Wizard Variant
Wizard Variant
Wizard Variant
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.
You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
Level Proficiency Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus Known
5th +3 6 4 3 2 - - - - - -
6th +3 Arcane Tradition feature 6 4 3 3 - - - - - -
15th +5 8 4 3 3 3 2 1 1 1 -
20th +6 Arch-Wizard 9 4 3 3 3 3 2 2 1 1
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
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true
power.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips
of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the
repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
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. 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 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 a 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.
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.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study
and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You
don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. If you have
been unable to transcribe at least one spell into your spellbook since you last leveled up, you may instead add
three wizard spells into your spellbook. Each of these spells must be of a level for which you have spell slots, as
shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish
a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is
equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover
either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the
following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
School Source
Abjuration Player's Handbook
Focused Scholar
You gain proficiency in the Arcana Skill. If you already have proficiency in the Arcana skill, you instead gain
expertise in it. In addition, when calculating how many spells you can prepare after finishing a long rest, your
amount of prepared spells is now calculated as your level + your intelligence modifier + your proficiency bonus.
Spell Mastery
Starting at level nine, you have achieved such mastery over certain spells that you can cast them at will. Choose a
1st-level, 2nd level, and 3rd 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 any of your Spell Mastery
ability spells 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.
Enhanced Arcane Recovery
Starting at level 11, whenever you calculate the amount of spell slots you recover with your Arcane Recovery
ability, you now add your proficiency bonus to the amount you may recover.
Archmage
Beginning at level 20, your study of the arcane arts has far surpassed that of any normal wizard. You now gain the
following benefits:
- Whenever you make an Arcana check, if you roll a 9 or lower, you may consider it a 10, and you can never
have disadvantage on an Arcana roll or check.
- Whenever you calculate how many spell slots you can prepare each day, that number now becomes your
wizard level + your intelligence modifier + double your proficiency bonus.
- You may now include one 6th level, 7th level, and 8th level spell each for your Spell Mastery ability.