
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.
yes, because ice knife and burning hands are 1st level spells.
If chromatic orb is in your spell book you may change the damage type of any other spell in your spell book to acid, cold, fire, lightning, poison, or thunder (chromatic orb options) provided the spell for which you are changing the damage type is 1st level (same as chromatic orb). If the spell you are changing is 2nd level, must leverage a 2nd level spell with the damage type you want to use. Essentially, you are modifying the target spell with formula elements of a spell of the same level.
It does cost money and time to add each spell you gain outside leveling up. As far as I understand, as long as you have the money and time you can scribe as many spells as possible. It does cost money to add each spell you gain outside leveling up.
As a wizard, the amount of spells you can learn is infinite. But to add a spell, you must spend like 1 hour or something copying a spell into your spellbook, and studying the verbal, somatic, and material components. Depending what Arcane Tradition you choose, spells of a certain spell school may take less time to be copied into your spellbook. Since wizards can learn an infinite amount of spells, they need to prepare a list of spells, just like clerics, druids, or paladins. Wizards prepare spells by studying their spellbook. The amount of prepared spells is determined by your class level, and spellcasting ability modifier.
Hey can someone help me to know how many spells you can have in your spellbook at once? Thanks
Thanks! Yeah, I don't know why they made this school so strangely complex, I honestly think it could have benefitted from just being like "Make a casted damaging spell do damage of a different (non piercing/slashing/bludg.) type an amount of times equal to your proficiency modifier per long rest." It makes it slightly less useful but it's an auxillary ability anyways. Why take both Tasha's Caustic Brew AND Ice Knife just to switch the damage types? Just cast one or the other, right?
I believe that it refers to the spells base level. To use the example that you used, I believe that you could make Burning Hands do lightning damage if you had Witch Bolt because they are both 1st level spells. If you wanted Acid Arrow to do fire damage, you would need a spell that has a base level of 2nd like Scorching Ray or Aganazzar's Scorcher.
I think that if you upcasted Burning Hands at second level, in order to make it do acid damage, you would need to know a spell that's 1st level that deals acid damage.
I think that the best way to change the damage type of Burning Hands would probably be to take Chromatic orb because it can deal acid, cold, fire, lightning, poison, or thunder damage.
I think that the main premise of the ability is most likely referring to the spell's base level rather than which level you cast it.
Edit: I just reread the ability, and disregard everything that I just said. You are correct. If you were to cast Burning Hands at 2nd level, you could make it deal acid damage if you had Acid Arrow in your spellbook. Apologies, you are correct in your thinking.
If you are an order of scribes and you know chromatic orb, could you cause your burning hands or ice knife to deal any of the damage types from chromatic orb?
If anyone can help me with this, it would be appreciated. Wizards of the Order of Scribes can change the damage type of a spell, but ONLY if the new damage type is taken from another spell of the same level?
For instance, can I make Burning Hands do Lightning damage if I know Witch Bolt? Can I not make Acid Arrow do Fire damage because I only know the first level spell of Burning Hands? If I cast Burning Hands at the 2nd level, can I then make it do Acid damage?
ok well as a dm at my table i think ill run with the cheaper idea and ill reduce cost of every spell to copy by 1 level (level 1 spells are free level 2 spells 50gp ect...) super useful in the early levels with lacking funds but still a decent cost for those high level spells
What it means is that they bungled this feature in the rewrite. The original idea that time and cost was reduced because you don't need ink made sense, but they were scared of players getting high level spells copied too cheaply and easily. They already closed the loophole of players making super cheap scrolls to sell, as this benefit is already for the wizard's spellbook only. Someone lost their nerve for the final write.
So they made time a "non-issue" by reducing it significantly, giving the cool flavor option of being able to steal a spell by copying it outside of downtime, which is great. Then they got scared and needed to "balance" the power of that by leaving the cost the same. Except you aren't using a key valuable ingredient for the process, which is the damn ink.
What does this mean? An option that will be mostly useless unless your DM plays to it with a wink and nod. There's too much to spend gold on as a wizard, as you'll always be broke either buying scrolls to copy, copying those spells, and bartering whatever less useful magical items you get for ones that will actually enhance your wizardry. Most of the time where you might make an opportunity to "steal" a spell into your spellbook within a few minutes will be gold blocked.
What they needed to do was make the cost reduction less a factor for high level spells, and a big boon at lower levels where it won't be too damaging, or at the least on par with halving the cost. They could have just capped the benefit with reducing returns at a spell level. Half costs for spell levels 1-5, then a reduction of 30% cost for spell levels 6-9, or some such. Could even include a point where 1st and 2nd level spells no longer carry a cost to copy, as this benefit is only for your spellbook, not making scrolls.
This could have been exciting, but instead a wizard with "infinite chalk to write with".
Also not to happy with the changes to the damage swapping ability. I understand it might be too powerful given that over time a wizard could easily get all the damage types in their spellbook, but the current write makes the feature useless at high levels where spells and their damage types are limited.
What hurts is that there is such an easy way to limit this ability without making it forgettable feature. Make it such that the damage can be of the spells casted slot level OR the level of the spell itself. That gives you plenty of options, but doesn't just open up the world to you once you get all the damage types. It forces you to be selective.
As it stands now its just again a necessity to take elemental adept and just stick to one element for your damaging spells, creating a situation of damning all the possibilities for flavor in service of mechanics and numbers. There was so much possibility to make a weirdo wizard yapping at his spellbook on the alterations of a spell to be more useful, but instead we're going to have players telling their DM "well no, my fireball is just awesomer because my character likes fire" and plinking away the same as always.
Bladesinging lvl6 + hammering horns + booming blade
I think they changed the finesse property so you can have more versatility in your choice (of the top of my head:mace). But I kinda agree with your second opinion. It is annoying at low level to only have two per day, but it gets better at high levels. Before I was limited to 2 uses per short rest. Now I f I wanted too, (when at the correct level) I can use it 3 times in a row. But mostly I am treating like Rage from barbarians, as you get similar amounts at similar levels. But then it would be nice if we got a way to expend spell slots to regain uses with it. But this is just my opinion.
What does that mean for copying spell scrolls into your spell book that usually took hours and 50 go per level of spell part of that cost is ink
Bladesong should read:
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon that lacks the finesse property.
That would allow one to use the revenant double-bladed scimitar by raw.
I agree, they should have left it at twice per short rest. By comparison, the druid's wild shape feature is twice per short rest. And Bladesong is just as (sub)class-defining.
I think the fact that you can cast any spell from your manifest mind rather than just a touch spell (which is all a familiar can do) is *very* powerful in my opinion. Too powerful, perhaps, in the hands of a creative player. It is also worth noting that your familiar technically has its own initiative count (although many tables homerule the familiar's initiative count to coincide with the player's), which can make the casting of touch spells difficult since enemies might move between your familiar's turn (where you'd move it in range) and your turn (where you'd cast the touch spell to be transmitted by your familiar's reaction). And why not have both a familiar and a manifest mind? In combat, the familiar can deliver the help action to allies every turn (something the manifest mind cannot do; after all, the manifest mind really can't take "actions"), your wizard can hide around a corner outside of the room (safe from harm and likely concentrating on a ridiculously effective spell), and your practically invincible manifested mind can float around in combat, explaining the lay of the battlefield to the wizard (no action required), and do all the heavy lifting. I like this feature. And I love the flavor of the Order of the Scribes =)
Can't agree with this. Sure, you may not get to recharge your Bladesong as much, but you get far more uses of it later on, which does somewhat balance it out.
Hello, pagan witch here! Wizard/Warlock etc. are indeed gender neutral terms, and refer to the TYPE/SOURCE of magic practiced, traditionally. Wizards are book-learning based, warlocks/sorcerers have supernatural ancestry/magic sources (depending on your path and culture, these terms are interchangeable), and witches (like me) are based primarily in earth based homeopathy (see hedgewitch). Of course, my experience with DnD classes is limited, I've been playing a few years but I wouldn't call myself experienced or anything like that. In this sense, I'm referring to magic as a form of ritual-focused religious life-style that largely relies on homeopathy, chemistry, and psychology to induce desired outcomes.
you are good man thank you
Hey, if you don't intend to reach level 14 in your campaign, you can use a Hand Crossbow/thrown weapon as a Bladesong. Do it ranged with all those nifty bonuses. Obviously, a thrown weapon isn't a melee weapon attack so I don't think it'll work for the purposes of that ability.