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: Daggers, darts, slings, quarterstaffs, light crossbows

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose two: Arcana, History, Insight, Investigation, Medicine, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted to you by your background:

Spellcasting

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

Cantrips. At 1st level, you know three cantrips of your choice from the arcane 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. Every time you level up in this class, you may add 2 spells to your spellbook that you have spell slots for that are in the arcane spell list.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find an arcane spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you have spell slots for, and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. You may split up the time it takes to learn a spell, for example if you were trying to learn a 2nd level spell, you could spend two hours during a long rest learning the spell, and then finish the other two hours during another long rest. Once you have spent this time and money, you can prepare the spell just like your other spells.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Your spell book is incomprehensible to another mage unless they spend time to decode it, or you take time to teach them to decode it. The DC for decoding a mages spell book is 10 + the wizards intelligence modifier + the wizards total levels in this class. It takes a number of hours to either teach or decode the spell book equal to the level of the mage.

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 any type of 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. When you cast a spell as a ritual, it takes an amount of time equal to 10 minutes + the spells normal casting time. It also doesn’t expend a spell slot when you cast this way, which means the ritual version of a spell can’t be cast at a higher level than its normal spell level.

Spellcasting Focus. Most Wizards use their Spellbook as their spellcasting focus, but you can also use an arcane focus for your wizard spells.

Learning Spells. Each time you gain a wizard level, you can 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 on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Modifying Spells

Due to your intensive study over the way magic and the weave works, you have the ability to modify parts of a spells incantations and gestures and sigils, slightly altering the spell. When you modify a spell, it must be a an arcane spell that you know and is recorded in your Spellbook. To modify the spell, you pick one of the options listed below. You must spend time and money to alter the spell equal to 2 hours and 50gp per level of the spell. Once you have done so, the spell, with the modified effects, is added to your spellbook like any other spell. This spell counts as a wizard spell for you, and does not replace the original version of the spell unless you choose to replace it. You may give your modified spell a name if you choose to.

Damage Alteration: You can change the damage type of your spell. You can only change one damage type of the spell at a time, for example if a spell does both fire and lightning damage, you could only replace one of those. Changing a spells damage type to necrotic, radiant, force, or psychic damage is more difficult than normal damage types. When you change a spell to necrotic, radiant, force, or psychic damage and it wasn't already one of those damage types, your spell deals one less die of damage. For example, a fireball changed to force damage would only deal 7d6 force damage instead of 8d6.

Range Alteration: If the spell has a range, you double it's range, and if the spell has an area of effect, you can increase it's area of effect by 20 feet. If a spell has a range of touch, it's range becomes 15 feet. When you do this, the spell's damage die becomes one size smaller. For example, if you were to modify the firebolt cantrip this way, it would now have a range of 240 feet instead of 120, and it would now deal 1d8 damage instead of 1d10. If you were to modify the fireball spell, it would now have an area of effect equal to a 40 foot radius sphere instead  of a 20 foot radius sphere, and it would now deal 8d4 damage instead of 8d6.

Save Type Alteration: If the spell requires a saving throw, you can modify it to a different type of save. If your spell requires a Strength, Dexterity, or Constitution saving throw, you may swap it to either one of those options. If your spell requires an Intelligence, Charisma, or Wisdom saving throw, you may swap it to either one of those options. If the spell requires an attack roll, you may instead make it a Strength or Dexterity saving throw.

While the Modifying Spells feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you choose to, take a moment to describe how you altered your spells when you cast them. For example, a fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A charm person that requires an Intelligence save might take the form of a mischievous pixie that tricks the target into doing your bidding.

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 the following schools: Abjuration, Bladesinging, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, and War Magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

When you choose your arcane tradition, you may add your spell casting modifier to the damage roll of spells from the matching spell school. If another ability allows you to add your spell casting modifier to the damage roll of a spell, this does not stack with it.

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.

Signature Cantrip

At 11th level, you have achieved mastery over a certain cantrip. You can add your intelligence modifier to the damage roll of your cantrip. You may also cast this cantrip as a bonus action on your turn if you do not cast a spell with your action.

If the cantrip is a modified spell, it does not suffer any of the penalties that come with modifying the spell. For example, if you modified the Shocking Grasp cantrip to have a range of 15 feet instead of touch, it still deals 1d8 lightning damage.

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.

If either of these spells are a modified spell, it does not suffer any of the penalties that come with modifying the spell. For example, if you modified the Thunderwave spell to deal force damage instead of thunder damage, it would still deal 2d8 damage. If you modified the thunderwave spell to have an area of effect of 35 feet, it still deals 2d8 damage.

By spending 8 hours in study, you can change 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 a powerful spell and can cast it with little effort. Choose one 3rd-level wizard spell in your spellbook as your signature spell. You always have this spells prepared, and it doesn't count against the number of spells you have prepared, and you can cast it without spending a spell slot. If you want to cast the spell at a higher level, you must expend a spell slot as normal.

If this spell is a modified spell, it does not suffer any of the penalties that come with modifying the spell. For example, if you modified the Fireball spell to deal force damage instead of fire damage, it would still deal 8d6 damage. If you modified the thunderwave spell to have an area of effect of 40 feet, it still deals 8d6 damage.