Classes

Wizard

Can Cast Spells: Yes

Wizards are the supreme practitioners of arcane magic, mastering spells through careful study and meticulous documentation. Their power comes not from divine blessing or innate talent, but from years of dedicated research and an unquenchable thirst for magical knowledge. Whether you're a scholarly sage poring over ancient tomes, an eccentric experimenter pushing the boundaries of what's magically possible, or a practical spellcaster solving problems through clever application of arcane formulae, your spellbook represents both your greatest tool and your life's work.

As a wizard, your approach to magic is both systematic and creative, treating spellcraft as both an art and a science. Through careful preparation and strategic thinking, you can unleash a vast array of magical effects, from subtle enchantments to devastating blasts of elemental fury. Your spellbook contains the fruits of your magical research, growing larger as you discover new spells and uncover ancient arcane secrets. While other spellcasters might rely on divine providence or raw power, you understand the fundamental principles of magic itself, allowing you to shape and control mystical energies with unparalleled precision. Your specialized school of magic further defines your approach, whether you're an enchanter weaving subtle magics of influence, an evoker channeling pure destructive energy, or an illusionist crafting elaborate magical deceptions.

Hit Points

Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + 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:

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmering 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.

Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, 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, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

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 for free. 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 magic's schools. Select one wizard subclass. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

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.

Spell Mastery

At 18th level, 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.

Signature Spells

When you reach 20th level, 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 don't 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 can't 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.

Wizard Table

  --- Spell Slots per Spell Level ---

Level
Proficiency
Bonus

Features
Cantrips
Known

1st

2nd

3rd

4th

5th

6th

7th

8th

9th
1st +2 Spellcasting, Arcane Recovery 3 2 --- --- --- --- --- --- --- ---
2nd +2 Arcane Tradition 3 3 --- --- --- --- --- --- --- ---
3rd +2 --- 3 4 2 --- --- --- --- --- --- ---
4th +2 Ability Score Improvement 4 4 3 --- --- --- --- --- --- ---
5th +3 --- 4 4 3 2 --- --- --- --- --- ---
6th +3 Arcane Tradition Feature 4 4 3 3 --- --- --- --- --- ---
7th +3 --- 4 4 3 3 1 --- --- --- --- ---
8th +3 Ability Score Improvement 4 4 3 3 2 --- --- --- --- ---
9th +4 --- 4 4 3 3 3 1 --- --- --- ---
10th +4 Arcane Tradition Feature 5 4 3 3 3 2 --- --- --- ---
11th +4 --- 5 4 3 3 3 2 1 --- --- ---
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 --- --- ---
13th +5 --- 5 4 3 3 3 2 1 1 --- ---
14th +5 Arcane Tradition Feature 5 4 3 3 3 2 1 1 --- ---
15th +5 --- 5 4 3 3 3 2 1 1 1 ---
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 ---
17th +6 --- 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

 

Wizard Subclasses

Name Description
Blue Mage A scholarly spellcaster who absorbs and masters magical techniques from foes, weaving enemy spells into their own arcane repertoire.
Cantrip Adept The Cantrip Adept arcane tradition turns simple spells into sophisticated magical tools, mastering the art of cantrips that others overlook.
School of Abjuration This school emphasizes magic that blocks, banishes, or protects.
School of Conjuration This school favors spells that produce objects and creatures out of thin air.
School of Divination This school strives to part the veils of space, time, and consciousness to see clearly.
School of Enchantment This school hones the ability to magically entrance and beguile other people and monsters.
School of Evocation This school focuses on magic that creates powerful elemental effects.
School of Illusion This school focuses on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk.
School of Necromancy This school explores the cosmic forces of life, death, and undeath.
School of Transmutation This school specializes in spells that modify energy and matter.
School of War Magic A variety of arcane colleges specialize in training wizards for war.

 

Wizard Spell List


CANTRIPS

Name School Casting Time Duration Range Comp.
Acid Splash Conjuration 1 action Instantaneous 60 feet V, S
Blade Ward Abjuration 1 action 1 round Self V, S
Chill Touch Necromancy 1 action 1 round 120 feet V, S
Control Flames Transmutation 1 action Instantaneous or 1 hour (see below) 60 feet S
Create Bonfire Conjuration 1 action Concentration, up to 1 minute 60 feet V, S
Dancing Lights Evocation 1 action Concentration, up to 1 minute 120 feet V, S, M
Fire Bolt Evocation 1 action Instantaneous 120 feet V, S
Friends Enchantment 1 action Concentration, up to 1 minute Self S, M
Frostbite Evocation 1 action Instantaneous 60 feet V, S
Gust Transmutation 1 action Instantaneous 30 feet V, S
Infestation Conjuration 1 action Instantaneous 30 feet V, S, M
Light Evocation 1 action 1 hour Touch V, M
Mage Hand Conjuration 1 action 1 minute 30 feet V, S
Mending Transmutation 1 minute Instantaneous Touch V, S, M
Message Transmutation 1 action 1 round 120 feet V, S, M
Minor Illusion Illusion 1 action 1 minute 30 feet S, M
Mold Earth Transmutation 1 action Instantaneous or 1 hour (see below) 30 feet S
Poison Spray Conjuration 1 action Instantaneous 10 feet V, S
Prestidigitation Transmutation 1 action Up to 1 hour 10 feet V, S
Ray of Frost Evocation 1 action Instantaneous 60 feet V, S
Shape Water Transmutation 1 action Instantaneous or 1 hour (see below) 30 feet S
Shocking Grasp Evocation 1 action Instantaneous Touch V, S
Thunderclap Evocation 1 action Instantaneous 5 feet S
Toll the Dead Necromancy 1 action Instantaneous 60 feet V, S
True Strike* Divination 1 action Instantaneous Self S, M

1ST-LEVEL SPELLS

Name School Casting Time Duration Range Comp.
Absorb Elements Abjuration 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage 1 round Self S
Alarm Abjuration 1 minute 8 hours 30 feet V, S, M
Burning Hands Evocation 1 action Instantaneous Self (15-foot cone) V, S
Catapult Transmutation 1 action Instantaneous 60 feet S
Cause Fear Necromancy 1 action Concentration, up to 1 minute 60 feet V
Charm Person Enchantment 1 action 1 hour 30 feet V, S
Chromatic Orb Evocation 1 action Instantaneous 90 feet V, S, M
Color Spray Illusion 1 action 1 round Self (15-foot cone) V, S, M
Comprehend Languages Divination 1 action 1 hour Self V, S, M
Detect Magic Divination 1 action Concentration, up to 10 minutes Self V, S
Disguise Self Illusion 1 action 1 hour Self V, S
Earth Tremor Evocation 1 action Instantaneous 10 feet V, S
Expeditious Retreat Transmutation 1 bonus action Concentration, up to 10 minutes Self V, S
False Life Necromancy 1 action 1 hour Self V, S, M
Feather Fall Transmutation 1 reaction, which you take when you or a creature within 60 feet of you falls 1 minute 60 feet V, M
Find Familiar Conjuration 1 hour Instantaneous 10 feet V, S, M
Floating Disk Conjuration 1 action 1 hour 30 feet V, S, M
Fog Cloud Conjuration 1 action Concentration, up to 1 hour 120 feet V, S
Grease Conjuration 1 action 1 minute 60 feet V, S, M
Hideous Laughter Enchantment 1 action Concentration, up to 1 minute 30 feet V, S, M
Ice Knife Conjuration 1 action Instantaneous 60 feet S, M
Identify Divination 1 minute Instantaneous Touch V, S, M
Illusory Script Illusion 1 minute 10 days Touch S, M
Jump Transmutation 1 action 1 minute Touch V, S, M
Longstrider Transmutation 1 action 1 hour Touch V, S, M
Mage Armor Abjuration 1 action 8 hours Touch V, S, M
Magic Missile Evocation 1 action Instantaneous 120 feet V, S
Protection from Evil and Good Abjuration 1 action Concentration up to 10 minutes Touch V, S, M
Ray of Sickness Necromancy 1 action Instantaneous 60 feet V, S
Shield Abjuration 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell 1 round Self V, S
Silent Image Illusion 1 action Concentration, up to 10 minutes 60 feet V, S, M
Sleep Enchantment 1 action 1 minute 90 feet V, S, M
Snare Abjuration 1 minute 8 hours Touch S, M
Thunderwave Evocation 1 action Instantaneous Self (15-foot cube) V, S
Unseen Servant Conjuration 1 action 1 hour 60 feet V, S, M
Witch Bolt Evocation 1 action Concentration, up to 1 minute 30 feet V, S, M

2ND-LEVEL SPELLS

Name School Casting Time Duration Range Comp.
Acid Arrow Evocation 1 action Instantaneous 90 feet V, S, M
Alter Self Transmutation 1 action Concentration, up to 1 hour Self V, S
Arcane Lock Abjuration 1 action Until dispelled Touch V, S, M

Player's Handbook. Wizards of the Coast, 2014.