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Classes
Player’s Handbook
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
—
—
—
—
—
—
&mdash
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
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
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
2
—
—
—
—
—
&mdash
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
springs into action, its blades and teeth turn it into a whirling dealer of death, able to dash from one target to the next as though it had been shot from a bow. Gnoll Witherlings A war band might go for
by a cultist is capable of feats that are beyond a group of gnolls — accomplishments that combine the gnolls’ savagery with a humanlike level of intelligence andplanning. THE HUNTER'S CHANT
This
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
springs into action, its blades and teeth turn it into a whirling dealer of death, able to dash from one target to the next as though it had been shot from a bow. Gnoll Witherlings A war band might go for
by a cultist is capable of feats that are beyond a group of gnolls — accomplishments that combine the gnolls’ savagery with a humanlike level of intelligence andplanning. THE HUNTER'S CHANT
This
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
springs into action, its blades and teeth turn it into a whirling dealer of death, able to dash from one target to the next as though it had been shot from a bow. Gnoll Witherlings A war band might go for
by a cultist is capable of feats that are beyond a group of gnolls — accomplishments that combine the gnolls’ savagery with a humanlike level of intelligence andplanning. THE HUNTER'S CHANT
This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
troglodytes begin to bow down and chant loudly, as if worshiping the characters. They try to catch the attention of the drow in area 2c, hoping this display will anger the drow and prompt them to attack the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
troglodytes begin to bow down and chant loudly, as if worshiping the characters. They try to catch the attention of the drow in area 2c, hoping this display will anger the drow and prompt them to attack the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
troglodytes begin to bow down and chant loudly, as if worshiping the characters. They try to catch the attention of the drow in area 2c, hoping this display will anger the drow and prompt them to attack the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
scriptoria to facilitate the copying of books becoming worn, binderies to repair the same, and even magical storage that preserve rare books from any further decay or damage. I’ve never made a detailed study
Chant. It starts at the edge of one’s hearing (I was one of the first in the courtyard to sense it), and slowly grows closer and louder. As it does so, everything else falls silent around you. In
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
repeat the saving throw, becoming subject to the effect again on a failure. A character who examines the dagger and succeeds on a DC 15 Intelligence (Arcana) check discerns that casting dispel magic
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
repeat the saving throw, becoming subject to the effect again on a failure. A character who examines the dagger and succeeds on a DC 15 Intelligence (Arcana) check discerns that casting dispel magic
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
scriptoria to facilitate the copying of books becoming worn, binderies to repair the same, and even magical storage that preserve rare books from any further decay or damage. I’ve never made a detailed study
Chant. It starts at the edge of one’s hearing (I was one of the first in the courtyard to sense it), and slowly grows closer and louder. As it does so, everything else falls silent around you. In
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
repeat the saving throw, becoming subject to the effect again on a failure. A character who examines the dagger and succeeds on a DC 15 Intelligence (Arcana) check discerns that casting dispel magic
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
scriptoria to facilitate the copying of books becoming worn, binderies to repair the same, and even magical storage that preserve rare books from any further decay or damage. I’ve never made a detailed study
Chant. It starts at the edge of one’s hearing (I was one of the first in the courtyard to sense it), and slowly grows closer and louder. As it does so, everything else falls silent around you. In
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
others, becoming petty tyrants. When Maglubiyet conquered the bugbears’ gods, he taught the bugbears the practicality of cold brutality. When Maglubiyet conquered the hobgoblins’ gods, he knew he had to
Maglubiyet’s bloody axe is used to decapitate all who refuse to bow to him. MAGLUBIYET'S ARMY OF IMMORTALS
The war horns of the host signal that every goblinoid has the chance to prove his or her worth to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
nearest table. They bow low before you and ask, “How can we be of help to our honored guests? Cooking? Cleaning? Mending your clothes, perhaps?”
The homunculi have had only the cats and the faerie
to a safe place, becoming invisible again if their concentration is broken. Treasure. The two glowing orbs are driftglobes. Cumin and Coriander from area M6 periodically activate the globes to provide light for the plants.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
others, becoming petty tyrants. When Maglubiyet conquered the bugbears’ gods, he taught the bugbears the practicality of cold brutality. When Maglubiyet conquered the hobgoblins’ gods, he knew he had to
Maglubiyet’s bloody axe is used to decapitate all who refuse to bow to him. MAGLUBIYET'S ARMY OF IMMORTALS
The war horns of the host signal that every goblinoid has the chance to prove his or her worth to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
nearest table. They bow low before you and ask, “How can we be of help to our honored guests? Cooking? Cleaning? Mending your clothes, perhaps?”
The homunculi have had only the cats and the faerie
to a safe place, becoming invisible again if their concentration is broken. Treasure. The two glowing orbs are driftglobes. Cumin and Coriander from area M6 periodically activate the globes to provide light for the plants.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
others, becoming petty tyrants. When Maglubiyet conquered the bugbears’ gods, he taught the bugbears the practicality of cold brutality. When Maglubiyet conquered the hobgoblins’ gods, he knew he had to
Maglubiyet’s bloody axe is used to decapitate all who refuse to bow to him. MAGLUBIYET'S ARMY OF IMMORTALS
The war horns of the host signal that every goblinoid has the chance to prove his or her worth to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
nearest table. They bow low before you and ask, “How can we be of help to our honored guests? Cooking? Cleaning? Mending your clothes, perhaps?”
The homunculi have had only the cats and the faerie
to a safe place, becoming invisible again if their concentration is broken. Treasure. The two glowing orbs are driftglobes. Cumin and Coriander from area M6 periodically activate the globes to provide light for the plants.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
those to the south and those to the east, becoming more foreign to the folk of the Sword Coast and the North the farther away they are. Lands to the South To the south of the Sword Coast lie ancient
, mastering the sword and the bow and riding across the steppes on their short-legged horses. Brave merchants still traverse the Golden Way to and from Kara-Tur, but those who return from such a voyage
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
those to the south and those to the east, becoming more foreign to the folk of the Sword Coast and the North the farther away they are. Lands to the South To the south of the Sword Coast lie ancient
, mastering the sword and the bow and riding across the steppes on their short-legged horses. Brave merchants still traverse the Golden Way to and from Kara-Tur, but those who return from such a voyage
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
those to the south and those to the east, becoming more foreign to the folk of the Sword Coast and the North the farther away they are. Lands to the South To the south of the Sword Coast lie ancient
, mastering the sword and the bow and riding across the steppes on their short-legged horses. Brave merchants still traverse the Golden Way to and from Kara-Tur, but those who return from such a voyage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
with fine wine; the scents from the food and the wine fill the chamber. These refreshments have been set out to tantalize the giant into submitting to the jarl’s will and becoming his leman, but she
(nonmagical) sort, including: A bow and a quiver with sixteen arrows Three shields A light crossbow and fourteen bolts A greataxe, two spears, and a flail A huge iron mace A suit of splint armor sized
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
with fine wine; the scents from the food and the wine fill the chamber. These refreshments have been set out to tantalize the giant into submitting to the jarl’s will and becoming his leman, but she
(nonmagical) sort, including: A bow and a quiver with sixteen arrows Three shields A light crossbow and fourteen bolts A greataxe, two spears, and a flail A huge iron mace A suit of splint armor sized
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
with fine wine; the scents from the food and the wine fill the chamber. These refreshments have been set out to tantalize the giant into submitting to the jarl’s will and becoming his leman, but she
(nonmagical) sort, including: A bow and a quiver with sixteen arrows Three shields A light crossbow and fourteen bolts A greataxe, two spears, and a flail A huge iron mace A suit of splint armor sized
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Wheels” below). After completing one revolution, they stop and await further instructions. The commoners are cultists on the brink of becoming initiates. The priests lash these cultists to break their
initiates (see chapter 7 for statistics) guard this room, levitating three feet above the floor as they chant a hymn to Yan-C-Bin. The levitation effect ends on a cultist if he or she moves or takes damage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Wheels” below). After completing one revolution, they stop and await further instructions. The commoners are cultists on the brink of becoming initiates. The priests lash these cultists to break their
initiates (see chapter 7 for statistics) guard this room, levitating three feet above the floor as they chant a hymn to Yan-C-Bin. The levitation effect ends on a cultist if he or she moves or takes damage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Wheels” below). After completing one revolution, they stop and await further instructions. The commoners are cultists on the brink of becoming initiates. The priests lash these cultists to break their
initiates (see chapter 7 for statistics) guard this room, levitating three feet above the floor as they chant a hymn to Yan-C-Bin. The levitation effect ends on a cultist if he or she moves or takes damage
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
of their own kind, so it isn’t in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation.
In the pages of a spellbook, an illithid sees a system to acquire
pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
of their own kind, so it isn’t in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation.
In the pages of a spellbook, an illithid sees a system to acquire
pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
often work with Dyrrn’s cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will
parasite living in my brain!” 2 “I can feel myself evolving into an aberration.” 3 “Aberrations are the only natural things.” 4 “A part of me has become a conscious entity.” 5 “My opponents must bow
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
often work with Dyrrn’s cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will
parasite living in my brain!” 2 “I can feel myself evolving into an aberration.” 3 “Aberrations are the only natural things.” 4 “A part of me has become a conscious entity.” 5 “My opponents must bow
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
often work with Dyrrn’s cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will
parasite living in my brain!” 2 “I can feel myself evolving into an aberration.” 3 “Aberrations are the only natural things.” 4 “A part of me has become a conscious entity.” 5 “My opponents must bow
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
of their own kind, so it isn’t in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation.
In the pages of a spellbook, an illithid sees a system to acquire
pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a






