Wizard

Classic fifth-edition (2014) SRD 5.1 rules. The complete rules for this entry are reproduced below for use at the table.

  • Hit Die: d6
  • Saving Throws: INT, WIS
  • Proficiencies: Daggers, Darts, Slings, Quarterstaffs, Crossbows, light, Saving Throw: INT, Saving Throw: WIS
  • Skill choices: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Starting Equipment

  • 1 × Spellbook
  • Choose: (a) a quarterstaff or (b) a dagger
  • Choose: (a) a component pouch or (b) an arcane focus
  • Choose: (a) a scholar’s pack or (b) an explorer’s pack

Class Progression

Level Proficiency Bonus Features Arcane Recovery Levels
1 +2 Spellcasting: Wizard, Arcane Recovery 1
2 +2 Arcane Tradition 1
3 +2 None 2
4 +2 Ability Score Improvement 2
5 +3 None 3
6 +3 Arcane Tradition feature 3
7 +3 None 4
8 +3 Ability Score Improvement 4
9 +4 None 5
10 +4 Arcane Tradition feature 5
11 +4 None 6
12 +4 Ability Score Improvement 6
13 +5 None 7
14 +5 Arcane Tradition feature 7
15 +5 None 8
16 +5 Ability Score Improvement 8
17 +6 None 9
18 +6 Spell Mastery 9
19 +6 Ability Score Improvement 10
20 +6 Signature Spell 10

Spellcasting Progression

Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 2 0 0 0 0 0 0 0 0
2 3 3 0 0 0 0 0 0 0 0
3 3 4 2 0 0 0 0 0 0 0
4 4 4 3 0 0 0 0 0 0 0
5 4 4 3 2 0 0 0 0 0 0
6 4 4 3 3 0 0 0 0 0 0
7 4 4 3 3 1 0 0 0 0 0
8 4 4 3 3 2 0 0 0 0 0
9 4 4 3 3 3 1 0 0 0 0
10 5 4 3 3 3 2 0 0 0 0
11 5 4 3 3 3 2 1 0 0 0
12 5 4 3 3 3 2 1 0 0 0
13 5 4 3 3 3 2 1 1 0 0
14 5 4 3 3 3 2 1 1 0 0
15 5 4 3 3 3 2 1 1 1 0
16 5 4 3 3 3 2 1 1 1 0
17 5 4 3 3 3 2 1 1 1 1
18 5 4 3 3 3 3 1 1 1 1
19 5 4 3 3 3 3 2 1 1 1
20 5 4 3 3 3 3 2 2 1 1

Spellcasting

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 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.

Class Features

Spellcasting: Wizard

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

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 eight schools, such as Evocation.

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 Spell

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.

Subclasses

Epic Levels 21-40

The following epic progression is fully summarized here for play on Tazzurath. All epic rules in this section use the purple epic-text style.

The character editor presents levels 1-40 as one Wizard class. When synchronized to Avrae, levels above 20 are automatically stored under EWizard while retaining the same subclass.

Level Proficiency Bonus Features
21st +7 Extra Attack, Improved Arcane Recovery, Second Cast
22nd +7 Second Arcane Tradition
23rd +7 --
24th +7 Ability Score Improvement
25th +8 Cantrip Improvement
26th +8 --
27th +8 --
28th +8 Ability Score Improvement
29th +9 --
30th +9 Cantrip Improvement
31st +9 --
32nd +9 Ability Score Improvement
33rd +10 --
34th +10 --
35th +10 Cantrip Improvement
36th +10 Ability Score Improvement
37th +11 --
38th +11 --
39th +11 --
40th +12 Arcane Refuel, Cantrip Improvement

Epic spell progression

Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st 7 4 3 3 3 3 2 2 1 1 -
22nd 7 4 3 3 3 3 2 2 1 1 -
23rd 7 4 3 3 3 3 2 2 1 1 -
24th 7 4 3 3 3 3 2 2 1 1 -
25th 8 5 4 3 3 3 3 2 2 1 -
26th 8 5 4 3 3 3 3 2 2 1 -
27th 8 5 4 4 3 3 3 2 2 1 -
28th 8 5 4 4 3 3 3 2 2 1 -
29th 8 6 5 4 4 3 3 2 2 1 -
30th 8 6 5 4 4 3 3 2 2 1 -
31st 9 6 5 5 4 4 3 3 2 1 -
32nd 9 6 5 5 4 4 3 3 2 1 -
33rd 9 7 6 5 5 4 4 3 3 2 -
34th 9 7 6 5 5 4 4 3 3 2 1
35th 9 7 6 6 5 5 4 3 3 2 1
36th 9 7 6 6 5 5 4 3 3 2 1
37th 9 8 7 6 6 5 5 4 3 2 1
38th 9 8 7 6 6 5 5 4 3 2 1
39th 10 8 7 7 6 6 5 4 3 2 1
40th 10 42 8 7 7 6 6 5 4 3 2

Epic feature rules

Extra Attack

Attack twice whenever you take the Attack action.

Second Arcane Tradition

Choose another Arcane Tradition at level 22 and gain its corresponding features at levels 22, 26, 30, and 34.

Improved Arcane Recovery

Once per day after a short rest, recover spell slots whose combined levels do not exceed your wizard level; this cannot restore a 10th-level slot.

Second Cast

After casting a leveled spell, cast a cantrip or another spell as part of the same action: 1st level at 21, 2nd at 25, 3rd at 29, 4th at 32, and 5th at 37.

Ability Score Improvement

Gain 3 ability-score points. No score can exceed the character's total level. Instead, take a feat and increase one ability score by 1.

Cantrip Improvement

Cantrip damage gains one additional die or attack at levels 25, 30, 35, and 40, for four additional dice or attacks at level 40.

Arcane Amplification

At level 31, choose a third Signature Spell of 3rd level or lower. It does not count against prepared spells and can be cast at its base level without slots or material components.

Ultimate Magics

At level 40, roll a d20 whenever you cast a spell. On a natural 20, the spell slot is not spent; bonuses and rerolls cannot modify this check.

Epic progression credited to Adalwolf's Epic Level Handbook: Players.

SRD 5.1 · CC BY 4.0
Open source

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.