Wizard
A scholar of arcane magic with the widest spell list, a spellbook that grows every level and rituals for free.
- Hit die: d6
- Primary ability: INT
- Saving throws: INT, WIS
- Skills: choose 2 from Arcana, History, Insight, Investigation, Medicine, Nature, Religion
- Weapons: simple
- Spellcasting: INT, full caster (spell list)
Features by level
- 1: Spellcasting. Cast Wizard spells with Intelligence from a spellbook that starts with six level 1 spells.
- 1: Ritual Adept. Cast any Ritual spell in your spellbook as a Ritual without preparing it.
- 1: Arcane Recovery. Once per Long Rest, after a Short Rest, recover slots totalling half your Wizard level (round up).
- 2: Scholar. Expertise in one of Arcana, History, Investigation, Medicine, Nature or Religion that you're proficient in.
- 3: Wizard Subclass. Choose a Wizard subclass.
- 4: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 5: Memorize Spell. After a Short Rest, swap one prepared spell for another in your spellbook.
- 6: Subclass Feature. Gain a feature from your Wizard subclass.
- 8: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 10: Subclass Feature. Gain a feature from your Wizard subclass.
- 12: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 14: Subclass Feature. Gain a feature from your Wizard subclass.
- 16: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 18: Spell Mastery. Cast a chosen level 1 and level 2 spell at their lowest level without a slot.
- 19: Epic Boon. Gain an Epic Boon feat or another feat you qualify for.
- 20: Signature Spells. Two level 3 spells always prepared, each cast once per rest without a slot.
Subclasses (from level 3)
Abjurer
A protective mage whose Arcane Ward soaks damage and whose counters shut down enemy spells.
- 3: Abjuration Savant. Add two Abjuration spells of level 2 or lower to your spellbook for free.
- 5: Abjuration Savant (new spell level). Add one Abjuration spell of a level you can cast to your spellbook for free.
- 7: Abjuration Savant (new spell level). Add one Abjuration spell of a level you can cast to your spellbook for free.
- 9: Abjuration Savant (new spell level). Add one Abjuration spell of a level you can cast to your spellbook for free.
- 11: Abjuration Savant (new spell level). Add one Abjuration spell of a level you can cast to your spellbook for free.
- 13: Abjuration Savant (new spell level). Add one Abjuration spell of a level you can cast to your spellbook for free.
- 15: Abjuration Savant (new spell level). Add one Abjuration spell of a level you can cast to your spellbook for free.
- 17: Abjuration Savant (new spell level). Add one Abjuration spell of a level you can cast to your spellbook for free.
- 3: Arcane Ward. Casting an Abjuration spell with a slot raises a ward with 2 × Wizard level + Int modifier HP that absorbs damage.
- 6: Projected Ward. Reaction: your Arcane Ward absorbs damage dealt to a creature within 30 feet.
- 10: Spell Breaker. Counterspell and Dispel Magic always prepared; add Proficiency Bonus to dispel checks.
- 14: Spell Resistance. Advantage on saves against spells and Resistance to their damage.
Bladesinger
An elven tradition joins wizardry, swordplay, and dance.
- 3: Bladesong. Bonus Action while wearing no armor or Shield: Bladesong for 1 minute. It ends if Incapacitated, you don armor or a Shield, or you use two hands for a weapon attack; end it freely. Uses equal Intelligence modifier (minimum 1) per Long Rest; Arcane Recovery restores one. While active, add Intelligence modifier to AC (minimum +1), gain 10 feet of Speed and Advantage on Acrobatics, use Intelligence for proficient weapon attack and damage rolls, and add Intelligence modifier to Concentration saves.
- 3: Training in War and Song. Gain proficiency with Melee Martial weapons without Heavy or Two-Handed, and choose one listed skill.
- 3: Weapon Focus. A proficient Melee weapon may serve as your Wizard Spellcasting Focus.
- 6: Extra Attack. Two attacks per Attack action.
- 6: Cantrip Substitution. One attack in your Attack action may be replaced by a Wizard cantrip with an action casting time.
- 10: Song of Defense. Reaction when taking damage with Bladesong active: spend a spell slot to reduce the damage by five times its level.
- 14: Song of Victory. After casting a spell with an action casting time, you may make one weapon attack as a Bonus Action.
Conjurer
A wizard specializing in summoning and teleportation.
- 3: Conjuration Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 5: Conjuration Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 7: Conjuration Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 9: Conjuration Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 11: Conjuration Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 13: Conjuration Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 15: Conjuration Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 17: Conjuration Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 3: Benign Transposition. Bonus Action: teleport to an empty visible space within 30 feet, or exchange places with a willing Medium or smaller creature within range. Uses equal Intelligence modifier (minimum 1) per Long Rest.
- 6: Distant Transposition. Benign Transposition reaches 60 feet. A level 3+ spell slot restores one use without an action.
- 6: Durable Summons. A creature summoned or created by a Conjuration spell cast with a slot gains Temporary Hit Points equal to twice your Wizard level when it appears. While these remain, it resists every damage type except Force, Necrotic, Psychic, and Radiant.
- 10: Focused Conjuration. Damage cannot interrupt your Concentration on Conjuration spells.
- 14: Splintered Summons. When a slotted Conjuration spell summons a spirit with an included stat block, you may summon two of that kind in separate empty spaces, each at half current and maximum HP. Both disappear on losing Concentration. Once per Long Rest; spend a level 5+ slot freely to restore use.
Diviner
Sees what's coming: Portent replaces rolls with foretold d20s, and divinations refund slots.
- 3: Divination Savant. Add two Divination spells of level 2 or lower to your spellbook for free.
- 5: Divination Savant (new spell level). Add one Divination spell of a level you can cast to your spellbook for free.
- 7: Divination Savant (new spell level). Add one Divination spell of a level you can cast to your spellbook for free.
- 9: Divination Savant (new spell level). Add one Divination spell of a level you can cast to your spellbook for free.
- 11: Divination Savant (new spell level). Add one Divination spell of a level you can cast to your spellbook for free.
- 13: Divination Savant (new spell level). Add one Divination spell of a level you can cast to your spellbook for free.
- 15: Divination Savant (new spell level). Add one Divination spell of a level you can cast to your spellbook for free.
- 17: Divination Savant (new spell level). Add one Divination spell of a level you can cast to your spellbook for free.
- 3: Portent. After each Long Rest, roll two d20s; replace any D20 Test you can see with one of them.
- 6: Expert Divination. Casting a level 2+ Divination spell with a slot refunds a lower-level slot (level 5 or lower).
- 10: The Third Eye. Bonus Action: darkvision 120 ft, See Invisibility, read any language or see the Invisible nearby.
- 14: Greater Portent. Portent rolls three d20s.
Enchanter
A wizard specializing in influencing minds.
- 3: Enchantment Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 5: Enchantment Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 7: Enchantment Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 9: Enchantment Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 11: Enchantment Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 13: Enchantment Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 15: Enchantment Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 17: Enchantment Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 3: Enchanting Conversationalist: Proficiency. Choose Deception, Intimidation, or Persuasion proficiency.
- 3: Enchanting Conversationalist: Bonus. Checks using the selected skill add your Intelligence modifier, minimum +1.
- 3: Hypnotic Presence. Magic action: one visible creature within 10 feet that sees or hears you makes a Wisdom save against your spell DC. Failure Charms and Incapacitates it with Speed 0 for 1 minute, ending if it takes damage, leaves 10 feet, or can neither see nor hear you. Uses equal Intelligence modifier (minimum 1) per Long Rest.
- 6: Split Enchantment. When casting an Enchantment spell with a slot that can add a target by upcasting, increase its effective level by 1. Uses equal Intelligence modifier per Long Rest.
- 10: Instinctive Charm. Reaction when a visible attacker within 30 feet hits you: Wisdom save against your spell DC. Failure makes the attack miss you and redirect, with the same roll, to another creature in its reach other than the attacker; you choose if several qualify. Once per Long Rest; casting an Enchantment spell with a slot restores use.
- 14: Alter Memories. A creature you Charm with a slotted Enchantment can be left unaware of it, and later lose some memories.
Evoker
Explosive elemental magic: free Evocation spells, cantrips that always bite and allies spared from blasts.
- 3: Evocation Savant. Add two Evocation spells of level 2 or lower to your spellbook for free.
- 5: Evocation Savant (new spell level). Add one Evocation spell of a level you can cast to your spellbook for free.
- 7: Evocation Savant (new spell level). Add one Evocation spell of a level you can cast to your spellbook for free.
- 9: Evocation Savant (new spell level). Add one Evocation spell of a level you can cast to your spellbook for free.
- 11: Evocation Savant (new spell level). Add one Evocation spell of a level you can cast to your spellbook for free.
- 13: Evocation Savant (new spell level). Add one Evocation spell of a level you can cast to your spellbook for free.
- 15: Evocation Savant (new spell level). Add one Evocation spell of a level you can cast to your spellbook for free.
- 17: Evocation Savant (new spell level). Add one Evocation spell of a level you can cast to your spellbook for free.
- 3: Potent Cantrip. Your damaging cantrips deal half damage on a miss or a successful save.
- 6: Sculpt Spells. Choose 1 + spell level creatures to automatically succeed against your Evocation spell and take no damage.
- 10: Empowered Evocation. Add your Intelligence modifier to one damage roll of your Wizard Evocation spells.
- 14: Overchannel. Deal maximum damage with a level 1-5 damaging spell; repeat uses before a Long Rest cost Necrotic damage.
Illusionist
Master of illusion: silent, longer-range illusions, phantasmal summons and illusions made real.
- 3: Illusion Savant. Add two Illusion spells of level 2 or lower to your spellbook for free.
- 5: Illusion Savant (new spell level). Add one Illusion spell of a level you can cast to your spellbook for free.
- 7: Illusion Savant (new spell level). Add one Illusion spell of a level you can cast to your spellbook for free.
- 9: Illusion Savant (new spell level). Add one Illusion spell of a level you can cast to your spellbook for free.
- 11: Illusion Savant (new spell level). Add one Illusion spell of a level you can cast to your spellbook for free.
- 13: Illusion Savant (new spell level). Add one Illusion spell of a level you can cast to your spellbook for free.
- 15: Illusion Savant (new spell level). Add one Illusion spell of a level you can cast to your spellbook for free.
- 17: Illusion Savant (new spell level). Add one Illusion spell of a level you can cast to your spellbook for free.
- 3: Improved Illusions. Illusion spells need no Verbal component and reach 60 feet farther; you know Minor Illusion and can cast it as a Bonus Action.
- 6: Phantasmal Creatures. Summon Beast and Summon Fey always prepared and castable as Illusions, once free per Long Rest at half HP.
- 10: Illusory Self. Reaction: an attack against you automatically misses; once per rest or spend a level 2+ slot.
- 14: Illusory Reality. Make one nonmagical object in your illusion real for 1 minute.
Necromancer
A wizard specializing in life energy and undead servants.
- 3: Necromancy Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 5: Necromancy Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 7: Necromancy Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 9: Necromancy Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 11: Necromancy Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 13: Necromancy Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 15: Necromancy Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 17: Necromancy Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 3: Necromancy Spellbook: Resistance. Resistance to Necrotic damage.
- 3: Necromancy Spellbook: Familiar. Find Familiar is added to your spellbook. It can use a Skeleton or Zombie form, or a normal form with the Undead type. You may trade one Attack-action attack for your familiar to attack with its Reaction.
- 3: Undead Vitality. After casting a Necromancy spell with a slot, one visible Undead within 60 feet may heal the slot level + your Wizard level.
- 6: Grave Power. While holding your spellbook, Arcane Recovery reduces your Exhaustion by 1, and damage from Wizard spells and features ignores Necrotic Resistance.
- 6: Animate Dead. Animate Dead is always prepared.
- 6: Undead Thralls. Animate Dead can be cast without a slot once per Long Rest, and any casting may have its effective level increased by 1. Holding your spellbook, your Necromancy-created or summoned Undead gain current and maximum HP equal to Intelligence modifier + half Wizard level (round down); controlled Undead within 60 feet add Intelligence modifier Necrotic damage (minimum 1) on attack-roll hits.
- 10: Harvest Undead. Reaction after damage leaves you Bloodied but above 0 HP: reduce a visible Undead you control to 0 HP to heal yourself for your Wizard level.
- 14: Death’s Master. While holding your spellbook: once per Long Rest, a Bonus Action grants Wizard level Temporary Hit Points to any number of your Necromancy-created or summoned Undead within 60 feet. When a visible Undead drops to 0 HP, you may explode it: roll d6s equal to half its unused Hit Dice (round up, minimum 1d6). Creatures in its 10-foot Emanation make Dexterity saves against your spell DC, taking that much Necrotic and losing Reactions until their next turn starts on failure, or half damage only on success. Exploding an Undead you do not control also costs a Reaction and a level 5+ spell slot.
- 14: Death’s Master: others’ Undead. Explode an Undead you don't control when it drops, for your Reaction and a level 5+ slot.
Transmuter
A wizard specializing in changing matter and living forms.
- 3: Transmutation Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 5: Transmutation Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 7: Transmutation Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 9: Transmutation Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 11: Transmutation Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 13: Transmutation Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 15: Transmutation Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 17: Transmutation Savant. Add Wizard spells of this school to your spellbook for free: two of level 1–2 at Wizard level 3, then one of a level you can cast on gaining a new spell slot level.
- 3: Transmuter’s Stone. Constitution save proficiency and one stone benefit, changed after a Long Rest.
- 3: Alter Self. Alter Self is always prepared.
- 3: Wondrous Alteration. Cast Alter Self without a slot once per Long Rest. Its Aquatic Adaptation adds Bonus Action Dash underwater; Change Appearance adds Advantage on Deception; Natural Weapons deals 2d6 and grants Advantage on Concentration saves.
- 6: Empowered Transmutation. When casting a Transmutation spell with a slot that makes no attack roll and forces no save, increase its effective level by 1. Uses equal Intelligence modifier (minimum 1) per Long Rest.
- 10: Potent Stone. The stone grants two benefits; Resistance can be chosen twice for different types, other options once. Slotted Transmutation can change either or both. New options: Mighty Build (Advantage on Strength saves, carrying capacity as one size larger) and Tremorsense 30 feet.
- 10: Polymorph. Polymorph is always prepared.
- 10: Shape-Shifter. Cast Polymorph without a slot once per Long Rest. Once per Long Rest when targeting yourself, retain memories, communication, mental ability scores, proficiencies, class features, and feats; you can cast Transmutation spells without costly or consumed Material components in that form.
- 14: Master Transmuter. While carrying your stone, a Magic action consumes it for one benefit; a level 7+ slot prevents destruction. Major Transformation: handle a nonmagical object for 10 minutes, converting it to a similar-size/mass object of equal or lower value, at most a 10-foot Cube or eight connected 5-foot Cubes. Panacea: touch heals half target maximum HP (round down), ends magical contagions, curses including cursed Attunement, Poisoned, and Petrified. Restore Life: cast Raise Dead without a slot, using the stone for materials. Restore Youth: touch a willing creature, remove all Exhaustion and make it appear 3d10 years younger, no younger than young adulthood.