The 50 gp spellbook in equipment would be ornate, leatherbound, high-quality paper tomes.
A spellbook, generally, can vary in quality - it's the ink when scribing spells that is expensive, the spellbook itself is just paper or anything that be used like paper. A spellbook could be a bunch of papers scrunched together, or leather-straps, or small rocks. Whatever works and you have accessible.
but still an expense to prepare whatever you're using to be of high enough quality to hold spells...that pile of rocks you're using for your spell book used 50gp of lysol to sterilize. the spellbook can be made out of pretty much anything, but it still cost 50gp.
The 50 gp spellbook in equipment would be ornate, leatherbound, high-quality paper tomes.
A spellbook, generally, can vary in quality - it's the ink when scribing spells that is expensive, the spellbook itself is just paper or anything that be used like paper. A spellbook could be a bunch of papers scrunched together, or leather-straps, or small rocks. Whatever works and you have accessible.
but still an expense to prepare whatever you're using to be of high enough quality to hold spells...that pile of rocks you're using for your spell book used 50gp of lysol to sterilize. the spellbook can be made out of pretty much anything, but it still cost 50gp.
Incorrect.
The spellbook as given in Adventure Gear has the cost and is given the description: "Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."
However, the Spellbook sidebar in the Wizard's spellcasting feature says:
"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 togetherafter you lost your previous spellbook in a mishap."
The cost of the spellbook in adventuring gear is because as a standard it is leather with expensive vellum pages. However, it still remains "paper to put ink on", the cost is not dependant on function or vice versa.
Your actual spellbook may not be one you bought but rather just pages you managed to scrounge and keep together.
This will resolve the whole issue. If the person rolls wealth and cannot afford the proper spellbook, then grant them "scounged papers" instead, for much less. They'll have to invest in a proper book eventually to scribe spells outside of what the class gives you, but until then the scrounged haphazard notepages will suffice.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
The 50 gp spellbook in equipment would be ornate, leatherbound, high-quality paper tomes.
A spellbook, generally, can vary in quality - it's the ink when scribing spells that is expensive, the spellbook itself is just paper or anything that be used like paper. A spellbook could be a bunch of papers scrunched together, or leather-straps, or small rocks. Whatever works and you have accessible.
but still an expense to prepare whatever you're using to be of high enough quality to hold spells...that pile of rocks you're using for your spell book used 50gp of lysol to sterilize. the spellbook can be made out of pretty much anything, but it still cost 50gp.
Incorrect.
The spellbook as given in Adventure Gear has the cost and is given the description: "Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."
However, the Spellbook sidebar in the Wizard's spellcasting feature says:
"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."
The cost of the spellbook in adventuring gear is because as a standard it is leather with expensive vellum pages. However, it still remains "paper to put ink on", the cost is not dependant on function or vice versa.
Your actual spellbook may not be one you bought but rather just pages you managed to scrounge and keep together.
This will resolve the whole issue. If the person rolls wealth and cannot afford the proper spellbook, then grant them "scounged papers" instead, for much less. They'll have to invest in a proper book eventually to scribe spells outside of what the class gives you, but until then the scrounged haphazard notepages will suffice.
what about the rather unorthadox spellbooks in xanatars guide to everything that are not made of vellum or even remotely book shaped?
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
3,5e complete arcane book had the following for costing out a spell book and general spell book info:
***
USING SPELLBOOKS Every wizard possesses a personal set of notations, formulas, scripts, and ciphers for recording the workings of a spell. While the underlying language and concepts are the same, no wizard can simply pick up another’s spellbook and instantly prepare spells from the foreign tome. Whenever an attempt is made to understand another wizard’s spellbook (including forgotten tomes discovered in ruined towers or traveling workbooks seized from the hoards of enemies), the reader must employ read magic or succeed on a Spellcraft check (DC 20 + spell level) to identify a particular spell (and its general purpose, if the spell is one not known to the reader). Until a wizard deciphers a spell in a foreign book, its magic is useless. Wizards can prepare spells from a foreign spellbook or copy spells from a foreign spellbook into their own as described in Arcane Magical Writings, page 178 of the 3.5e Player’s Handbook.
Two special circumstances, discussed below, are worth noting.
Masters and Apprentices: Wizards who take on apprentices usually teach them many of the same notations and codes they themselves have perfected. A wizard attempting to decipher, prepare, or copy a spell from the spellbook of a master (or apprentice) gains a +2 circumstance bonus on the Spellcraft check.
Mastering a Foreign Spellbook: Instead of laboriously copying each spell of interest from a found spellbook into his own, a wizard might instead make a dedicated effort to master the spellbook’s particular ciphers and notations. This procedure is sometimes referred to as becoming attuned to the spellbook (although it’s a matter of time and study, not a mystical process). Mastering a spellbook requires a successful Spellcraft check (DC 25 + the level of the highest-level spell in the book) and takes one week plus one day per spell contained within. If the wizard succeeds, he can use the foreign spellbook as his own, requiring no further Spellcraft checks to prepare or copy spells from it. If he fails, he cannot attempt to master that spellbook again until he gains at least 1 more rank in Spellcraft.
SPELLBOOK CONSTRUCTION Aside from ornamentation and spurious false writings, all spellbooks require one page per spell level (minimum one page) to record any particular spell. The pages of most spellbooks have been treated for durability and protection against fire, mold, water, parasites, staining, and other hazards. These procedures make even a blank spellbook relatively expensive. The base cost of 15 gp buys a well-bound leather volume of 100 parchment pages, a style also typically used for other high-quality books such as the genealogies of noble families or the master copies of sages’ published writings. Exotic materials increase the cost and weight of a spellbook accordingly, and these materials are usually reserved for grimoires, not arcanabula.
The weight and cost of a spellbook of unusual construction is the sum of its cover and page construction. For example, a book made with a steel plate cover (hard metal) and copper foil pages weighs 25 pounds and costs 700 gold pieces. All fine books can be purchased with a waterproof double slipcase of chased and tooled leather, strong enough to protect against driving rain or burial in snow but not against prolonged immersion. Special physical treatments (such as baths in secret herbal tinctures and alchemical solutions designed to ****** fi re and mold damage) are included in the above costs.
*****
There is a lot more to the chapter in which this is found and worth trying to source a copy of it if you wanted to go indepth with the creation side of a spell book. But on a slight tangent a basic spell book in 3.5e cost 15gp compared to 5e base price of 50gp so even fantasy economies have inflation over time....
3,5e complete arcane book had the following for costing out a spell book and general spell book info:
[shortened for conveience]
The weight and cost of a spellbook of unusual construction is the sum of its cover and page construction. For example, a book made with a steel plate cover (hard metal) and copper foil pages weighs 25 pounds and costs 700 gold pieces. All fine books can be purchased with a waterproof double slipcase of chased and tooled leather, strong enough to protect against driving rain or burial in snow but not against prolonged immersion. Special physical treatments (such as baths in secret herbal tinctures and alchemical solutions designed to ****** fi re and mold damage) are included in the above costs.
*****
There is a lot more to the chapter in which this is found and worth trying to source a copy of it if you wanted to go indepth with the creation side of a spell book. But on a slight tangent a basic spell book in 3.5e cost 15gp compared to 5e base price of 50gp so even fantasy economies have inflation over time....
this is cool and all and that book was nice the thing about this is that this is for an older editon that worked very diffrently from how it does today, back then cantrips needed spell slots and were prepared like spells from your book and you had to keep track of how many pages are left in your spellbook (one page per spell level and half a page for a cantrip), prepared spells were attached to specific spell slots unless you were a sorcerer or bard. This is cool and all (defenetly an great source of inspiration) but it does not feel very relevant, an spellbook being 15 gp instead of 50 could be attributed to the above mention that you could in the previous edition run out of space to store all your spells and that copying was free so you could do a lot more of it, weras nowadays you can live all your days withou that trouble, you are only expected to buy a spellbook once, and also since copying even just a simple 1st level spell now costs you like 50 gp having books that cost less than the cost of buying one of the weakest spells in those books maybe felt weird and that is why they changed the cost
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
3,5e complete arcane book had the following for costing out a spell book and general spell book info:
[shortened for conveience]
this is cool and all and that book was nice the thing about this is that this is for an older editon that worked very diffrently from how it does today, back then cantrips needed spell slots and were prepared like spells from your book and you had to keep track of how many pages are left in your spellbook (one page per spell level and half a page for a cantrip), prepared spells were attached to specific spell slots unless you were a sorcerer or bard. This is cool and all (defenetly an great source of inspiration) but it does not feel very relevant, an spellbook being 15 gp instead of 50 could be attributed to the above mention that you could in the previous edition run out of space to store all your spells and that copying was free so you could do a lot more of it, weras nowadays you can live all your days withou that trouble, you are only expected to buy a spellbook once, and also since copying even just a simple 1st level spell now costs you like 50 gp having books that cost less than the cost of buying one of the weakest spells in those books maybe felt weird and that is why they changed the cost
The relevance would be that the discussion was about the costs involved with obtaining/maintaining/creating a spell book. This was to show a previous edition where the cost of using standard and not so standard materials could be used to come up with a costing as well as mechanics in place to learn other wizards spell books.
Just in case no one has thought about it, a wizard runs out of space in the spell book they start with at about level 13, assuming they only take the spells as they level up, so you can assume a lvl 13+ Wizard has at least 2 spell books they refer to and adventure with.
In the spellcasting feature for wizards, it specifically states that 'You have a spellbook, within which you inscribe your spells.' I take that to mean that a wizard always has a spellbook, no matter what. it doesn't say the same thing as the arcane focus feature which is 'You *can* use an arcane focus as a spellcasting focus for your wizard spells', it specifically states that you *have* a spellbook to write your spells in, not that you can write your spells in a spellbook.
Don't know if it's still relevant as it has been 3 years since the last comment on this topic and I was so intrigued that I did not have the patience to read the whole threat, so sorry, if this is not answering the question asked and/or if this had already came up in the discussion before.
I would say that starting without spellbook, if the player wants an optional challenge, why not.
You would still need to have had it at some point in the past, but you could have lost it, had it stolen, had it destroyed, or something similar as part of your background, or if you discuss it with your DM (although it's unlikely that a DM would destroy a 1st-level wizard's spellbook), those events could happen in your session 0.
As you need to have the spellbook only to change your prepared spells, you would just have the same 4 spells until you would buy a replacement. You could not gain any new spells until you would buy a new one and you would probably lose some spells you have already had. And, if you would leveled up while still not having your spellbook, you would not increase the number of spells you know.
I would recommend to buy or find a replacement as soon as possible, even going into debt that you would have to repay later.
Suppose you lost your spellbook at level 1 with for example an intelligence score of 16 (+3 modifier) ad due to some circumstances could not buy a new spellbook until you were already level 3. Since you could not change your prepared spells since then and bought a replacement spellbook at level 3, you would have only 4 spells in it (that you transcribed for a cost of 50gp per level). That means you would have permanently lost access to 6 more spells you would otherwise had at this time. The only possibility to replace them would be to copy it from spells scrolls or from another wizard's spellbook.
I'm not sure, however, how it would be in the case that you wanted to be a wizard who never had a book in the past - How did they learn spells? Where and how did they study magic? I would say that theoretically, with a little bit creativity and a homebrew touch, you and your DM could come up with a customization of the rule from Xanathar's Guide to Everything for creating spell scrolls.
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
yeah but that is ignored if you choose to roll for wealth. Start of chapter 5: equipment of the players handbook.
"when you create your character, you receive equipment based on a combination of class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter "
in other words, you dont get an spellbook for free if you decide to roll wealth, since by doing so you forgo starting equipment from background and class. Again this does not change anything
I, and every DM I've played with in 5e has always ruled that you get equipment based on your Class, plus what you get from Background, or you get what your class gives you as well as rolling for wealth.
What would be the point of playing a Wizard if you don't get the one thing every Wizard needs?
Common sense says give the class what their class starts with and if you're rolling for Wealth, that's additional money for other things you can buy.
That is great for you. That is homebrew however.
-
Yes, you can roll for wealth and not get enough for a spellbook. In this case you only have your cantrips until you can afford the spellbook. When you get the spellbook, then you can add the starting spells and play as normal.
A 1st level wizard without a spellbook can still do more damage and has more utility than a 1st level fighter without a sword - so, you'll be fine.
A wizard always starts with a spellbook. It is baked into his class features. Even if you roll for wealth he still has a spellbook.
Read his spellcasting feature. It tells you point blank that you have a spellbook.
"At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice."
There is no option to not start with one. You always have it.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
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
yeah but that is ignored if you choose to roll for wealth. Start of chapter 5: equipment of the players handbook.
"when you create your character, you receive equipment based on a combination of class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter "
in other words, you dont get an spellbook for free if you decide to roll wealth, since by doing so you forgo starting equipment from background and class. Again this does not change anything
I, and every DM I've played with in 5e has always ruled that you get equipment based on your Class, plus what you get from Background, or you get what your class gives you as well as rolling for wealth.
What would be the point of playing a Wizard if you don't get the one thing every Wizard needs?
Common sense says give the class what their class starts with and if you're rolling for Wealth, that's additional money for other things you can buy.
That is great for you. That is homebrew however.
-
Yes, you can roll for wealth and not get enough for a spellbook. In this case you only have your cantrips until you can afford the spellbook. When you get the spellbook, then you can add the starting spells and play as normal.
A 1st level wizard without a spellbook can still do more damage and has more utility than a 1st level fighter without a sword - so, you'll be fine.
A wizard always starts with a spellbook. It is baked into his class features. Even if you roll for wealth he still has a spellbook.
Read his spellcasting feature. It tells you point blank that you have a spellbook.
"At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice."
There is no option to not start with one. You always have it.
This. You have a spell book because the spellcasting feature says you do. That's not homebrew, that's what the feature says.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
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but still an expense to prepare whatever you're using to be of high enough quality to hold spells...that pile of rocks you're using for your spell book used 50gp of lysol to sterilize. the spellbook can be made out of pretty much anything, but it still cost 50gp.
Guide to the Five Factions (PWYW)
Deck of Decks
mental note...add a NPC with Guild Artisan background and "Book Binding Tools" proficiceny at the Wizards School....
Incorrect.
The spellbook as given in Adventure Gear has the cost and is given the description: "Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."
However, the Spellbook sidebar in the Wizard's spellcasting feature says:
"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."
The cost of the spellbook in adventuring gear is because as a standard it is leather with expensive vellum pages. However, it still remains "paper to put ink on", the cost is not dependant on function or vice versa.
Your actual spellbook may not be one you bought but rather just pages you managed to scrounge and keep together.
This will resolve the whole issue. If the person rolls wealth and cannot afford the proper spellbook, then grant them "scounged papers" instead, for much less. They'll have to invest in a proper book eventually to scribe spells outside of what the class gives you, but until then the scrounged haphazard notepages will suffice.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
what about the rather unorthadox spellbooks in xanatars guide to everything that are not made of vellum or even remotely book shaped?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
3,5e complete arcane book had the following for costing out a spell book and general spell book info:
***
USING SPELLBOOKS
Every wizard possesses a personal set of notations, formulas, scripts, and ciphers for recording the workings of a spell. While the underlying language and concepts are the same, no wizard can simply pick up another’s spellbook and instantly prepare spells from the foreign tome. Whenever an attempt is made to understand another wizard’s spellbook (including forgotten tomes discovered in ruined towers or traveling workbooks seized from the hoards of enemies), the reader must employ read magic or succeed on a Spellcraft check (DC 20 + spell level) to identify a particular spell (and its general purpose, if the spell is one not known to the reader). Until a wizard deciphers a spell in a foreign book, its magic is useless. Wizards can prepare spells from a foreign spellbook or copy spells from a foreign spellbook into their own as described in Arcane Magical Writings, page 178 of the 3.5e Player’s Handbook.
Two special circumstances, discussed below, are worth noting.
Masters and Apprentices: Wizards who take on apprentices usually teach them many of the same notations and codes they themselves have perfected. A wizard attempting to decipher, prepare, or copy a spell from the spellbook of a master (or apprentice) gains a +2 circumstance bonus on the
Spellcraft check.
Mastering a Foreign Spellbook: Instead of laboriously copying each spell of interest from a found spellbook into his own, a wizard might instead make a dedicated effort to master the spellbook’s particular ciphers and notations. This procedure is sometimes referred to as becoming attuned to the spellbook (although it’s a matter of time and study, not a mystical process). Mastering a spellbook requires a successful Spellcraft check (DC 25 + the level of the highest-level spell in the book) and takes one week plus one day per spell contained within. If the wizard succeeds, he can use the foreign spellbook as his own, requiring no further Spellcraft checks to prepare or copy spells from it. If he fails, he cannot attempt to master that spellbook again until he gains at least 1 more rank in Spellcraft.
SPELLBOOK CONSTRUCTION
Aside from ornamentation and spurious false writings, all spellbooks require one page per spell level (minimum one page) to record any particular spell. The pages of most spellbooks have been treated for durability and protection against fire, mold, water, parasites, staining, and other hazards. These procedures make even a blank spellbook relatively expensive.
The base cost of 15 gp buys a well-bound leather volume of 100 parchment pages, a style also typically used for other high-quality books such as the genealogies of noble families or the master copies of sages’ published writings. Exotic materials increase the cost and weight of a spellbook accordingly, and these materials are usually reserved for grimoires, not arcanabula.
Table 5–1: Spellbooks
Cover (Weight, Cost)
Leather (1 lb, 5 gp)
Wood, thin (1 lb, 20 gp)
Metal, soft (5 lb, 100 gp)
Metal, hard (5 lb, 200 gp)
Dragonhide (2 lb, 200 gp)
Slipcase (+1 lb. +20 gp)
100 Pages (Weight, Cost)
Parchment (2 lb, 10 gp)
Paper, linen (2 lb, 20 gp)
Vellum (2 lb. 50 gp)
Bone or ivory (4 lb, 100 gp)
Metal foil (20 lb 8, 500 gp)
The weight and cost of a spellbook of unusual construction is the sum of its cover and page construction. For example, a book made with a steel plate cover (hard metal) and copper foil pages weighs 25 pounds and costs 700 gold pieces. All fine books can be purchased with a waterproof double slipcase of chased and tooled leather, strong enough to protect against driving rain or burial in snow but not against prolonged immersion. Special physical treatments (such as baths in secret herbal tinctures and alchemical solutions designed to ****** fi re and mold damage) are included in the above costs.
*****
There is a lot more to the chapter in which this is found and worth trying to source a copy of it if you wanted to go indepth with the creation side of a spell book. But on a slight tangent a basic spell book in 3.5e cost 15gp compared to 5e base price of 50gp so even fantasy economies have inflation over time....
this is cool and all and that book was nice the thing about this is that this is for an older editon that worked very diffrently from how it does today, back then cantrips needed spell slots and were prepared like spells from your book and you had to keep track of how many pages are left in your spellbook (one page per spell level and half a page for a cantrip), prepared spells were attached to specific spell slots unless you were a sorcerer or bard. This is cool and all (defenetly an great source of inspiration) but it does not feel very relevant, an spellbook being 15 gp instead of 50 could be attributed to the above mention that you could in the previous edition run out of space to store all your spells and that copying was free so you could do a lot more of it, weras nowadays you can live all your days withou that trouble, you are only expected to buy a spellbook once, and also since copying even just a simple 1st level spell now costs you like 50 gp having books that cost less than the cost of buying one of the weakest spells in those books maybe felt weird and that is why they changed the cost
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
The relevance would be that the discussion was about the costs involved with obtaining/maintaining/creating a spell book. This was to show a previous edition where the cost of using standard and not so standard materials could be used to come up with a costing as well as mechanics in place to learn other wizards spell books.
Just in case no one has thought about it, a wizard runs out of space in the spell book they start with at about level 13, assuming they only take the spells as they level up, so you can assume a lvl 13+ Wizard has at least 2 spell books they refer to and adventure with.
In the spellcasting feature for wizards, it specifically states that 'You have a spellbook, within which you inscribe your spells.' I take that to mean that a wizard always has a spellbook, no matter what. it doesn't say the same thing as the arcane focus feature which is 'You *can* use an arcane focus as a spellcasting focus for your wizard spells', it specifically states that you *have* a spellbook to write your spells in, not that you can write your spells in a spellbook.
Maybe the Wizard used all his money to afford the spellbook?
Don't know if it's still relevant as it has been 3 years since the last comment on this topic and I was so intrigued that I did not have the patience to read the whole threat, so sorry, if this is not answering the question asked and/or if this had already came up in the discussion before.
I would say that starting without spellbook, if the player wants an optional challenge, why not.
You would still need to have had it at some point in the past, but you could have lost it, had it stolen, had it destroyed, or something similar as part of your background, or if you discuss it with your DM (although it's unlikely that a DM would destroy a 1st-level wizard's spellbook), those events could happen in your session 0.
As you need to have the spellbook only to change your prepared spells, you would just have the same 4 spells until you would buy a replacement.
You could not gain any new spells until you would buy a new one and you would probably lose some spells you have already had.
And, if you would leveled up while still not having your spellbook, you would not increase the number of spells you know.
I would recommend to buy or find a replacement as soon as possible, even going into debt that you would have to repay later.
Suppose you lost your spellbook at level 1 with for example an intelligence score of 16 (+3 modifier) ad due to some circumstances could not buy a new spellbook until you were already level 3. Since you could not change your prepared spells since then and bought a replacement spellbook at level 3, you would have only 4 spells in it (that you transcribed for a cost of 50gp per level). That means you would have permanently lost access to 6 more spells you would otherwise had at this time. The only possibility to replace them would be to copy it from spells scrolls or from another wizard's spellbook.
I'm not sure, however, how it would be in the case that you wanted to be a wizard who never had a book in the past - How did they learn spells? Where and how did they study magic? I would say that theoretically, with a little bit creativity and a homebrew touch, you and your DM could come up with a customization of the rule from Xanathar's Guide to Everything for creating spell scrolls.
good luck :)
A wizard always starts with a spellbook. It is baked into his class features. Even if you roll for wealth he still has a spellbook.
Read his spellcasting feature. It tells you point blank that you have a spellbook.
"At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice."
There is no option to not start with one. You always have it.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
This. You have a spell book because the spellcasting feature says you do. That's not homebrew, that's what the feature says.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha