rferries
2021-02-05, 11:37 PM
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The Wizard
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: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, 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) a spellcasting focus
(a) a scholar's pack or (b) an explorer's pack
A spellbook
Table: The Wizard
Level
Proficiency Bonus
Features
Cantrips
Magic Points
Maximum Spell Level
1st
+2
Spellcasting, Recover Magic
3
4
1st
2nd
+2
Mental Score Improvement
3
6
1st
3rd
+2
3
14
1st
4th
+2
Ability Score Improvement
4
18
2nd
5th
+3
4
28
2nd
6th
+3
Mental Score Improvement
4
32
3rd
7th
+3
4
38
3rd
8th
+3
Ability Score Improvement
4
44
4th
9th
+4
4
58
4th
10th
+4
Mental Score Improvement
5
64
5th
11th
+4
5
74
5th
12th
+4
Ability Score Improvement
5
74
6th
13th
+5
5
84
6th
14th
+5
Mental Score Improvement
5
84
7th
15th
+5
5
94
7th
16th
+5
Ability Score Improvement
5
94
8th
17th
+6
5
108
8th
18th
+6
Magic Mastery
5
114
9th
19th
+6
Ability Score Improvement
5
124
9th
20th
+6
Archwizard
5
134
10th
Class Features
As a wizard, you gain the following class features.
Spellcasting
You call upon the powers of magic to cast spells from the wizard spell list.
The wizard spell list contains all spells from all prior 5e classes (subject to DM approval), with the exception that wish is now a 10th-level spell.
Memorised Spells
You have a number of memorised spells equal to your wizard level + your Intelligence modifier. These spells must be drawn from the spells you have recorded in your spellbook. You may replace any number of these spells with an equal number of other spells recorded in your spellbook once per long rest.
Cantrips
Cantrips are the simplest spells. At 1st level, you may memorise three cantrips of your choice from the wizard spell list. You may memorise additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Memorised cantrips do not count against your memorised spells. You may replace any number of these cantrips with an equal number of other cantrips recorded in your spellbook once per long rest.
Spellbook and Learning Spells
At 1st level, you have a spellbook containing all cantrips and six 1st-level wizard spells of your choice. Spellbooks may be tomes, prayerbooks, sets of tablets, racks of scrolls, inscribed prayer beads, tribal fetishes, tattoos, or any other similar kind of item.
Once you memorise a spell or cantrip you can cast it without access to your spellbook. However, you must study (or otherwise pray over or meditate with) your spellbook to exchange your memorised spells and/or cantrips.
You can record additional spells into your spellbook over the course of your adventures, whether from borrowed or looted spellbooks, scrolls you find or purchase, divine edicts from your deity, your own personal research, or any similar method (subject to DM approval).
You may transcribe any number of spells between spellbooks (or from your memorised spells into a spellbook) during a short rest, provided you have the appropriate materials.
Magic Points and Casting Spells
You expend magic points to cast spells. Table: The Wizard (see above) shows the number of magic points you possess at each wizard level, and the maximum spell level you can cast at that level. The magic point cost of each spell level is shown below. You regain all magic points when you finish a long rest.
Spell Levels & Magic Point Costs
Spell Level
Magic Point Cost
0th (cantrip)
0
1st
2
2nd
4
3rd
6
4th
8
5th
10
6th
12
7th
14
8th
16
9th
18
10th
20
Higher-level spells are taxing, regardless of how many magic points you have. After you have cast a number of 8th-, 9th-, or 10th-level spells equal to one-half your Intelligence modifier (minimum +1), you cannot cast any more spells of that particular level until you finish a long rest. Spells of 7th level or lower that you cast at a higher level do not count towards this limit.
Spellcasting Ability and Concentration
Charisma is your spellcasting ability for your wizard spells, since it represents your ability to command magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Wisdom is your ability for maintaining concentration on a spell, since it represents your mental fortitude and presence of mind. You use your Wisdom modifier when making a Concentration saving throw.
Concentration Modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast any wizard spell you know as a ritual if that spell has the ritual tag and you either have the spell memorised or in your spellbook (which must be at hand).
At the DM's option, any spell with a casting time of 1 minute or greater gains the ritual tag.
Spellcasting Focus
You can use an arcane focus, druidic focus, or (un)holy symbol (see "Equipment") as a spellcasting focus for your wizard spells.
Recover Magic
You can regain some of your magic points by consulting your spellbook. Once per short rest you regain a number of magic points equal to your Wisdom modifier + one-half your wizard level.
Mental Score Improvement
When you reach 2nd level, and again at 6th, 10th, and 14th level, you can increase one mental ability score (Charisma, Intelligence, or Wisdom) of your choice by 2, or you can increase two mental ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Magic Mastery
At 18th level, your magical prowess is so great that casting lesser spells is a trivial effort. The magic point cost of your spells is reduced by one-half your Wisdom modifier (to a minimum of 0).
Additionally, you gain Expertise on Concentration saving throws. Your proficiency bonus is doubled whenever you make a Concentration saving throw.
Archwizard
At 20th level, you have become a true archwizard (or archpriest, or archdruid, or whichever title you prefer). Your Charisma, Intelligence, and Wisdom scores increase by 2. Your maximum for those scores is now 22.
Additionally, you may maintain concentration on two spells at the same time.
Archetypes
In order to record a spell in your spellbook, it must be of a level you can cast and you must have an Intelligence score at least equal to 10 + the spell level.
Destiny
You blend both magic and might for good or ill. Wizards of this archetype might be righteous exorcists or brutal witch-sovereigns.
At 2nd level, you gain proficiency with light armour and your wizard Hit Dice increase to d8. This increase is retroactive.
At 6th level, you may maintain concentration on two spells at the same time. One of those spells must have been cast on yourself or a friendly creature. Additionally, you gain proficiency in your choice of Acrobatics or Athletics.
At 10th level, you gain proficiency with martial weapons, medium armour, and with shields.
At 14th level, you gain proficiency with heavy armour and your choice of Constitution, Dexterity, or Strength saving throws.
Philosophy
Magic is but one of your intellectual pursuits. Wizards of this archetype might be introspective hermits or enlightened advisors.
At 2nd level, you learn any two exotic languages and gain proficiency with any two of Arcana, History, Investigation, Medicine, Nature, or Religion.
At 6th level, you learn any two exotic languages and gain proficiency with any two of Arcana, History, Investigation, Medicine, Nature, or Religion.
At 10th level, you learn any two exotic languages and gain proficiency with any two of Arcana, History, Investigation, Medicine, Nature, or Religion.
At 14th level, you gain Expertise with certain skills. Your proficiency bonus is doubled for any ability check you make that uses Arcana, History, Investigation, Medicine, Nature, or Religion.
Wonder
As a practitioner of The Art, you are adept at enthralling others. Wizards of this archetype might serve as court magicians or manipulative enchanters.
At 2nd level, you learn three standard languages and gain proficiency with any two of Deception, Insight, Intimidation, Performance, Persuasion, or Sleight of Hand.
At 6th level, you may maintain concentration on two spells at the same time. One of those spells must be an enchantment or illusion spell.
At 10th level, your enchantment and illusion spells can affect creatures that would normally be immune (whether due to condition immunities, truesight, or some other effect). Such creatures make saving throws with advantage. For spells without listed saves (such as invisibility), the creature must make a Wisdom saving throw at your spell save DC or be susceptible.
At 14th level, you gain Expertise with any two of Deception, Insight, Intimidation, Performance, Persuasion, or Sleight of Hand, provided you are proficient with the chosen skills. You also gain proficiency with Charisma saving throws.
The Wizard
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: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, 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) a spellcasting focus
(a) a scholar's pack or (b) an explorer's pack
A spellbook
Table: The Wizard
Level
Proficiency Bonus
Features
Cantrips
Magic Points
Maximum Spell Level
1st
+2
Spellcasting, Recover Magic
3
4
1st
2nd
+2
Mental Score Improvement
3
6
1st
3rd
+2
3
14
1st
4th
+2
Ability Score Improvement
4
18
2nd
5th
+3
4
28
2nd
6th
+3
Mental Score Improvement
4
32
3rd
7th
+3
4
38
3rd
8th
+3
Ability Score Improvement
4
44
4th
9th
+4
4
58
4th
10th
+4
Mental Score Improvement
5
64
5th
11th
+4
5
74
5th
12th
+4
Ability Score Improvement
5
74
6th
13th
+5
5
84
6th
14th
+5
Mental Score Improvement
5
84
7th
15th
+5
5
94
7th
16th
+5
Ability Score Improvement
5
94
8th
17th
+6
5
108
8th
18th
+6
Magic Mastery
5
114
9th
19th
+6
Ability Score Improvement
5
124
9th
20th
+6
Archwizard
5
134
10th
Class Features
As a wizard, you gain the following class features.
Spellcasting
You call upon the powers of magic to cast spells from the wizard spell list.
The wizard spell list contains all spells from all prior 5e classes (subject to DM approval), with the exception that wish is now a 10th-level spell.
Memorised Spells
You have a number of memorised spells equal to your wizard level + your Intelligence modifier. These spells must be drawn from the spells you have recorded in your spellbook. You may replace any number of these spells with an equal number of other spells recorded in your spellbook once per long rest.
Cantrips
Cantrips are the simplest spells. At 1st level, you may memorise three cantrips of your choice from the wizard spell list. You may memorise additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Memorised cantrips do not count against your memorised spells. You may replace any number of these cantrips with an equal number of other cantrips recorded in your spellbook once per long rest.
Spellbook and Learning Spells
At 1st level, you have a spellbook containing all cantrips and six 1st-level wizard spells of your choice. Spellbooks may be tomes, prayerbooks, sets of tablets, racks of scrolls, inscribed prayer beads, tribal fetishes, tattoos, or any other similar kind of item.
Once you memorise a spell or cantrip you can cast it without access to your spellbook. However, you must study (or otherwise pray over or meditate with) your spellbook to exchange your memorised spells and/or cantrips.
You can record additional spells into your spellbook over the course of your adventures, whether from borrowed or looted spellbooks, scrolls you find or purchase, divine edicts from your deity, your own personal research, or any similar method (subject to DM approval).
You may transcribe any number of spells between spellbooks (or from your memorised spells into a spellbook) during a short rest, provided you have the appropriate materials.
Magic Points and Casting Spells
You expend magic points to cast spells. Table: The Wizard (see above) shows the number of magic points you possess at each wizard level, and the maximum spell level you can cast at that level. The magic point cost of each spell level is shown below. You regain all magic points when you finish a long rest.
Spell Levels & Magic Point Costs
Spell Level
Magic Point Cost
0th (cantrip)
0
1st
2
2nd
4
3rd
6
4th
8
5th
10
6th
12
7th
14
8th
16
9th
18
10th
20
Higher-level spells are taxing, regardless of how many magic points you have. After you have cast a number of 8th-, 9th-, or 10th-level spells equal to one-half your Intelligence modifier (minimum +1), you cannot cast any more spells of that particular level until you finish a long rest. Spells of 7th level or lower that you cast at a higher level do not count towards this limit.
Spellcasting Ability and Concentration
Charisma is your spellcasting ability for your wizard spells, since it represents your ability to command magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Wisdom is your ability for maintaining concentration on a spell, since it represents your mental fortitude and presence of mind. You use your Wisdom modifier when making a Concentration saving throw.
Concentration Modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast any wizard spell you know as a ritual if that spell has the ritual tag and you either have the spell memorised or in your spellbook (which must be at hand).
At the DM's option, any spell with a casting time of 1 minute or greater gains the ritual tag.
Spellcasting Focus
You can use an arcane focus, druidic focus, or (un)holy symbol (see "Equipment") as a spellcasting focus for your wizard spells.
Recover Magic
You can regain some of your magic points by consulting your spellbook. Once per short rest you regain a number of magic points equal to your Wisdom modifier + one-half your wizard level.
Mental Score Improvement
When you reach 2nd level, and again at 6th, 10th, and 14th level, you can increase one mental ability score (Charisma, Intelligence, or Wisdom) of your choice by 2, or you can increase two mental ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Magic Mastery
At 18th level, your magical prowess is so great that casting lesser spells is a trivial effort. The magic point cost of your spells is reduced by one-half your Wisdom modifier (to a minimum of 0).
Additionally, you gain Expertise on Concentration saving throws. Your proficiency bonus is doubled whenever you make a Concentration saving throw.
Archwizard
At 20th level, you have become a true archwizard (or archpriest, or archdruid, or whichever title you prefer). Your Charisma, Intelligence, and Wisdom scores increase by 2. Your maximum for those scores is now 22.
Additionally, you may maintain concentration on two spells at the same time.
Archetypes
In order to record a spell in your spellbook, it must be of a level you can cast and you must have an Intelligence score at least equal to 10 + the spell level.
Destiny
You blend both magic and might for good or ill. Wizards of this archetype might be righteous exorcists or brutal witch-sovereigns.
At 2nd level, you gain proficiency with light armour and your wizard Hit Dice increase to d8. This increase is retroactive.
At 6th level, you may maintain concentration on two spells at the same time. One of those spells must have been cast on yourself or a friendly creature. Additionally, you gain proficiency in your choice of Acrobatics or Athletics.
At 10th level, you gain proficiency with martial weapons, medium armour, and with shields.
At 14th level, you gain proficiency with heavy armour and your choice of Constitution, Dexterity, or Strength saving throws.
Philosophy
Magic is but one of your intellectual pursuits. Wizards of this archetype might be introspective hermits or enlightened advisors.
At 2nd level, you learn any two exotic languages and gain proficiency with any two of Arcana, History, Investigation, Medicine, Nature, or Religion.
At 6th level, you learn any two exotic languages and gain proficiency with any two of Arcana, History, Investigation, Medicine, Nature, or Religion.
At 10th level, you learn any two exotic languages and gain proficiency with any two of Arcana, History, Investigation, Medicine, Nature, or Religion.
At 14th level, you gain Expertise with certain skills. Your proficiency bonus is doubled for any ability check you make that uses Arcana, History, Investigation, Medicine, Nature, or Religion.
Wonder
As a practitioner of The Art, you are adept at enthralling others. Wizards of this archetype might serve as court magicians or manipulative enchanters.
At 2nd level, you learn three standard languages and gain proficiency with any two of Deception, Insight, Intimidation, Performance, Persuasion, or Sleight of Hand.
At 6th level, you may maintain concentration on two spells at the same time. One of those spells must be an enchantment or illusion spell.
At 10th level, your enchantment and illusion spells can affect creatures that would normally be immune (whether due to condition immunities, truesight, or some other effect). Such creatures make saving throws with advantage. For spells without listed saves (such as invisibility), the creature must make a Wisdom saving throw at your spell save DC or be susceptible.
At 14th level, you gain Expertise with any two of Deception, Insight, Intimidation, Performance, Persuasion, or Sleight of Hand, provided you are proficient with the chosen skills. You also gain proficiency with Charisma saving throws.