
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.
You've never actually looked at cleric and paladin side by side have you
For anyone else struggling with understanding how wizard works, with all the spellbook and prepared and everything, I got you.
Let's say your character is 1st level. They have 2 spell slots of 1st level, and 3 cantrips. Cantrips are not based on your spellbook or prepared spells, and can be cast even if you don't have your spellbook, and without expending any spell slots, as usual.
Your spellbook is the base of all your spellcasting. At first level, you have 6 1st level spells in your spell book. Every time you level up, you add 2 more spells to your spell book, but they must be a spell level you have slots for. For example, at level 3, you gain access to 2nd level spell slots, and only then you can choose 2nd level spells to add whenever you level up. Because of the original six 1st level slots, and the 2 more you get from getting to level 2, at 3rd level you have a 8 1st level spells and have 2 more slots you can divide among 1st and 2nd level.
From the spells you have in your spellbook, you prepare a number of spells equal to your intelligence modifier + your wizard level every long rest. So let's go back to level 1, and assume that you got super lucky and rolled an 18 for Intelligence, so a +4 modifier. That's 1 + 4 = 5 spells you prepare from your spellbook at the end of every long rest.
Assuming that one has no 1st level spells, which spells of lower level can be cast with 1st-slots?
The only spells of lower level than 1st that I know of are Cantrips, and afaik those cannot be cast using 1st level slots. If I'm wrong, I welcome clarification!
I'm not sure why you find that line odd, but this may help:
You do not have any 1st-level spells | or spells that scale to 1st level | available, but you can cast lower level spells using your 1st-level spell slots.
"or spells that scale to 1st level" is another thing that available is describing, as well as "You do not have any 1st-level spells".
Wizards gain access to spells through extensive study and practice, while a warlock's magic is drawn directly from their patron.
can you use bladesong if you are rageing or in a anti magic zone? I need to know if this is possible.
warlocks submit thier power to lesser dieties, but wizards refuse to do that and use thier power for themselves
That's POTENTUALLY a lot of damage. The low end is only 2 damage. I tend to look at spells that have more dice in the pool due to the fact that the guaranteed damage (barring saves of course) is higher on the low end even if the high end is a bit weaker.
School of Illusion seems bugged in the Character Builder, specifically with how it interacts with Forest Gnome.
Forest Gnome has the following racial feature:
School of Illusion has the following class feature (emphasis mine):
Thus, a second level Forest Gnome Wizard who chooses School of Illusion as their subclass should know five cantrips: the three that Wizards get at 'base' for second level, plus Minor Illusion from their racial feature, plus one additional wizard cantrip of their choice because they already know Minor Illusion.
However, this is not what the character builder does in this situation. Rather, in this situation the character builder lists Minor Illusion twice, and does not allow another cantrip to be chosen. An example of this can be seen in this character I was building but gave up on because I couldn't find a way past this issue.
Given that both Forest Gnome and School of Illusion are basic PHB options, and that Forest Gnome is a fairly straightforward choice for building a Wizard in general, I feel like this issue is one that's likely to crop up for a fair number of users. It's not just an edge case, in my opinion.
ETA: Also, unrelated to the above but this line seems odd:
Am I reading this incorrectly, or is that just a weird thing to say?
This is very helpful. Thank you
It sounds like it's 2d12 per spell level initially. Then when you cast a new spell, it will increase to 3d12 per level, then 4d12, etc...
Here's a table that might help calculating how much necrotic damage you would take if you keep using this feature before you take a long rest!
I was curious as to how one would calculate the d12 necrotic damage you would take if you use this feature again. Is it 2d12 as a base and then 1d12/spell slot level?
You add the animate dead spell to your spellbook if it is not there already, period
the spells are op. why do you hate them?
2d 12 is a LOT of damage
that why i love them 0-0
why? they're a glass canon that grows in power over time.
hoo hoo hee hee fireball go brrrrrr
Someone will argue with me about this but i think a Tempest domain cleric could be a mix of fighter and wizard. Also the only difference between cleric and paladin is auras and oaths
So it doesn't specifically say that it doesn't count against your number of Spells known, so RAW it would take up one of your known spells for that level, but I feel like RAI it shouldn't count against you