Class Guide Wizard

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A scholarly magic-user capable of manipulating the structures of reality.

CONJURER ILLUSIONIST TRANSMUTER


HIT DIE: d6
At first level you
have 6 hit points Wizards specialize in learning and unleashing powerful spells. Youll need a high Intelligence score
plus your to make the most of your spellcasting ability. A high Dexterity score will give you a bit of necessary
Constitution defense and speed. Having an above-average Constitution score will help you stay alive in combat.
modifier.

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.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 2 + Int
Your hit points increase by 1d6 + your Constitution modifier at this level and every level hereafter. Unlike at 1st level, you must
roll for these hit points or take the average (4).
Spells: You gain another 1st level spell slot. At this level and at each time hereafter, add two spells to your spellbook. Consider the
spells recommended above.
Arcane Tradition: Choose an arcane tradition, shaping your practice of magic through one of eight schools.
Minor Conjuration: You can use your action to conjure up an inanimate object in your hand or on the ground in an
unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no
more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly
magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it
takes any damage.

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.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 4 + Int
Ability Score Increase: Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This
should be added to an ability score thats important to youlike Intelligence. You can forgo taking the Ability Score Improvement
feature to take a feat of your choice instead. If you forgo the Ability Score Improvement to gain a feat, consider Alert, Resilient, or
War Caster
Spells: You gain one additional cantrip and one additional 2nd-level spell slot. Consider the spells recommended above.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +1 +2 spells 5 + Int
Proficiency Bonus Increase: Increase your proficiency bonus from +2 to +3. This will improve attacks, skills, saving throws, and
other rolls using attributes or equipment with which you are proficient.
Spells: You gain two 3rd-level spell slots. In addition to the spells from your school of magic listed below, you might also consider
spells from other schools such as animate dead or counterspell.
Consider adding 3rd-level conjuration spells such as sleet storm, stinking cloud, or tidal wave to your spellbook.
Consider adding 3rd-level illusion spells such as fear, hypnotic pattern, major image, or phantom steed to your
spellbook.
Consider adding 3rd-level transmutation spells such as blink, flame arrows, fly, haste, or slow to your spellbook.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 6 + Int
Spells: You gain one additional 3rd-level spell slot. Consider the spells recommended above.
Benign Transposition: You can use your action to teleport up to 30 feet to an unoccupied space that you can see.
Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is
willing, you both teleport, swapping places. Once you use this feature, you cant use it again until you finish a long rest
or you cast a conjuration spell of 1st level or higher.
Malleable Illusions: When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to
change the nature of that illusion (using the spells normal parameters for the illusion), provided that you can see the
illusion.
Transmuters Stone: You can spend 8 hours creating a transmuters stone that stores transmutation magic. As long as
the stone is in a creatures possession, the creature gains one of the following benefits:
Darkvision out to a range of 60 feet
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone.
HP PROF BONUS SPELLBOOK PREPARED SPELLS
1d6 + Con +2 spells 7 + Int
Spells: You gain one 4th-level spell slot. In addition to the spells from your school of magic, you might also consider spells from
other schools such as arcane eye, banishment, fire shield, or Otilukes resilient sphere.
Consider adding 4th-level conjuration spells such as dimension door, Evards black tentacles, or watery sphere to your
spellbook.
Consider adding the 4th-level illusion spell greater invisibility to your spellbook.

Consider adding the 4th-level transmutation spell polymorph to your spellbook.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 8 + Int
Ability Score Increase: Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can
forgo taking the Ability Score Improvement feature to take a feat of your choice instead. Consider one of the feats listed above.
Spells: You gain an additional 4th-level spell slot. Consider the spells recommended above.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +1 +2 spells 9 + Int
Proficiency Bonus Increase: Increase your proficiency bonus from +3 to +4.
Spells: You gain one 5th-level spell slot and an addition 4th-level spell slot. In addition to the spells from your school of magic, you
might also consider spells from other schools such as Rarys telepathic bond, wall of force, or wall of stone.
Consider adding 5th-level conjuration spells such as conjure elementals or teleportation circle to your spellbook.

Consider adding the 5th-level illusion spell mislead to your spellbook.

Consider adding the 5th-level transmutation spell animate objects to your spellbook.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 10 + Int
Spells: You gain an additional cantrip and an additional 5th-level spell slot. Consider the options recommended above.
Focused Conjuration: While you are concentrating on a conjuration spell, your concentration cant be broken as a result
of taking damage.
Illusory Self. You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a
creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the
attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you
cant use it again until you finish a short or long rest.
Shapechanger. You add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without
expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating
is 1 or lower. Once you cast polymorph in this way, you cant do so again until you finish a short or long rest, though you
can still cast it normally using an available spell slot.
HP PROF BONUS SPELLBOOK PREPARED SPELLS
1d6 + Con +2 spells 11 + Int
Spells: You gain one 6th-level spell slot. In addition to the spells from your school of magic listed below, you might also consider
spells from other schools such as globe of invulnerability, mass suggestion, or true seeing.
Unfortunately, there arent any good 6th-level conjuration spells. Consider spells from other schools of magic such as
contingency, eyebite, magic jar, or sunbeam.
Consider adding the 6th-level illusion spell programmed illusion to your spellbook.
Consider adding 6th-level transmutation spells such as flesh to stone, investiture of flame, investiture of ice, or
investiture of wind to your spellbook.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 12 + Int
Ability Score Increase: Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can
forgo taking the Ability Score Improvement feature to take a feat of your choice instead. Consider one of the feats listed above.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +1 +2 spells 13 + Int
Proficiency Bonus Increase: Increase your proficiency bonus from +4 to +5.
Spells: You gain one 7th-level spell slot. In addition to the spells from your school of magic, you might also consider spells from
other schools such as finger of death, forcecage, or whirlwind.
Consider adding 7th-level conjuration spells such as Mordenkainens magnificent mansion, plane shift, and teleport.

Consider adding the 7th-level illusion spell simulacrum to your spellbook.

Consider adding the 7th-level transmutation spell reverse gravity to your spellbook.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 14 + Int
Durable Summons. Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Illusory Reality. You have learned the secret of weaving shadow magic into your illusions to give them a semireality.
When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of
the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The
object remains real for 1 minute. The object cant deal damage or otherwise directly harm anyone.
Master Transmuter. You can use your action to destroy your transmuters stone in order to produce one of the
following effects:

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.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 16 + Int
Ability Score Increase: Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can
forgo taking the Ability Score Improvement feature to take a feat of your choice instead. Consider one of the feats listed above.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +1 +2 spells 17 +Int
Proficiency Bonus Increase: Increase your proficiency bonus from +4 to +5.
Spells: You gain one 9th-level spell slot. In addition to the spells from your school of magic, you might also consider spells from
other schools such as astral projection, foresight, meteor swarm, prismatic wall, forcecage, or whirlwind.
Consider adding 9th-level conjuration spells such as gate and wish.

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.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 18 + Int
Spell Mastery: 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.
Spells: You gain one additional 5th-level spell slot.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 19 + Int
Ability Score Increase: Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can
forgo taking the Ability Score Improvement feature to take a feat of your choice instead. Consider one of the feats listed above.
Spells: You gain one additional 6th-level spell slot.

HP PROF BONUS SPELLBOOK PREPARED SPELLS


1d6 + Con +2 spells 20 + Int
Signature Spells: 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 dont 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
cant 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.
Spells: You gain one additional 7th-level spell slot.

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