One Simple Weapon you are proficient with
One Spellbook
One Arcane Focus
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.
| Class Level | Prof. Bonus | Cantrips Known | Level 1 Slots | Level 2 Slots | Level 3 Slots | Level 4 Slots | Level 5 Slots | Level 6 Slots | Level 7 Slots | Level 8 Slots | Level 9 Slots |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | 3 | 2 | - | - | - | - | - | - | - | - |
| 2 | +2 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3 | +2 | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4 | +2 | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | +3 | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | +3 | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7 | +3 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | +3 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | +4 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10 | +4 | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11 | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12 | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17 | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Amount of spells prepared = Intelligence modifier + your wizard level + your proficiency bonus
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.
Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As a Wizard, you are a Non Martial, however, if your School of Magic grants you the Extra Attack feature, then the moment you select your Subclass, you will count as a Half Martial. Which means that from that moment forward, you have a Martial Level equal to half your level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the place designed for it.
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. Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. 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.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
You can copy a spell from your own spellbook into another bookâfor example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
Channel Divinity.
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Channel Divinity: Turn Undead.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Harness Divine Power.
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Divine Domain Feature.
You gain a feature granted by your Divine Domain choice, which you can find in the appropriate page.
Ability Score Improvement.
When you reach 4th 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. Alternatively, you can choose to take a Feat instead.
Destroy Minor Undead.
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Improved Channel Divinity.
Beginning at 6th level, you can use your Channel Divinity twice between rests.
Divine Domain Feature.
You gain a feature granted by your Divine Domain choice, which you can find in the appropriate page.
Ability Score Improvement.
When you reach 8th 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. Alternatively, you can choose to take a Feat instead.
Destroy Lesser Undead.
Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Divine Intervention.
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Destroy Undead.
Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Ability Score Improvement.
When you reach 12th 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. Alternatively, you can choose to take a Feat instead.
Destroy Greater Undead.
Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Divine Domain Feature.
You gain a feature granted by your Divine Domain choice, which you can find in the appropriate page.
Ability Score Improvement.
When you reach 16th 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. Alternatively, you can choose to take a Feat instead.
Destroy Major Undead.
Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Divine Domain Feature.
You gain a feature granted by your Divine Domain choice, which you can find in the appropriate page.
Supreme Channel Divinity.
Beginning at 18th level, you can use your Channel Divinity three times between rests.
Ability Score Improvement.
When you reach 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. Alternatively, you can choose to take a Feat instead.
Godly Intervention.
At 20th level, your call for intervention succeeds automatically, no roll required.
Abjuration
Biomancy
Biomancy
Bladesinging
Blood Magic
Chronurgy
Conjuration
Divination
Enchantment
Evocation
Familiarist
Graviturgy
Hydromancy
Illusion
Necromancy
Scribes
Shinobi
Transmutation
War
Witchcraft