Class Guide Wizard
Class Guide Wizard
Class Guide Wizard
Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion. When you make
a skill check using either of these two skills, you add your proficiency bonus.
STARTING
EQUIPMENT
You start with the Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots
following to recover. The spell slots can have a combined level that is equal to or less than half your wizard
equipment, in level (rounded up), and none of the slots can be 6th level or higher.
addition to the
equipment granted
by your background:
(a) a quarterstaff
or (b) a dagger Proficiency represents special training or a certain knack your wizard has. Proficiency Bonus:
(a) a component As a wizard, you arent trained in the use of armor or shields. If you wear armor
pouch or (b) an Armor or wield a shield, you have disadvantage on any ability check, saving throw, or
arcane focus attack roll that involves Strength or Dexterity.
Add your proficiency bonus to the attack roll for any attack you make with
(a) a scholars pack
Weapons daggers, darts, slings, quarterstaffs, and light crossbows. When wielding any
or (b) an explorers
other weapon, you dont add your proficiency bonus to the attack roll.
pack
Add your proficiency bonus when making an Intelligence or Wisdom saving
A spellbook Saving Throws throw.
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. As you adventure, always be on the lookout for new
spells to add to your spellbook.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level
for which you have spell slots and if you can spare the time to decipher and copy it. For each level of the spell, the process takes 2
hours and costs 50 gp. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another bookfor 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.
Wizards are students of arcane magic. At 1st level you have a spellbook containing six 1st-level wizard spells of your choice. After
each long rest, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level. For
example, at 1st level with an Intelligence modifier of +3, you can prepare four 1st-level spells. To prepare spells, you must study
your spellbook at least 1 minute per spell level for each spell on your list. For example, you can prepare four 1st-level spells in just
four minutes. At 1st level, you also can cast three different cantrips (0-level spells you can cast as often as you want).
Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells. 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 prepared.
Spellcasting Focus: You can use an arcane focussuch as a crystal or wandas a spellcasting focus for your spells.
Cantrips: Consider conjuration cantrips, such as create bonfire or mage hand. You might also consider cantrips from
other schools of magic, such as chill touch, dancing lights, fire bolt, friends, minor illusion, prestidigitation, or ray of frost.
1st-level spells: All of the 1st-level conjuration spells are somewhere between good and excellent. Consider adding
the following spells to your spellbook: find familiar, fog cloud, grease, ice knife, tensers floating disk, and unseen servant.
Cantrips: You will definitely want to get minor illusion, your trademark illusionist cantrip. You might also consider cantrips
from other schools of magic, such as chill touch, dancing lights, fire bolt, friends, prestidigitation, or ray of frost.
1st-level spells: Consider illusion spells, such as disguise self and silent image. Consider rounding out your spellbook
with spells like mage armor, magic missile, shield, Tashas hideous laughter, and unseen servant.
Cantrips: Consider transmutation cantrips, such as message or prestidigitation. You might also consider cantrips from
other schools of magic, such as chill touch, dancing lights, fire bolt, friends, minor illusion, or ray of frost.
1st-level spells: Consider the better transmutation spells, such as catapult, expeditious retreat, feather fall, and
longstrider. Consider rounding out your spellbook with other spells, perhaps mage armor and magic missile.
Conjuration Savant: The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Improved Minor Illusion: You learn the minor illusion cantrip (or a different wizard cantrip of your choice if you already
know it). The cantrip doesnt count against your number of cantrips known. When you cast minor illusion, you can
create both a sound and an image with a single casting of the spell.
Illusion Savant: The gold and time you must spend to copy a illusion spell into your spellbook is halved.
Minor Alchemy: You can temporarily alter the physical properties of one nonmagical object, changing it from one
substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone
(but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes
you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose
your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Transmutation Savant: The gold and time you must spend to copy a transmutation spell into your spellbook is halved.
HP PROF BONUS SPELLBOOK PREPARED SPELLS
1d6 + Con +2 spells 3 + Int
Spells: You gain two 2nd-level spell slots and another 1st-level spell slot. In other words, now you have four 1st-level and two
2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or 2nd-level slot. As always, you add
two wizard spells to your spellbook. In addition to the spells from your school of magic listed below, you might also consider
spells from other schools such as suggestion.
Consider adding 2nd-level conjuration spells such as flaming sphere, misty step, or web to your spellbook.
Consider adding 2nd-level illusion spells such as blur, invisibility, mirror image, or phantasmal force to your spellbook.
Consider adding 2nd-level transmutation spells such as levitate, magic weapon, Maximilians earthen grasp,
pyrotechnics, rope trick, or skywrite to your spellbook.
Consider adding the 5th-level transmutation spell animate objects to your spellbook.
Consider adding the 7th-level transmutation spell reverse gravity to your spellbook.
Major Transformation. You can transmute one nonmagical objectno larger than a 5-foot cubeinto 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 transmuters stone.
The creature also regains all its hit points.
Restore Life. You cast the raise dead spell on a creature you touch with the transmuters stone, without expending a
spell slot or needing to have the spell in your spellbook.
Restore Youth. You touch the transmuters stone to a willing creature, and that creatures apparent age is reduced by
3d10 years, to a minimum of 13 years. This effect doesnt extend the creatures lifespan.
HP PROF BONUS SPELLBOOK PREPARED SPELLS
1d6 + Con +2 spells 15 +Int
Spells: You gain one 8th-level spell slot. In addition to the spells from your school of magic, you might also consider spells from
other schools such as antimagic field, antipathy/sympathy, clone, dominate monster, mind blank, forcecage, or whirlwind.
Consider adding 8th-level conjuration spells such as demiplane and maze.
There are no 8th-level illusion spells, good or otherwise. Consider the spells recommended above.
Unfortunately, there arent any good 6th-level conjuration spells. Consider the spells recommended above.
There are no 9th-level illusion spells, good or otherwise. Consider the spells recommended above.
Consider adding 9th-level transmutation spells such as shapechange, time stop, and true polymorph.