Wizard

Wizard

Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Wizard
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Spellbook, Autorecognition32
2nd+2Arcane Recovery, Arcane Tradition33
3rd+2Academic Expertise342
4th+2Ability Score Improvement, Quick Swap443
5th+34432
6th+3Arcane Tradition feature4433
7th+344331
8th+3Ability Score Improvement, Wizard Parry44332
9th+4443331
10th+4Arcane Tradition feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Arcane Tradition feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Advanced Formulae5433331111
19th+6Greater Ability Score Improvement5433332111
20th+6Archwizard5433332211

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

Proficiencies

Armor: 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

Multiclassing

Ability Score Minimum: Intelligence 1
Proficiencies Gained: None

Equipment

You start with the following equipment:
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
CantripAcid SplashConjuration
CantripBlade WardAbjuration
CantripChill TouchNecromancy
CantripControl FlamesTransmutation
CantripCreate BonfireconcentrationConjuration
CantripDancing LightsEvocation
CantripFire BoltEvocation
CantripFriendsconcentrationEnchantment
CantripFrostbiteEvocation
CantripGustTransmutation
CantripInfestationConjuration
CantripLightEvocation
CantripLightning LureEvocation
CantripMage HandConjuration
CantripMendingTransmutation
CantripMessageTransmutation
CantripMind SliverEnchantment
CantripMinor IllusionIllusion
CantripMold EarthTransmutation
CantripPoison SprayConjuration
CantripPrestidigitationTransmutation
CantripRay of FrostEvocation
CantripShape WaterTransmutation
CantripShocking GraspEvocation
CantripStone SlamTransmutation
CantripSword BurstConjuration
CantripThunderclapEvocation
CantripToll the DeadNecromancy
CantripTrue StrikeconcentrationDivination
1stAbsorb ElementsAbjuration
1stAlarmritualAbjuration
1stBurning HandsEvocation
1stCatapultTransmutation
1stCause FearconcentrationNecromancy
1stCaustic SprayconcentrationEvocation
1stCharm PersonEnchantment
1stChromatic OrbEvocation
1stColor SprayIllusion
1stComprehend LanguagesritualDivination
1stDetect MagicritualconcentrationDivination
1stDisguise SelfIllusion
1stEarth TremorEvocation
1stExpeditious RetreatconcentrationTransmutation
1stFalse LifeNecromancy
1stFeather FallTransmutation
1stFind FamiliarritualConjuration
1stFloating DiskritualConjuration
1stFog CloudconcentrationConjuration
1stGreaseConjuration
1stGround SurfTransmutation
1stIce KnifeConjuration
1stIdentifyritualDivination
1stIllusory ScriptritualIllusion
1stJumpTransmutation
1stLongstriderTransmutation
1stMage ArmorAbjuration
1stMagic MissileEvocation
1stMagic WeaponconcentrationTransmutation
1stNoxious FumesConjuration
1stProtection from Evil and GoodconcentrationAbjuration
1stRay of SicknessNecromancy
1stSand BlastConjuration
1stSeismic SenseTransmutation
1stShieldAbjuration
1stSilent ImageconcentrationIllusion
1stSleepEnchantment
1stStone PillarTransmutation
1stThunderwaveEvocation
1stUnseen ServantritualConjuration
1stWizard's StrikeTransmutation
2ndAcid ArrowEvocation
2ndAlter SelfconcentrationTransmutation
2ndArcane LockAbjuration
2ndAuguryritualDivination
2ndBinding IceEvocation
2ndBlindness/DeafnessNecromancy
2ndBlurconcentrationIllusion
2ndCloud of DaggersconcentrationConjuration
2ndContinual FlameEvocation
2ndCrown of MadnessconcentrationEnchantment
2ndDarknessconcentrationEvocation
2ndDarkvisionTransmutation
2ndDetect ThoughtsconcentrationDivination
2ndDistort MagicIllusion
2ndDragon's BreathconcentrationTransmutation
2ndDust DevilconcentrationConjuration
2ndEarthbindconcentrationTransmutation
2ndEarthen GraspconcentrationTransmutation
2ndEnhance AbilityconcentrationTransmutation
2ndEnlarge/ReduceconcentrationTransmutation
2ndEntombconcentrationTransmutation
2ndFey MischiefconcentrationIllusion
2ndFlaming SphereconcentrationConjuration
2ndGentle ReposeritualNecromancy
2ndGround ShiftTransmutation
2ndGust of WindconcentrationEvocation
2ndHold PersonconcentrationEnchantment
2ndInvisibilityconcentrationIllusion
2ndKnockTransmutation
2ndLevitateconcentrationTransmutation
2ndMagic MouthritualIllusion
2ndMind SpikeconcentrationDivination
2ndMind WhipEnchantment
2ndMirror ImageIllusion
2ndMisty StepConjuration
2ndPhantasmal ForceconcentrationIllusion
2ndPyrotechnicsTransmutation
2ndRay of EnfeeblementconcentrationNecromancy
2ndScorching BlastEvocation
2ndScorching RayEvocation
2ndSee InvisibilityDivination
2ndShatterEvocation
2ndSkywriteritualconcentrationTransmutation
2ndSnow FlurryEvocation
2ndSpider ClimbconcentrationTransmutation
2ndSuggestionconcentrationEnchantment
2ndWall of DirtconcentrationTransmutation
2ndWarding WindconcentrationEvocation
2ndWebconcentrationConjuration
3rdBestow CurseconcentrationNecromancycurse
3rdBlinkTransmutation
3rdCatnapEnchantment
3rdClairvoyanceconcentrationDivination
3rdCounterspellAbjuration
3rdDispel MagicAbjuration
3rdEnemies AboundconcentrationEnchantment
3rdErupting EarthTransmutation
3rdFearconcentrationIllusion
3rdFeign DeathritualNecromancy
3rdFlame ArrowsconcentrationTransmutation
3rdFlaming StrideconcentrationTransmutation
3rdFlyconcentrationTransmutation
3rdGaseous FormconcentrationTransmutation
3rdGlyph of WardingAbjuration
3rdGrim ApparitionsconcentrationNecromancy
3rdHasteconcentrationTransmutation
3rdHypnotic PatternconcentrationIllusion
3rdIntellect FortressconcentrationAbjuration
3rdLife TransferenceNecromancy
3rdLightning BoltEvocation
3rdMagic CircleAbjuration
3rdMajor ImageconcentrationIllusion
3rdMantle of MeteorsconcentrationTransmutation
3rdNondetectionAbjuration
3rdPhantom SteedritualIllusion
3rdProtection from EnergyconcentrationAbjuration
3rdQuicksandconcentrationTransmutation
3rdRemove CurseAbjuration
3rdSleet StormconcentrationConjuration
3rdSlowconcentrationTransmutation
3rdSpeak with DeadNecromancy
3rdStinking CloudconcentrationConjuration
3rdSummon FeyconcentrationConjuration
3rdSummon MonstrosityconcentrationConjuration
3rdSummon UndeadconcentrationNecromancy
3rdThunder StepConjuration
3rdTidal WaveConjuration
3rdTiny ServantTransmutation
3rdTonguesDivination
3rdVampiric TouchconcentrationNecromancy
3rdWall of SandconcentrationEvocation
3rdWall of WaterconcentrationEvocation
3rdWater BreathingritualTransmutation
4thArcane EyeconcentrationDivination
4thBanishmentconcentrationAbjuration
4thBlightNecromancy
4thCharm MonsterEnchantment
4thConfusionconcentrationEnchantment
4thControl WaterconcentrationTransmutation
4thDimension DoorConjuration
4thDivinationritualDivination
4thElemental BaneconcentrationTransmutation
4thFabricateTransmutation
4thFire ShieldEvocation
4thGrasping TentaclesconcentrationConjuration
4thGreater InvisibilityconcentrationIllusion
4thHallucinatory TerrainIllusion
4thIce StormEvocation
4thIndestructible SphereconcentrationEvocation
4thLocateconcentrationDivination
4thPhantasmal KillerconcentrationIllusion
4thPhantom HoundConjuration
4thPolymorphconcentrationTransmutation
4thPsychic LanceEnchantment
4thSanctumAbjuration
4thSecret ChestritualConjuration
4thSickening RadianceconcentrationEvocation
4thStone ShapeTransmutation
4thStoneskinconcentrationAbjuration
4thStorm SphereconcentrationEvocation
4thSummon AberrationconcentrationConjuration
4thSummon ConstructconcentrationConjuration
4thSummon ElementalconcentrationConjuration
4thVitriolic SphereEvocation
4thWall of FireconcentrationEvocation
4thWall of FleshconcentrationTransmutation
4thWatery SphereconcentrationConjuration
5thCloudkillconcentrationConjuration
5thCone of ColdEvocation
5thContact Other PlaneritualDivination
5thControl WindsconcentrationTransmutation
5thCreationIllusion
5thDanse MacabreconcentrationNecromancy
5thDawnconcentrationEvocation
5thDominate PersonconcentrationEnchantment
5thDreamIllusion
5thEnervationconcentrationNecromancy
5thFar StepConjuration
5thGeasEnchantmentcurse
5thHand of ForceconcentrationEvocation
5thHold MonsterconcentrationEnchantment
5thImmolationEvocation
5thLegend LoreDivination
5thMisleadconcentrationIllusion
5thModify MemoryconcentrationEnchantmentcurse
5thNegative Energy FloodNecromancy
5thPasswallTransmutation
5thPlanar BindingAbjuration
5thScryingconcentrationDivination
5thSeemingIllusion
5thSteel Wind StrikeConjuration
5thSummon DragonconcentrationConjuration
5thSynaptic StaticEnchantment
5thTelekinesisconcentrationTransmutation
5thTelepathic BondritualDivination
5thTeleportation CircleConjuration
5thTransmute RockTransmutation
5thWall of ForceconcentrationEvocation
5thWall of LightconcentrationEvocation
5thWall of StoneconcentrationEvocation
6thArcane GateconcentrationConjuration
6thAttendant ItemritualConjuration
6thChain LightningEvocation
6thCircle of DeathNecromancy
6thContingencyEvocation
6thDisintegrateTransmutation
6thEvil EyeconcentrationNecromancy
6thFreezing SphereEvocation
6thGlobe of InvulnerabilityconcentrationAbjuration
6thGuards and WardsAbjuration
6thInvestiture of FlameconcentrationTransmutation
6thInvestiture of IceconcentrationTransmutation
6thInvestiture of StoneconcentrationTransmutation
6thInvestiture of WindconcentrationTransmutation
6thIrresistible DanceconcentrationEnchantment
6thMagic JarNecromancy
6thMass SuggestionEnchantment
6thMental PrisonconcentrationIllusion
6thOtherworldly GuiseconcentrationTransmutation
6thPetrifyconcentrationTransmutation
6thPlatinum ShieldconcentrationAbjuration
6thProgrammed IllusionIllusion
6thScatterConjuration
6thSoul CageNecromancy
6thSummon FiendconcentrationConjuration
6thSunbeamconcentrationEvocation
6thTerraformconcentrationTransmutation
6thTrue SeeingDivination
6thWall of IceconcentrationEvocation
7thCrown of StarsEvocation
7thDelayed Blast FireballconcentrationEvocation
7thDraconic TransformationconcentrationTransmutation
7thEtherealnessTransmutation
7thFinger of DeathNecromancy
7thMirage ArcaneIllusion
7thMirror MansionConjuration
7thPlane ShiftConjuration
7thPower Word PainEnchantment
7thPrismatic SprayEvocation
7thProject ImageconcentrationIllusion
7thReverse GravityconcentrationTransmutation
7thSequesterTransmutation
7thSymbolAbjuration
7thTeleportConjuration
7thWhirlwindconcentrationEvocation
8thAntimagic FieldconcentrationAbjuration
8thAntipathy/SympathyEnchantment
8thCloneNecromancy
8thControl WeatherconcentrationTransmutation
8thDemiplaneConjuration
8thDesiccationNecromancy
8thDominate MonsterconcentrationEnchantment
8thFeeblemindEnchantment
8thIncendiary CloudconcentrationConjuration
8thMaddening DarknessconcentrationEvocation
8thMighty FortressConjuration
8thMind BlankAbjuration
8thPower Word StunEnchantment
8thSunburstEvocation
8thTelepathyEvocation
9thAstral ProjectionNecromancy
9thBlade of DisasterconcentrationConjuration
9thForesightDivination
9thGateconcentrationConjuration
9thImprisonmentAbjuration
9thInvulnerabilityconcentrationAbjuration
9thMass PolymorphconcentrationTransmutation
9thMeteor SwarmEvocation
9thPower Word KillEnchantment
9thPsychic ScreamEnchantment
9thShapechangeconcentrationTransmutation
9thSimulacrumIllusion
9thTime StopTransmutation
9thTrue PolymorphconcentrationTransmutation
9thWeirdconcentrationIllusion

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
CantripDeadwalkNecromancy
CantripPosthumous PunchNecromancy
1stBolster UndeadNecromancy
1stCadaverous PuppetconcentrationNecromancy
1stExtinguish LifeNecromancy
1stEyes of the DeadritualNecromancy
2ndBloat BurstNecromancy
2ndExtract VitalityNecromancy
3rdRigor MortisconcentrationNecromancy
3rdSummon UndeadconcentrationNecromancy
4thClutches of DeathconcentrationNecromancy
4thRot WardNecromancy
4thUndead TransformationNecromancycurse
5thNecrosisconcentrationNecromancy
6thReapNecromancy
6thSummon Greater UndeadconcentrationNecromancy
7thSever the SoulconcentrationNecromancy
8thUndead HordeNecromancy
9thCreate PhylacteryNecromancy

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
CantripFleeting MaskIllusion
1stDistractionIllusion
1stInvisible ItemIllusion
2ndCacaphonyconcentrationIllusion
2ndFace SwapIllusion
2ndFalse PortalritualconcentrationIllusion
2ndGlamourconcentrationIllusion
2ndMagic MirrorsritualIllusion
2ndVile VentriloquyIllusion
3rdDisillusionconcentrationIllusion
3rdPhantom WarriorsconcentrationIllusion
3rdVanishconcentrationIllusion
4thBlind SpotconcentrationIllusion
4thDimconcentrationIllusion
5thMass InvisibilityconcentrationIllusion
6thDuplicate SelfconcentrationIllusion
7thIllusifyconcentrationIllusion
8thCounterclairvoyanceIllusion
9thUnrealityconcentrationIllusion

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
CantripPrescient StrikeDivination
1stArcane AppraisalritualDivination
1stDire FutureconcentrationDivination
1stPiercing GazeconcentrationDivination
1stVerifyDivination
2ndExpose WeaknessconcentrationDivination
2ndEyewormconcentrationDivination
2ndFar SenseDivination
2ndLibrary of the MindconcentrationDivination
2ndOutwitDivination
3rdBlissful RevelationsDivination
3rdDreadful RevelationsDivination
3rdVisions of OddsDivination
4thMass IdentifyconcentrationDivination
4thRevealing LightconcentrationDivination
4thTelepathic InterceptionritualDivination
5thInsidious InsightconcentrationDivination
5thReminiscent SnareconcentrationDivination
5thTwist of FateDivination
6thDream WebconcentrationDivination
7thDoomsayingDivinationcurse
8thArchives of FateDivination
9thAll-Seeing EyeconcentrationDivination

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:
Once you activate this feature, you can't do so again until you finish a long rest.