Wizard
Wizard
Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Wizard
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Spellbook, Autorecognition | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Arcane Recovery, Arcane Tradition | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Academic Expertise | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement, Quick Swap | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Wizard Parry | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Advanced Formulae | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Greater Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archwizard | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 16
Hit Points Gained at Each Wizard Level After 1st: 6
Hit Points at 1st Level: 16
Hit Points Gained at Each Wizard Level After 1st: 6
Proficiencies
Armor: None
Weapons: Dagger, quarterstaff, light crossbow
Tools: None
Weapons: Dagger, quarterstaff, light crossbow
Tools: None
Saving Throws: Choose two from Intelligence, Wisdom, and Charisma
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Multiclassing
Ability Score Minimum: Intelligence 1
Proficiencies Gained: None
Proficiencies Gained: None
Equipment
You start with the following equipment:
- (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
Alternatively, you can ignore the equipment here and buy 4d4 × 10 gp worth of equipment.
Spellcasting
1st-level Wizard feature
Your arcane powers come from meticulous study, research, and practice. You may not wield as much raw magical strength as a sorcerer, but your knowledge of the subtleties of magic allows you to cast more advanced and technical spells. You record this arcane knowledge in your spellbook.
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.
Spells of 1st Level and Higher. At 1st level, your spellbook contains six 1st-level wizard spells of your choice. It doesn't contain cantrips.
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 wizard spell slots, as shown on the Wizard table.
Preparing and Casting Spells. The Wizard table shows how many spell slots you have to cast your 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 score + 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, provided you have access to your spellbook.
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 score 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 score
Spell attack modifier = your proficiency bonus + your intelligence score
Ritual Casting. You can cast a wizard spell in your spellbook as a ritual if that spell has the ritual tag. If you don't have the spell prepared, you can still cast it as a ritual, but you must read from your spellbook during the casting.
Spellcasting Focus. You can use an arcane focus or your spellbook as a spellcasting focus for your wizard spells.
Wizard Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Acid Splash | Conjuration | |||
Cantrip | Blade Ward | Abjuration | |||
Cantrip | Chill Touch | Necromancy | |||
Cantrip | Control Flames | Transmutation | |||
Cantrip | Create Bonfire | concentration | Conjuration | ||
Cantrip | Dancing Lights | Evocation | |||
Cantrip | Fire Bolt | Evocation | |||
Cantrip | Friends | concentration | Enchantment | ||
Cantrip | Frostbite | Evocation | |||
Cantrip | Gust | Transmutation | |||
Cantrip | Infestation | Conjuration | |||
Cantrip | Light | Evocation | |||
Cantrip | Lightning Lure | Evocation | |||
Cantrip | Mage Hand | Conjuration | |||
Cantrip | Mending | Transmutation | |||
Cantrip | Message | Transmutation | |||
Cantrip | Mind Sliver | Enchantment | |||
Cantrip | Minor Illusion | Illusion | |||
Cantrip | Mold Earth | Transmutation | |||
Cantrip | Poison Spray | Conjuration | |||
Cantrip | Prestidigitation | Transmutation | |||
Cantrip | Ray of Frost | Evocation | |||
Cantrip | Shape Water | Transmutation | |||
Cantrip | Shocking Grasp | Evocation | |||
Cantrip | Stone Slam | Transmutation | |||
Cantrip | Sword Burst | Conjuration | |||
Cantrip | Thunderclap | Evocation | |||
Cantrip | Toll the Dead | Necromancy | |||
Cantrip | True Strike | concentration | Divination | ||
1st | Absorb Elements | Abjuration | |||
1st | Alarm | ritual | Abjuration | ||
1st | Burning Hands | Evocation | |||
1st | Catapult | Transmutation | |||
1st | Cause Fear | concentration | Necromancy | ||
1st | Caustic Spray | concentration | Evocation | ||
1st | Charm Person | Enchantment | |||
1st | Chromatic Orb | Evocation | |||
1st | Color Spray | Illusion | |||
1st | Comprehend Languages | ritual | Divination | ||
1st | Detect Magic | ritual | concentration | Divination | |
1st | Disguise Self | Illusion | |||
1st | Earth Tremor | Evocation | |||
1st | Expeditious Retreat | concentration | Transmutation | ||
1st | False Life | Necromancy | |||
1st | Feather Fall | Transmutation | |||
1st | Find Familiar | ritual | Conjuration | ||
1st | Floating Disk | ritual | Conjuration | ||
1st | Fog Cloud | concentration | Conjuration | ||
1st | Grease | Conjuration | |||
1st | Ground Surf | Transmutation | |||
1st | Ice Knife | Conjuration | |||
1st | Identify | ritual | Divination | ||
1st | Illusory Script | ritual | Illusion | ||
1st | Jump | Transmutation | |||
1st | Longstrider | Transmutation | |||
1st | Mage Armor | Abjuration | |||
1st | Magic Missile | Evocation | |||
1st | Magic Weapon | concentration | Transmutation | ||
1st | Noxious Fumes | Conjuration | |||
1st | Protection from Evil and Good | concentration | Abjuration | ||
1st | Ray of Sickness | Necromancy | |||
1st | Sand Blast | Conjuration | |||
1st | Seismic Sense | Transmutation | |||
1st | Shield | Abjuration | |||
1st | Silent Image | concentration | Illusion | ||
1st | Sleep | Enchantment | |||
1st | Stone Pillar | Transmutation | |||
1st | Thunderwave | Evocation | |||
1st | Unseen Servant | ritual | Conjuration | ||
1st | Wizard's Strike | Transmutation | |||
2nd | Acid Arrow | Evocation | |||
2nd | Alter Self | concentration | Transmutation | ||
2nd | Arcane Lock | Abjuration | |||
2nd | Augury | ritual | Divination | ||
2nd | Binding Ice | Evocation | |||
2nd | Blindness/Deafness | Necromancy | |||
2nd | Blur | concentration | Illusion | ||
2nd | Cloud of Daggers | concentration | Conjuration | ||
2nd | Continual Flame | Evocation | |||
2nd | Crown of Madness | concentration | Enchantment | ||
2nd | Darkness | concentration | Evocation | ||
2nd | Darkvision | Transmutation | |||
2nd | Detect Thoughts | concentration | Divination | ||
2nd | Distort Magic | Illusion | |||
2nd | Dragon's Breath | concentration | Transmutation | ||
2nd | Dust Devil | concentration | Conjuration | ||
2nd | Earthbind | concentration | Transmutation | ||
2nd | Earthen Grasp | concentration | Transmutation | ||
2nd | Enhance Ability | concentration | Transmutation | ||
2nd | Enlarge/Reduce | concentration | Transmutation | ||
2nd | Entomb | concentration | Transmutation | ||
2nd | Fey Mischief | concentration | Illusion | ||
2nd | Flaming Sphere | concentration | Conjuration | ||
2nd | Gentle Repose | ritual | Necromancy | ||
2nd | Ground Shift | Transmutation | |||
2nd | Gust of Wind | concentration | Evocation | ||
2nd | Hold Person | concentration | Enchantment | ||
2nd | Invisibility | concentration | Illusion | ||
2nd | Knock | Transmutation | |||
2nd | Levitate | concentration | Transmutation | ||
2nd | Magic Mouth | ritual | Illusion | ||
2nd | Mind Spike | concentration | Divination | ||
2nd | Mind Whip | Enchantment | |||
2nd | Mirror Image | Illusion | |||
2nd | Misty Step | Conjuration | |||
2nd | Mortal Terror | concentration | Necromancy | ||
2nd | Phantasmal Force | concentration | Illusion | ||
2nd | Pyrotechnics | Transmutation | |||
2nd | Ray of Enfeeblement | concentration | Necromancy | ||
2nd | Attraction/Repulsion | concentration | Transmutation | ||
2nd | Scorching Blast | Evocation | |||
2nd | Scorching Ray | Evocation | |||
2nd | See Invisibility | Divination | |||
2nd | Shatter | Evocation | |||
2nd | Skywrite | ritual | concentration | Transmutation | |
2nd | Snow Flurry | Evocation | |||
2nd | Spider Climb | concentration | Transmutation | ||
2nd | Suggestion | concentration | Enchantment | ||
2nd | Wall of Dirt | concentration | Transmutation | ||
2nd | Warding Wind | concentration | Evocation | ||
2nd | Web | concentration | Conjuration | ||
3rd | Bestow Curse | concentration | Necromancy | curse | |
3rd | Blink | Transmutation | |||
3rd | Catnap | Enchantment | |||
3rd | Clairvoyance | concentration | Divination | ||
3rd | Counterspell | Abjuration | |||
3rd | Dispel Magic | Abjuration | |||
3rd | Enemies Abound | concentration | Enchantment | ||
3rd | Erupting Earth | Transmutation | |||
3rd | Fear | concentration | Illusion | ||
3rd | Feign Death | ritual | Necromancy | ||
3rd | Flame Arrows | concentration | Transmutation | ||
3rd | Flaming Stride | concentration | Transmutation | ||
3rd | Fly | concentration | Transmutation | ||
3rd | Gaseous Form | concentration | Transmutation | ||
3rd | Glyph of Warding | Abjuration | |||
3rd | Grim Apparitions | concentration | Necromancy | ||
3rd | Haste | concentration | Transmutation | ||
3rd | Hypnotic Pattern | concentration | Illusion | ||
3rd | Intellect Fortress | concentration | Abjuration | ||
3rd | Life Transference | Necromancy | |||
3rd | Lightning Bolt | Evocation | |||
3rd | Magic Circle | Abjuration | |||
3rd | Major Image | concentration | Illusion | ||
3rd | Mantle of Meteors | concentration | Transmutation | ||
3rd | Nondetection | Abjuration | |||
3rd | Phantom Steed | ritual | Illusion | ||
3rd | Protection from Energy | concentration | Abjuration | ||
3rd | Quicksand | concentration | Transmutation | ||
3rd | Remove Curse | Abjuration | |||
3rd | Sleet Storm | concentration | Conjuration | ||
3rd | Slow | concentration | Transmutation | ||
3rd | Speak with Dead | Necromancy | |||
3rd | Stinking Cloud | concentration | Conjuration | ||
3rd | Thunder Step | Conjuration | |||
3rd | Tidal Wave | Conjuration | |||
3rd | Tiny Servant | Transmutation | |||
3rd | Tongues | Divination | |||
3rd | Vampiric Touch | concentration | Necromancy | ||
3rd | Wall of Sand | concentration | Evocation | ||
3rd | Wall of Water | concentration | Evocation | ||
3rd | Water Breathing | ritual | Transmutation | ||
4th | Arcane Eye | concentration | Divination | ||
4th | Banishment | concentration | Abjuration | ||
4th | Blight | Necromancy | |||
4th | Charm Monster | Enchantment | |||
4th | Confusion | concentration | Enchantment | ||
4th | Control Water | concentration | Transmutation | ||
4th | Dimension Door | Conjuration | |||
4th | Divination | ritual | Divination | ||
4th | Elemental Bane | concentration | Transmutation | ||
4th | Fabricate | Transmutation | |||
4th | Fire Shield | Evocation | |||
4th | Grasping Tentacles | concentration | Conjuration | ||
4th | Greater Invisibility | concentration | Illusion | ||
4th | Hallucinatory Terrain | Illusion | |||
4th | Ice Storm | Evocation | |||
4th | Indestructible Sphere | concentration | Evocation | ||
4th | Locate | concentration | Divination | ||
4th | Phantasmal Killer | concentration | Illusion | ||
4th | Phantom Hound | Conjuration | |||
4th | Polymorph | concentration | Transmutation | ||
4th | Psychic Lance | Enchantment | |||
4th | Sanctum | Abjuration | |||
4th | Secret Chest | ritual | Conjuration | ||
4th | Sickening Radiance | concentration | Evocation | ||
4th | Stone Shape | Transmutation | |||
4th | Stoneskin | concentration | Abjuration | ||
4th | Storm Sphere | concentration | Evocation | ||
4th | Vitriolic Sphere | Evocation | |||
4th | Wall of Fire | concentration | Evocation | ||
4th | Wall of Flesh | concentration | Transmutation | ||
4th | Watery Sphere | concentration | Conjuration | ||
5th | Cloudkill | concentration | Conjuration | ||
5th | Cone of Cold | Evocation | |||
5th | Contact Other Plane | ritual | Divination | ||
5th | Control Winds | concentration | Transmutation | ||
5th | Creation | Illusion | |||
5th | Danse Macabre | concentration | Necromancy | ||
5th | Dawn | concentration | Evocation | ||
5th | Dominate Person | concentration | Enchantment | ||
5th | Dream | Illusion | |||
5th | Enervation | concentration | Necromancy | ||
5th | Far Step | Conjuration | |||
5th | Geas | Enchantment | curse | ||
5th | Hand of Force | concentration | Evocation | ||
5th | Hold Monster | concentration | Enchantment | ||
5th | Immolation | Evocation | |||
5th | Legend Lore | Divination | |||
5th | Mislead | concentration | Illusion | ||
5th | Modify Memory | concentration | Enchantment | curse | |
5th | Negative Energy Flood | Necromancy | |||
5th | Passwall | Transmutation | |||
5th | Planar Binding | Abjuration | |||
5th | Scrying | concentration | Divination | ||
5th | Seeming | Illusion | |||
5th | Steel Wind Strike | Conjuration | |||
5th | Synaptic Static | Enchantment | |||
5th | Telekinesis | concentration | Transmutation | ||
5th | Telepathic Bond | ritual | Divination | ||
5th | Teleportation Circle | Conjuration | |||
5th | Transmute Rock | Transmutation | |||
5th | Wall of Force | concentration | Evocation | ||
5th | Wall of Light | concentration | Evocation | ||
5th | Wall of Stone | concentration | Evocation | ||
6th | Arcane Gate | concentration | Conjuration | ||
6th | Attendant Item | ritual | Conjuration | ||
6th | Chain Lightning | Evocation | |||
6th | Circle of Death | Necromancy | |||
6th | Contingency | Evocation | |||
6th | Disintegrate | Transmutation | |||
6th | Evil Eye | concentration | Necromancy | ||
6th | Freezing Sphere | Evocation | |||
6th | Globe of Invulnerability | concentration | Abjuration | ||
6th | Guards and Wards | Abjuration | |||
6th | Investiture of Flame | concentration | Transmutation | ||
6th | Investiture of Ice | concentration | Transmutation | ||
6th | Investiture of Stone | concentration | Transmutation | ||
6th | Investiture of Wind | concentration | Transmutation | ||
6th | Irresistible Dance | concentration | Enchantment | ||
6th | Magic Jar | Necromancy | |||
6th | Mass Suggestion | Enchantment | |||
6th | Mental Prison | concentration | Illusion | ||
6th | Otherworldly Guise | concentration | Transmutation | ||
6th | Petrify | concentration | Transmutation | ||
6th | Platinum Shield | concentration | Abjuration | ||
6th | Programmed Illusion | Illusion | |||
6th | Scatter | Conjuration | |||
6th | Soul Cage | Necromancy | |||
6th | Sunbeam | concentration | Evocation | ||
6th | Terraform | concentration | Transmutation | ||
6th | True Seeing | Divination | |||
6th | Wall of Ice | concentration | Evocation | ||
7th | Crown of Stars | Evocation | |||
7th | Delayed Blast Fireball | concentration | Evocation | ||
7th | Draconic Transformation | concentration | Transmutation | ||
7th | Etherealness | Transmutation | |||
7th | Finger of Death | Necromancy | |||
7th | Mirage Arcane | Illusion | |||
7th | Mirror Mansion | Conjuration | |||
7th | Plane Shift | Conjuration | |||
7th | Power Word Pain | Enchantment | |||
7th | Prismatic Spray | Evocation | |||
7th | Project Image | concentration | Illusion | ||
7th | Reverse Gravity | concentration | Transmutation | ||
7th | Sequester | Transmutation | |||
7th | Symbol | Abjuration | |||
7th | Teleport | Conjuration | |||
7th | Whirlwind | concentration | Evocation | ||
8th | Antimagic Field | concentration | Abjuration | ||
8th | Antipathy/Sympathy | Enchantment | |||
8th | Clone | Necromancy | |||
8th | Control Weather | concentration | Transmutation | ||
8th | Demiplane | Conjuration | |||
8th | Desiccation | Necromancy | |||
8th | Dominate Monster | concentration | Enchantment | ||
8th | Feeblemind | Enchantment | |||
8th | Incendiary Cloud | concentration | Conjuration | ||
8th | Maddening Darkness | concentration | Evocation | ||
8th | Mighty Fortress | Conjuration | |||
8th | Mind Blank | Abjuration | |||
8th | Power Word Stun | Enchantment | |||
8th | Sunburst | Evocation | |||
8th | Telepathy | Evocation | |||
9th | Astral Projection | Necromancy | |||
9th | Blade of Disaster | concentration | Conjuration | ||
9th | Foresight | Divination | |||
9th | Gate | concentration | Conjuration | ||
9th | Imprisonment | Abjuration | |||
9th | Invulnerability | concentration | Abjuration | ||
9th | Mass Polymorph | concentration | Transmutation | ||
9th | Meteor Swarm | Evocation | |||
9th | Power Word Kill | Enchantment | |||
9th | Psychic Scream | Enchantment | |||
9th | Shapechange | concentration | Transmutation | ||
9th | Simulacrum | Illusion | |||
9th | Time Stop | Transmutation | |||
9th | True Polymorph | concentration | Transmutation | ||
9th | Weird | concentration | Illusion |
Spellbook
1st-level Wizard feature
At 1st level, you create or acquire a spellbook. 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.
Personal Use. When you inscribe a spell, you are noting its techniques, reagents, incantations, and other details required to cast it. Whether the notes are encrypted is up to you. No matter how you write them, they are personalized for your use; no other creature can prepare or cast a spell from your inscription, and you can't prepare or cast a spell from another creature's inscription.
Transcribing Spells. You can copy a spell from your spellbook into another book. For each level of the spell, the process takes 1 hour and costs 10 gp worth of fine ink. Unless you have the spell prepared, you must refer to your spellbook during the process.
If you lose your spellbook, you can inscribe the spells that you have prepared into a new spellbook as usual. The rest of the spells in your old spellbook are lost. You can recover a lost spell by finding a written copy of it elsewhere, such as on a spell scroll or in another wizard's spellbook, and transcribing it into your own spellbook as normal. Alternatively, you can attempt to transcribe a lost spell from your memory. The attempt takes as much time and fine ink as a typical transcription of the spell's level would, culminating in an Arcana check. The DC equals 20 + the level of the spell. On a success, you inscribe the spell; otherwise, the attempt fails and the materials are wasted.
Optional Rule: Copying New Spells
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 that are of a level you can prepare, you can add it to your spellbook if it is of a level for which you have spell slots 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.
Autorecognition
1st-level Wizard feature
When you see or hear a creature within 60 feet of you casting a spell, if that spell is in your spellbook, you automatically learn which spell it is as if you had used the Recognize Spell reaction and succeeded on the check.
Arcane Recovery
2nd-level Wizard feature
You have learned to regain some of your magical energy by studying your spellbook. When you finish a short rest, you can choose expended spell slots to recover. The sum of the spell slots' levels can't exceed 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.
Once you use this feature, you can't use it again until you finish a long rest.
Arcane Tradition
2nd-level Wizard feature
Choose an arcane tradition. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Necromancer
Source: 2D
Necromancers study matters of life, death, and undeath. The field is considered taboo in many societies due to the common practice of animating corpses. Though not all necromancers are evil, many wizards practice necromancy for nefarious gains.
Expanded Spell List
2nd-level Necromancer feature
You learn the deadwalk cantrip, and you can cast it once on each of your turns as a free action. It doesn't count against the number of wizard cantrips you know. Additionally, the spells in the table below count as wizard spells for you.
Necromancer Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Deadwalk | Necromancy | |||
Cantrip | Posthumous Punch | Necromancy | |||
1st | Bolster Undead | Necromancy | |||
1st | Cadaverous Puppet | concentration | Necromancy | ||
1st | Extinguish Life | Necromancy | |||
1st | Eyes of the Dead | ritual | Necromancy | ||
2nd | Bloat Burst | Necromancy | |||
2nd | Extract Vitality | Necromancy | |||
3rd | Rigor Mortis | concentration | Necromancy | ||
3rd | Soul Rip | concentration | Necromancy | ||
3rd | Summon Undead | concentration | Necromancy | ||
4th | Clutches of Death | concentration | Necromancy | ||
4th | Rot Ward | Necromancy | |||
4th | Undead Transformation | Necromancy | curse | ||
5th | Necrosis | concentration | Necromancy | ||
6th | Reap | Necromancy | |||
6th | Summon Greater Undead | concentration | Necromancy | ||
7th | Sever the Soul | concentration | Necromancy | ||
8th | Undead Horde | Necromancy | |||
9th | Create Phylactery | Necromancy |
Necromancy Savant
2nd-level Necromancer feature
When you gain this feature, you can add two necromancy spells from the wizard spell list to your spellbook. Each time you gain a level in the wizard class, you can add an additional necromancy wizard spell to your spellbook.
Undead Minion
2nd-level Necromancer feature
Your experiments with undead have been successful. You add the summon undead spell to your spellbook. It is always prepared and doesn't count against the number of wizard spells you can prepare each day.
You can cast the spell using a spell slot of 1st or 2nd level. When you cast the spell using a 1st-level spell slot, you can only create a zombie, and it lacks its Bite attack. When you cast the spell using a 2nd-level slot, you can only create a zombie lacking Bite or a skeleton lacking Multiattack.
No matter what level you cast the spell at, you ignore its material component, which does not need to be consumed to make the creature's existence permanent. Additionally, you can cause a creature created by the spell to not lose its Companion trait when the spell would become permanent. You can only have one such permanent companion at a time.
Preserve Unlife
6th-level Necromancer feature
When you see an Undead creature other than yourself within 60 feet of you take damage, you can use a reaction to reduce the damage to 1 by rapidly stitching the target's flesh and bones back together. You can't reduce radiant damage in this way.
You can use this feature a number of times equal to your Intelligence score (minimum once), regaining expended uses after finishing a long rest.
Necromantic Conduit
10th-level Necromancer feature
You can channel your powers through the dead. When you cast a necromancy spell that doesn't target yourself, you can cast it from the space of a creature's remains or a willing Undead creature that you can see. You must be on the same plane of existence as the remains or undead.
Commander of the Dead
14th-level Necromancer feature
You add the summon greater undead spell to your spellbook, or a different wizard spell of 6th level or lower if you already have it. It always counts as prepared and doesn't count against the number of wizard spells you can prepare each day. You ignore its material component, which does not need to be consumed to make the creature's existence permanent. Additionally, you can cause a creature created by the spell to not lose its Companion trait when the spell would become permanent.
You can have one permanent companion created by summon greater undead or up to three permanent companions created by summon undead, replacing the single permanent companion of your Undead Minion feature. By taking the Command action as a standard action, you can command any number of your Undead companions.
Illusionist
Source: 2D
Illusionists create and suppress sensory phenomena, especially visual and auditory ones.
Expanded Spell List
2nd-level Illusionist feature
You learn the fleeting mask cantrip. It doesn't count against the number of wizard cantrips you know. Additionally, the spells in the table below count as wizard spells for you.
Illusionist Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Fleeting Mask | Illusion | |||
1st | Distraction | Illusion | |||
1st | Invisible Item | Illusion | |||
2nd | Cacaphony | concentration | Illusion | ||
2nd | Face Swap | Illusion | |||
2nd | False Portal | ritual | concentration | Illusion | |
2nd | Glamour | concentration | Illusion | ||
2nd | Magic Mirrors | ritual | Illusion | ||
2nd | Vile Ventriloquy | Illusion | |||
3rd | Disillusion | concentration | Illusion | ||
3rd | Phantom Warriors | concentration | Illusion | ||
3rd | Vanish | concentration | Illusion | ||
4th | Blind Spot | concentration | Illusion | ||
4th | Dim | concentration | Illusion | ||
5th | Mass Invisibility | concentration | Illusion | ||
6th | Duplicate Self | concentration | Illusion | ||
7th | Illusify | concentration | Illusion | ||
8th | Counterclairvoyance | Illusion | |||
8th | True Invisibility | Illusion | |||
9th | Unreality | concentration | Illusion |
Illusion Savant
2nd-level Illusionist feature
When you gain this feature, you can add two illusion spells from the wizard spell list to your spellbook. Each time you gain a level in the wizard class, you can add an additional illusion wizard spell to your spellbook.
Subtle Illusions
2nd-level Illusionist feature
When you cast an illusion spell, you don't need to provide verbal or somatic components. You also don't need to provide material components if the material component isn't consumed and has no cost.
Substantiate
6th-level Illusionist feature
When you see a creature make an Investigation check against an illusion spell you cast to determine whether the illusion is real, you can use a reaction to augment the illusion with extra realism. The Investigation check automatically fails, even if it involved physical inspection. You can't use this feature to foil an inspection that takes longer than one turn.
You can use this feature a number of times equal to your Intelligence score, regaining expended uses after finishing a long rest.
Eye for Illusions
6th-level Illusionist feature
Familiar with common giveaways of illusions, you have advantage on Investigation checks made to discern illusions and on saving throws against illusion spells.
Enduring Images
10th-level Illusionist feature
As a standard action, you can cause one illusion spell within 60 feet of you to have a duration of "concentration, until dispelled". You must have been the one to cast the spell.
True Illusions
14th-level Illusionist feature
Your tricks fool even gods. Truesight doesn't work against illusion spells you cast.
Diviner
Source: 2D
While diviners are best known for their fortune-telling abilities, members of the school of divination also specialize in detecting lies, finding missing objects or persons, and recovering lost knowledge.
Expanded Spell List
2nd-level Diviner feature
You learn the prescient strike cantrip. It doesn't count against the number of wizard cantrips you know. Additionally, the spells in the table below count as wizard spells for you.
Diviner Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Prescient Strike | Divination | |||
1st | Arcane Appraisal | ritual | Divination | ||
1st | Dire Future | concentration | Divination | ||
1st | Piercing Gaze | concentration | Divination | ||
1st | Verify | Divination | |||
2nd | Expose Weakness | concentration | Divination | ||
2nd | Eyeworm | concentration | Divination | ||
2nd | Far Sense | Divination | |||
2nd | Library of the Mind | concentration | Divination | ||
2nd | Outwit | Divination | |||
3rd | Blissful Revelations | Divination | |||
3rd | Dreadful Revelations | Divination | |||
3rd | Visions of Odds | Divination | |||
4th | Mass Identify | concentration | Divination | ||
4th | Revealing Light | concentration | Divination | ||
4th | Telepathic Interception | ritual | Divination | ||
5th | Insidious Insight | concentration | Divination | ||
5th | Reminiscent Snare | concentration | Divination | ||
5th | Twist of Fate | Divination | |||
6th | Dream Web | concentration | Divination | ||
7th | Doomsaying | Divination | curse | ||
8th | Archives of Fate | Divination | |||
9th | All-Seeing Eye | concentration | Divination |
Divination Savant
2nd-level Diviner feature
When you gain this feature, you can add two divination spells from the wizard spell list to your spellbook. Each time you gain a level in the wizard class, you can add an additional divination wizard spell to your spellbook.
Distant Visions
2nd-level Diviner feature
You add the clairvoyance spell to your spellbook. It is always prepared and doesn't count against the number of wizard spells you can prepare each day.
You can cast the spell using a spell slot of 1st or 2nd level. When you cast the spell using a 1st-level spell slot, its range is 10 feet. When you cast the spell using a 2nd-level slot, its range 90 feet.
No matter what level you cast the spell at, you ignore its material component, and its casting time is 1 standard action.
Oracular Awareness
6th-level Diviner feature
You can't be surprised.
Portent
6th-level Diviner feature
Whether by premonatory dreams or veiled omens, the future reveals itself to you. Each time you finish a long rest, roll two d20s. The results are your portent rolls. When you or a creature you can see would roll a d20 as part of an attack roll, saving throw, or ability check, you can substitute that d20 roll with one of your portent rolls. If the roll is made with advantage or disadvantage, you substitute only the first d20.
Each portent roll can be used only once, and you can't use more than one portent roll per turn. Unexpended portent rolls disappear when you finish a long rest.
Heightened Cognition
10th-level Diviner feature
You are accustomed to processing vast quantities of information. You can use this feature to cast any divination spell in your spellbook without expending a spell slot. The spell must be 2nd level or lower, and if the spell requires concentration, you can concentrate on it and any other effect simultaneously.
Once you use this feature, you can't use it again until you finish a short or long rest.
Perfect Clarity
14th-level Diviner feature
Your vision into the future becomes clearer. You can make three portent rolls per long rest instead of two, and you can use a single portent roll to replace both d20s of rolls that are made with advantage or disadvantage.
Academic Expertise
3rd-level Wizard feature
Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. You gain proficiency in the chosen skill, or expertise if you already have proficiency.
Ability Score Improvement
4th-level Wizard feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.
Quick Swap
4th-level Wizard feature
By taking the Study action and succeeding on an Arcana check, you can swap one prepared wizard spell with one unprepared wizard spell in your spellbook. The prepared spell becomes unprepared, and the unprepared spell becomes prepared. The check DC equals 10 + the unprepared spell's level. Alternatively, you can automatically swap spells without making a check over the course of 1 minute.
You can swap spells in this way a number of times equal to your Intelligence score, regaining expended uses on a long rest. (You don't expend a use of this feature if you fail the check.)
Wizard Parry
8th-level Wizard feature
Familiar with the shortcomings of magic and how to exploit them, you have advantage on saving throws against spells that you recognize before they are cast, such as via the Recognize Spell reaction.
Advanced Formulae
18th-level Wizard feature
You can prepare two additional wizard spells when you prepare your spells at the end of a long rest. One of the spells must be of 1st level, and the other spell must be of 1st or 2nd level. When prepared in this way, you can cast those spells at their lowest level without expending a spell slot. You can still expend a spell slot as normal to cast either spell at a higher level.
Greater Ability Score Improvement
19th-level Wizard feature
You can increase one ability score of your choice by 1, to a maximum of 6.
Archwizard
20th-level Wizard feature
With tremendous mental effort, you can bring to mind your full repertoire of wizard spells. As a free action, you can begin concentration to experience the following effects:
- Every wizard spell in your spellbook counts as prepared.
- You can concentrate on up to two other effects. The effects must be wizard spells, and the sum of the levels at which they were cast can't exceed 9. When you are forced to make a saving throw to maintain concentration, make a single saving throw. On a failed save, you lose concentration on this feature and any other effects. On a success, you maintain concentration on all of them.
- You gain a level of exhaustion at the end of every minute.
Once you activate this feature, you can't do so again until you finish a long rest.