Hit Die: d6
Primary Ability: Intelligence
Saving Throw Proficiencies: Intelligence & Wisdom
Skill Proficiencies: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Weapon Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows

A scholarly magic-user capable of manipulating the structures of reality. Wizards start with the following equipment, in addition to the equipment granted by your background:

  • ( a ) a quarterstaff or ( b ) a dagger
  • ( a ) a component pouch or ( b ) an arcane focus
  • ( a ) a scholar’s pack or ( b ) an explorer’s pack
  • A spellbook


As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the complete wizard spell list.


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 (see below).


At 1st level, you have a spellbook containing six 1st-level Wizard spells of your choice.

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.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, 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 spell book 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 the 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.

Replacing the Book. You can copy a spell from your own spellbook into another book—for 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 spell book, 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.

The Book’s Appearance. Your spellbook is a unique compilation af 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.

Preparing and Casting Spells

The Wizard table below shows how many spell slots you have to cast your spells of 1st leveI and higher. To cast one of these spells, you must expend a slot of the spell’s leveI or higher. You regain all expended spell slots when you finish a long rest.

You prepare the Iist 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 modifier + your Wizard leveI (minimum of one spell). The spells must be of a leveI 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 lntelligence of 16, your list of prepared spells can include six spells of 1st or 2nd leveI, in any combination, chosen from your spellbook. If you prepare the 1st-levei spell magic missile, you can cast it using a 1st-Ievel or a 2nd-level slot. Casting the spell doesn’t remove it from your Iist of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your Iist.

Spellcasting Ability

lntelligence is your spellcasting abilily 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 Inlelligence modifier 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 modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Wizard spells.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined leveI that is equal to or less than half your Wizard leveI (rounded up), and none of the slots can be 6th leveI or higher.

For example, if you’re a 4th-leveI Wizard, you can recover up to two leveIs worth of spell slots. You can recover either a 2nd-leveI spell slot or two 1st-level spell slots.


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