Wizard
Class
Primary Ability Intelligence
Hit Die d6 per Wizard level
Saving Throws Intelligence, Wisdom
Proficiencies Simple Weapons
Skills Choose 2: Arcana, History, Insight, Investigation, Medicine, or Religion
Spellcasting Ability Intelligence
Starting Equipment (a) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (b) 55 GP
Subclasses Evoker, Glyphbinder
Class Features
LVL 1Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can’t do so again until you finish a Long Rest.
LVL 1Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
LVL 1Spellcasting
As a student of arcane magic, you have learned to cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. , , and are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting . You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. , , , , , and are recommended. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly. Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots. The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook. If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook. Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells. Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
LVL 2Scholar
While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
LVL 3Wizard Subclass
You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.
LVL 4Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
LVL 5Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
LVL 6Wizard Subclass
You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.
LVL 8Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
LVL 10Wizard Subclass
You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.
LVL 12Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
LVL 14Wizard Subclass
You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.
LVL 16Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
LVL 18Spell Mastery
You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot. Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.
LVL 19Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
LVL 20Signature Spells
Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can’t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.
Subclass: Evoker
Create Explosive Elemental Effects
Your studies focus 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 armies from afar. Others use their power to protect others, while some seek their own gain.
LVL 3Evocation Savant
Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
LVL 3Potent Cantrip
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
LVL 6Sculpt Spells
You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus 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.
LVL 10Empowered Evocation
Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.
LVL 14Overchannel
You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1-5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. 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 slot immediately after you cast it. This damage ignores Resistance and Immunity. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.
Subclass: GlyphbinderOriginal
Write Spells into the World Itself
Glyphbinders believe that a spell spoken is a spell wasted. They write their magic into glyphs instead: burned into doorframes, inked on palms, carved into shields, waiting for the moment they are needed. A Glyphbinder's tower is a library where every surface is a spell.
LVL 3Glyph Savant
Choose two Wizard spells from the Abjuration school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, you always have the spell prepared once you can cast level 3 spells, and its material component costs you half as much.
LVL 3Living Glyph
When you finish a Long Rest, you can draw a glyph on a willing creature or on an object, and store in it a Wizard spell of level 1 or higher that you have prepared and that has a casting time of an action. You expend a spell slot of the spell's level as normal. While the glyph lasts, the creature bearing it, or a creature holding the object, can take a Reaction when it takes damage or when a creature it can see moves within 5 feet of it to release the spell. The spell uses your spell save DC and attack bonus, and the bearer chooses its targets. The glyph fades when the spell is released or when you finish your next Long Rest.
LVL 6Ward Script
When a creature bearing your Living Glyph, or holding an object with it, takes damage, the glyph flares and reduces the damage by an amount equal to your Wizard level. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
LVL 10Chained Glyphs
You can maintain two Living Glyphs at once. In addition, when you cast , you can set two triggers instead of one, and the glyph can be triggered twice before it fades.
LVL 14Glyph of Return
When you cast a Wizard spell of level 5 or lower, you can write a copy of it into a glyph that hangs in the air around you. Within the next minute, when a creature you can see moves within 30 feet of you, you can take a Reaction to cast the stored spell again without expending a spell slot, choosing new targets. The glyph then fades. Once you use this feature, you can't use it again until you finish a Long Rest.