s level. The chosen creatures automatically succeed on
their saving throws against the spell, and they take no
damage if they would normally take half damage on a
successful save.
Versatile Cantrip
Starting at 6th level, your mastery of elemental damage
allows you to alter your damaging cantrips. Whenever you
cast a cantrip that deals a type of damage from the following
list, you can change that damage type to one of the other
listed types: acid, cold, fire, lightning, poison or thunder.
Empowered Evocation
Beginning at 10th level, when you cast any wizard evocation
spell, you can add your Intelligence modifier (minimum of 1)
to the damage roll. Apply this effect only once per target.
Overchannel
Starting at 14th level, you can increase the power of your
simpler spells. When you cast a wizard spell of 1st through
5th level that deals damage, you can deal maximum damage
with that spell.
The first time you do so, you suffer no adverse effect. If you
use this feature again before you finish a long rest, you take
2d12 necrotic damage for each level of the spell, immediately
after you cast it. Each time you use this feature again before
finishing a long rest, the necrotic damage per spell level
increases by 1d12. This damage ignores resistance and
immunity.

WIZARD
12
Graviturgy Magic Gravity Well
Understanding and mastering the forces that draw bodies of At 6th level, you've learned how to manipulate gravity around
matter together or drive them apart, the students of the a living being: whenever you cast a spell on a creature, you
Graviturgy arcane tradition learn to further bend and can move the target 5 feet to an unoccupied space of your
manipulate the violent energy of gravity to their benefit, and choice if the target is willing to move, the spell hits it with an
the terrible detriment of their enemies. attack, or it fails a saving throw against the spell.
Graviturgy Magic Features Violent Attraction
Wizard Level Features Beginning at 10th level, when another creature that you can
2rd Adjust Density see within 60 feet of you hits with a weapon attack, you can
use your reaction to increase the attack's velocity, causing the
6th Gravity Well attack's target to take an extra 1d10 damage of the weapon's
10th Violent Attraction type.
Alternatively, if a creature within 60 feet of you takes
14th Event Horizon damage from a fall, you can use your reaction to increase the
fall's damage by 2d10.
Adjust Density You can use this feature a number of times equal to your
Starting at 2nd level, as a bonus action, you can magically Intelligence modifier (a minimum of once). You regain all
alter the weight of one object or creature you can see within expended uses when you finish a long rest.
30 feet of you. The object or creature must be Large or
smaller. The target's weight is halved or doubled for up to 1 Event Horizon
minute or until your concentration ends (as if you were At 14th level, as an action, you can magically emit a powerful
concentrating on a spell). field of gravitational energy that tugs at other creatures for up
While the weight of a creature is halved by this effect, the to 1 minute. For the duration, whenever a creature hostile to
creature's speed increases by 10 feet, it can jump twice as far you starts its turn within 30 feet of you, it must make a
as normal, and it has disadvantage on Strength checks and Strength saving throw against your spell save DC. On a failed
Strength saving throws. While the weight of a creature is save, it takes 2d10 force damage, and its speed is reduced to
doubled by this effect, the creature's speed is reduced by 10 0 until the start of its next turn. On a successful save, it takes
feet, and it has advantage on Strength checks and Strength half as much damage, and every foot it moves this turn costs
saving throws. 2 extra feet of movement.
Upon reaching 10th level in this class, you can target an Once you use this feature, you can't do so again until you
object or a creature that is Huge or smaller. finish a long rest or until you expend a spell slot of 3rd level
or higher on it.
WIZARD
13
Illusion
You focus your studies on magic that dazzles the senses, Malleable Illusions
befuddles the mind, and tricks even the wisest folk. Starting at 6th level, when you cast an illusion spell that has a
Your magic is subtle, but the illusions crafted by your keen duration of 1 minute or longer, you can use your action to
mind make the impossible seem real. Some illusionists— change the nature of that illusion (using the spell’s normal
including many gnome wizards—are benign tricksters who parameters for the illusion), provided that you can see the
use their spells to entertain. Others are more sinister masters illusion.
of deception, using their illusions to frighten and fool others
for their personal gain. Illusory Self
Beginning at 10th level, you can create an illusory duplicate
Illusion Features of yourself as an instant, almost instinctual reaction to
Wizard Level Features danger. When a creature makes an attack roll against you,
2rd Illusion Savant, Improved Minor Illusion you can use your reaction to interpose the illusory duplicate
between the attacker and yourself. The attack automatically
6th Malleable Illusions misses you, then the illusion dissipates.
10th Illusory Self Once you use this feature, you can’t use it again until you
14th Illusory Reality
finish a short or long rest.
Illusory Reality
Illusion Savant By 14th level, you have learned the secret of weaving shadow
Beginning when you select this school at 2nd level, you may magic into your illusions to give them a semi-reality. When
use an action to change a prepared illusion spell for another you cast an illusion spell of 1st level or higher, you can choose
spell of the illusion school in your spellbook. Once you use one inanimate, nonmagical object that is part of the illusion
this feature, you may not do again until you finish a long rest. and make that object real. You can do this on your turn as a
bonus action while the spell is ongoing. The object remains
Improved Minor Illusion real for 1 minute. For example, you can create an illusion of a
When you choose this school at 2nd level, you learn the minor bridge over a chasm and then make it real long enough for
illusion cantrip. If you already know this cantrip, you learn a your allies to cross.
different wizard cantrip of your choice. The cantrip doesn’t The object can’t deal damage or otherwise directly harm
count against your number of cantrips known. anyone.
When you cast minor illusion, yau can create both a sound
and an image with a single casting of the spell.

WIZARD
14
Necromancy Undead Thralls
The School of Necromancy explores the cosmic forces of life, At 6th level, you add the animate dead spell to your spellbook
death, and undeath. As you focus your studies in this if it is not there already. You can choose to cast animate dead
tradition, you learn to manipulate the energy that animates as an action in place of its 1-minute casting time. Once you
all living things. As you progress, you learn to sap the life cast animate dead in this way, you can’t do so again until you
force from a creature as your magic destroys its body, finish a long rest, though you can still cast it normally using
transforming that vital energy into magical power you can an available spell slot. When you cast animate dead, you can
manipulate. target one additional corpse or pile of bones, creating
Most people see necromancers as menacing, or even anotherzombie or skeleton, as appropriate.
villainous, due to the close association with death. Not all Whenever you create an undead using a necromancy spell,
necromancers are evil, but the forces they manipulate are it has additional benefits:
considered taboo by many societies. The creature’s hit point maximum is increased by an
Necromancy Features amount equal to your wizard level.
Wizard Level Features The creature adds your proficiency bonus to its weapon
damage rolls.
2rd Necromancy Savant, Grim Harvest
6th Undead Thralls Inured to Undeath
Beginning at 10th level, you have resistance to necrotic
10th Inured to Undeath damage, and your hit point maximum can’t be reduced. You
14th Command Undead have spent so much time dealing with undead and the forces
that animate them that you have become inured to some of
Necromancy Savant their worst effects.
Beginning when you select this school at 2nd level, you may
use an action to change a prepared necromancy spell for Command Undead
another spell of the necromancy school in your spellbook. Starting at 14th level, you can use magic to bring undead
Once you use this feature, you may not do again until you under your control, even those created by other wizards. As
finish a long rest. an action, you can choose one undead that you can see within
60 feet of you. That creature must make a Charisma saving
Grim Harvest throw against your wizard spell save DC. If it succeeds, you
At 2nd level, you gain the ability to reap life energy from can’t use this feature on it again. If it fails, it becomes friendly
creatures you kill with your spells. Once per turn when you to you and obeys your commands until you use this feature
kill one or more creatures with a spell of 1st level or higher, again. Intelligent undead are harder to control in this way. If
you gain hit points equal to twice the spell’s level, or three the target has an Intelligence of 8 or higher, it has advantage
times its level if the spell belongs to the School of on the saving throw. If it fails the saving throw and has an
Necromancy. If you would gain hit points that place it above Intelligence of 12 or higher, it can repeat the saving throw at
its maximum, it gains the difference as temporary hit points. the end of every hour until it succeeds and breaks free.
You don’t gain this benefit for killing constructs or undead.

WIZARD
15
Transmutation For each 10 minutes you spend performing the procedure,
You are a student of spells that modify energy and matter. To you can transform up to 1 cubic foot of material.
you, the world is not a fixed thing, but eminently mutable, and After 1 hour, or until you lose your concentration (as if you
you delight in being an agent of change. You wield the raw were concentrating on a spell), the material reverts to its
stuff of creation and learn to alter both physical forms and original substance.
mental qualities. Your magic gives you the tools to become a
smith on reality’s forge. Transmuter’s Stone
Some transmuters are tinkerers and pranksters, turning Starting at 6th level, you can spend 8 hours creating a
people into toads and transforming copper into silver for fun transmuter’s stone that stores transmutation magic.
and occasional profit. Others pursue their magical studies You can benefit from the stone yourself or give it to another
with deadly seriousness, seeking the power of the gods to creature. A creature gains a benefit of your choice as long as
make and destroy worlds. the stone is in the creature’s possession. When you create the
Transmutation Features
stone, choose the benefit from the following options:
Wizard Level Features Darkvision out to a range of 60 feet.
2rd Trasmutation Savant, Minor Alchemy An increase to speed of 10 feet while the creature is
unencumbered.
6th Transmuter's Stone Proficiency in Constitution saving throws.
10th Shapechanger Resistance to acid, cold, fire, lightning, or thunder damage
14th Master Transmuter
(your choice whenever you choose this benefit).
Each time you cast a transmutation spell of 1st level or
Transmutation Savant higher, you can change the effect of your stone if the stone is
Beginning when you select this school at 2nd level, you may on your person. If you create a new transmuter’s stone, the
use an action to change a prepared transmutation spell for previous one ceases to function.
another spell of the transmutation school in your spellbook.
Once you use this feature, you may not do again until you Shapechanger
finish a long rest. At 10th level, you add the polymorph spell to your spellbook,
if it is not there already. If you already have the
Minor Alchemy polymorphspell, you may select another wizard transmutation
Starting at 2nd level when you select this school, you can spell of up to 5th level. You can cast polymorph without
temporarily alter the physical properties of one nonmagical expending a spell slot. When you do so, you can target only
object, changing it from one substance into another. You yourself and your concentration on the spell cannot be
perform a special alchemical procedure on one object broken as a result of taking damage. Additionally, you retain
composed entirely of crystal, glass, wood, stone (but not a your Intelligence, Wisdom, and Charisma scores.
gemstone), iron, steel, copper, or silver, transforming it into a Once you cast polymorph in this way, you can’t do so again
different one of those materials. until you finish a short or long rest, though you can still cast it
normally using an available spell slot.
Master Transmuter
Starting at 14th level, you can use your action to create a
grand trasmutation. When you do so, choose one of the
following effects.
Major Transformation. You can transmute one
nonmagical object—no larger than a 5-foot cube—into
another nonmagical object of similar size and mass and of
equal or lesser value. You must spend 10 minutes handling
the object to transform it.
Panacea. You remove all curses, diseases, and poisons
affecting a creature that you touch with the transmuter’s
stone. The creature also regains all its hit points.
Restore Life. You cast the raise dead spell on a creature
you touch with the transmuter’s stone, without expending a
spell slot or needing to have the spell in your spellbook.
Restore Youth. You touch the transmuter’s stone to a
willing creature, and that creature’s apparent age is reduced
by 3d10 years, to a minimum of 13 years. This effect doesn’t
extend the creature’s lifespan.
Once you use this feature, you can’t do so again until you
finish a long rest.

WIZARD
16
War Magic
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?"
War Magic Features
Wizard Level Features
2rd Arcane Deflection, Tactical Wit
6th Power Surge
10th Durable Magic
14th Deflecting Shroud

Arcane Deflection Once per turn when you deal damage to any creature or
At 2nd level, you have learned to weave your magic to fortify objects with a wizard spell, you can spend one power surge to
yourself against harm. When you are hit by an attack or you deal extra force damage with that spell. The extra damage
fail a saving throw, you can use your reaction to gain a +2 equals your wizard level.
bonus to your AC against that attack or a +4 bonus to that Durable Magic
saving throw. Beginning at 10th level, the magic you channel helps ward off
When you use this feature, you can't cast spells other than harm. While you maintain concentration on a spell, you have
cantrips until the end of your next turn. a +2 bonus to AC and all saving throws.
Tactical Wit Deflecting Shroud
Starting at 2nd level, your keen ability to assess tactical At 14th level, your Arcane Deflection becomes infused with
situations allows you to act quickly in battle. You can give deadly magic. When you use your Arcane Deflection feature,
yourself a bonus to your initiative rolls equal to your you can cause magical energy to arc from you. Up to three
Intelligence modifier. creatures of your choice that you can see within 60 feet of
Power Surge you each take force damage equal to your wizard level.
Starting at 6th level, you can store magical energy within
yourself to later empower your damaging spells. In its stored
form, this energy is called a power surge.
You can store a maximum number of power surges equal
to your Intelligence modifier (minimum of one). Whenever
you finish a long rest, your number of power surges resets to
one. Whenever you successfully end a spell with dispel magic
or counterspell, you gain one power surge, as you steal magic
from the spell you foiled. If you end a short rest with no
power surges, you gain one power surge.

WIZARD
17
Changelog from RAW Artworks Credits
Core: changed the Signature Spells (now called Archmage) Mage by Qian Li
class feature.
Untitled by Peter C. Lee
All PHB Traditions: Changed the Savant class features.
Rafe by John Stanko
Added Beguiler subclass. Modified from the Xanathar's Lost
Notes original version. Beguiler of Wills by Eric Deschamps

Bladesinger: Modified the Training in War and Song class Dawn of magic by Boros Szikszai
feature. Removed the Extra Attack class feature, replaced Sorceress summoning stone elemental by Darya
by the War Magic class feature. Kozhemyakina
Added Chronurgy Magic subclass. Modified from the Battle of Wits by Jason Chan
Explorer's Guide to Wildemount original version. Changed
the Temporal Awareness and Arcane Abeyance class Jaces Erasure by Jason Chan
features.
Human magi unleash their powers on the Amani trolls by
Conjuration: Changed the Minor Conjuration (now called Peter C. Lee
Improved Familiar) class feature.
Lord of unreal by Jason Chan
Evocation: Changed the Potent Cantrip (now called
Shadow Hunter Yeager by Randy Vargas
Versatile Cantrip) and Empowered Evocation class features.

Added Graviturgy Magic subclass. Modified from the


TheMark by Algido
Explorer's Guide to Wildemount original version. Changed Alchemist by Sławomir Maniak
the Adjust Desnity and Event Horizon class features.
Dissolve by Wesley Burt
Necromancy: Changed the Grim Harvest class feature.

Trasmutation: Changed the Minor Alchemy, Shapechanger


and Master Transmuter class features.

War Magic: Changed the Power Surge and Deflecting


Shroud class features.

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