
Wizard Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Scholars of the Arcane
Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.
Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
The Lure of Knowledge
Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.
But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.
Creating a Wizard
Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?
What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.
QUICK BUILD
You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.
The Wizard Table
Level |
Proficiency |
Features |
Cantrips |
—Spell Slots per Spell Level— |
||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
||||
1st |
+2 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
+2 |
3 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
+2 |
— |
3 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
4th |
+2 |
4 |
4 |
3 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
+3 |
— |
4 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
6th |
+3 |
4 |
4 |
3 |
3 |
— |
— |
— |
— |
— |
— |
|
7th |
+3 |
— |
4 |
4 |
3 |
3 |
1 |
— |
— |
— |
— |
— |
8th |
+3 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
|
9th |
+4 |
— |
4 |
4 |
3 |
3 |
3 |
1 |
— |
— |
— |
— |
10th |
+4 |
5 |
4 |
3 |
3 |
3 |
2 |
— |
— |
— |
— |
|
11th |
+4 |
— |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
12th |
+4 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
|
13th |
+5 |
— |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
14th |
+5 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
|
15th |
+5 |
— |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
16th |
+5 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
|
17th |
+6 |
— |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18th |
+6 |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
|
19th |
+6 |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
|
20th |
+6 |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Class Features
As a wizard, you gain the following class features.
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 from Arcana, History, Insight, Investigation, Medicine, 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) an arcane focus
- (a) a scholar’s pack or (b) an explorer’s pack
- A spellbook
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
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 (see the Adventuring Gear section) 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 (see the “Your Spellbook” sidebar).
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: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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.
Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
School of Evocation Legacy This doesn't reflect the latest rules and lore. Learn More
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
To BramblefootDruid:
Alright, since someone asked (or at least showed interest), here is the Battlecaster and the Stormbringer subclass (up to level 6):
Hit die is a d8, has Con. and Int. saves. Gets all weapons, light and medium armor and shields. 2 skills from: Arcana, athletics, history, insight, medicine, perception, stealth, survival. 3 cantrips at 1st lvl, +1 at 5th, uses Int for spells, knows 2 spells at 1st lvl, +1 at each lvl. Spell slot progression: normal up to lvl 3, then: 3rd lvl: 4 L1, 1 L2; 4th: 2 L2, 5th: 3 L2; 6th: 1 L3. Has spells and the fighter's fighting style options at 1st lvl. 2nd lvl is combat specialty and second wind (1d8 instead). 3rd lvl is action surge. 4th is the ASI. 5th is extra attack. 6th is a combat specialty feature. Uses the wizard spell list. Equipment: 1st. scale mail, chain shirt or leather armor; then arcane focus or component pouch; then a martial melee weapon and either a simple weapon or a shield; then a light crossbow and 20 bolts or another simple weapon, then dungeoneer's or explorer's pack.
Stormbringer Combat Specialty:
2nd lvl: Charge of the Storm (+1d6 on a weapon hit once per round max, choosing from: acid, bludgeoning, cold, fire, lightning, slashing, or thunder; once chosen, you can't change it) and Enhanced Spells (1 BA to use. 1 option, +1 and/or change at 6th lvl.)
Options for enhanced spells:
Altered: change a number of damage dice (equal to your INT mod) to your chosen damage type
Destructive: add damage + 2x your INT mod; Distant: Double the spell range, or 30 ft if range of touch; Empowered: Reroll a number of damage dice (equal to your INT mod), you must use the new rolls
Extended: Double spell duration to a max of 24 hrs, won't work on spells with duration: instantaneous
Heightened: 1 target has disadvantage on the spell's save
Repeated: Recast the spell on your next turn using 1 BA instead of a spell slot, only works on spells with duration: Instantaneous
Strengthened: triple damage for vulnerability, and negates resistance.
6th lvl: Raging Spells. Usage: max equal to your INT (min. 1) per LR: 1 action next spell cast, choose one: advantage on all its attack rolls or a number of targets (= your INT mod.) have disadvantage on the spell's save. If you use this feature, you can't cast any cantrips or other spells until after your next turn.
If you want to see more of the Combat specialties for this class, just let me know and I'll get back to you ASAP.
Oh and btw, thanks for the helpful info. I hope this answers your (I assume they're rhetorical) questions.
Because of how complicated it would be. What levels do the features come in? Subclasses? Some people don't know how to code the subclasses on DDB, let alone how to do a whole class. That's why.
If I cast Meteor Swarm as a Scribe wizard and change it's damage type, would it change both the bludgeoning and fire damage?
Needs content about divination and portent
I have a spellcasting/martial class called the Battlecaster that mixes some sorcerer-style spellcasting with fighter-style features and the wizard spell list. So far it has 4 (soon to be 5) subclasses, and I'm interested in seeing whether anyone is interested in it. If so, I release details so others can refine it.
Side question: Why doesn't Homebrew give players the option to make an entirely new class?
Thx. In rules, I didn't think so. Were I DM, I think I'd house rule a chance of error.
In the rules, no. The time and money spent are used to assume that you are taking your time and making sure there are no errors. Now your DM might introduce that into your specific games but other than that its a 100% success rate.
Given the historical record of errors introduced into copies, is there an error rate in copying spells, & spellbooks?
TLDR, no.
Can you take heightened spells for spell mastery? Like taking Magic Missile at 2th level?
Artificer as well, you get a spell book (ability to gain future spells), the strong level 2 feature, and actually increase your spell progression due to how multiclassing works in 5e and wizard being a full caster vs arts 3/4 caster. It's an interesting dip for sure, but many feel leaving art actually weakens the glass due to their strengths coming from class level features.
It's very good point taking the lvl 6 ability into consideration, its easy for me to think of these abilities in a bubble but yes there is a degree of balance to the character as a whole.
Coming from a multi class standpoint this is a powerful subclass to dip into for melee casters. An eldrich Knight could really benefit from this reaction flexibility.
I think what it means is that this is the school of wizardry that you are specifically studying. Like your specialization not like a physical place.
it is just a subclass option you don't literally have to go to a wizard school.
Wizard schools are exactly like the other class' subclasses, meaning that you choose one when you reach a certain level and gain that school's features as you level up. For wizards, that means you should have had a school starting at level 2. You should probably talk to your DM to make sure your features are all up to date.
Hope this helps :)
I might of just missed this but how do wizard schools work. I want to go to the school of illusion and I don't really know how it works. Is there a campaign adventure you have to do to graduate a school of wizardry? I'm an 8th lvl wizard so I dont really know how to become an illusionist. Please write back as I am very confused
It is powerful and valuable for a 2nd level feature. That said, you no longer have access to Counter Spell etc or any reaction for the round as well as lose spell casting beyond cantrips for the next turn... Outside of combat it still works and is powerful, but their level 6 is weak for a level 6 comparably to other classes/subclasses. I think its balanced considering there are other ways (races) to simply get advantage against magic to most saves passively which is equivalent to a +5 static bonus.
Question about War mage: Arcane deflection. It's a really fun feature, but reading through it, is the only cost just taking your reaction and not casting levelled spells on your next turn? In combat that's a fine payoff, but outside of initiative I could gain +4 to any saving throw I fail, limitlessly? I expected it to be limited to a 'number of times equal to your intelligence modifier' or something similar.
Is this super powerful or am I overestimating its usefulness?
I love Wizards, they are my favorite class. I enjoy the nerdy vibe to them and how powerful they get. I started a campaign with a Wizard with “a mind for business” and he likes to make the others sign scrolls containing contracts and agreements during the story. With this, I decided to try the Order of Scribes and it is so good, I can use my class features in full character and the subclass is really fun since it doesn’t commit you fully to just one School and let you have the ultimate bond with your spellbook... as, honestly, any Wizard should do
I like the order of the scribes