Wizard Class Features
As a wizard, you gain the following class features.
Hit Points
Hit Dice: 1d4 per wizard level
Hit Points at 1st Level: 14 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per wizard level after 1st
Proficiencies and Training
Armour: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
a quarterstaff or a dagger
a component pouch or an arcane focus
a scholar’s pack or an explorer’s pack
A spellbook
One material component worth up to 100 gold piece or two material components worth up to 50 gold pieces each.
Features
Arcane Tradition
You choose an arcane tradition. Your choice grants you features at 1st level, at 6th level and again at 14th level.
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Wizard spells
You learn and prepare spells from the arcane spell list.
Spellcasting Focus
You can use your spellbook as an speallcasting focus.
Spellbook
At 1st level, you have a spellbook containing six 1st-level arcane spells of your choice as well as formulas for cantrips. 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.
Once you have spent this time and money, you can prepare the spell just like your other spells.
Creating a New Spellbook.
If you lose your spellbook or want to create a copy of some of your favourite spells, you can copy a spell from your own spellbook into another book. During a long rest, you can attempt to write down all or some of the spells you have prepared in a spellbook or copy spells from one of your spellbooks into another book, creating another spellbook.
Creating a spellbook requires time and money for fine inks and rare materials required for scribing. A spellbook’s total value determines how long time it takes to create it.
A spellbook’s value is 50gp for each spell in the book as well as 200gp per level of the highest-level spell in the book (e.g. a spellbook with containing 6 spells of which the highest level was a 3rd level spell has a total value of 6x50 gp + 3x200 gp = 900 gp).
The process of creating a spellbook takes 1 hour per 50 gp (e.g. creating a spellbook worth 900 gp takes 18 hours of work). The time spent copying a spellbook does not need to be spent in one go but the total value of inks and rare materials must be provided when the process starts.
If you lose your spellbook, you can use this procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to research new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance
A 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.
Cantrips and Cantrip Formulas
At 1st level, you can prepare two cantrips of your choice from the arcane spell list. You can prepare additional wizard cantrips of your choice at higher levels, as shown in the cantrips prepared column of the wizard table.
Whenever you finish a long rest and consult your cantrip formulas in your spellbook and replace one arcane cantrip you know with another cantrip from the arcane spell list.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the wizard table.
Copying Spells
When you find a wizard spell of 1st level or higher (such as in spellbooks or on spellscrolls), you can choose to 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. For each level of the spell, the process takes 2 hours and costs 50 gp. Once you have spent this time and money, you can prepare the spell just like your other spells.
Studying Spellbooks
Another way to expand your repertoire of spells is through rigorous study. If you find another wizard’s spellbook, you can study the book’s annotations instead of copying the spells individually into your own spellbook. You cannot study a spellbook containing spells of a level you cannot cast. The time it takes to study a spellbook is based on the book’s value (see the spellbook section above for how to calculate a spellbook’s value). For each 100 gp the spellbook is worth, it takes 4 hours of study (e.g. the spellbook worth 900 gp would take 32 hours to study). Once you have finished studying a spellbook, you can treat the book as if it was your own.
Prepared spells of 1st level or higher
You prepare the list of wizard spells that are available for you to cast. You can prepare a number of spells as shown in the spell’s prepared column of the wizard table + your Intelligence modifier. The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level wizard with an Intelligence of 16, your list of prepared spells can include 8 spells of 1st or 2nd level in any combination, chosen from your spellbook.
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 list.
Spell Slots
The wizard table shows how many spell slots you have to cast your wizard 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.
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 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.
Arcane Recovery
At 2nd level, 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 level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. You must spend the short rest consulting your own spellbook to gain the benefit of this feature.
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
Spell School Specialisation
At 3rd level, you choose a to focus your studies on one of the eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation.
Your choice grants you certain abilities at 3rd and 10th level (see spell school specialisation) as well as influencing some of your other of your wizard features.
School Savant
Beginning at 3rd level, you gain certain features that represent your aptitude with your schools specialisation:
You learn two cantrips from your chosen specialisation school. These cantrips can come from any spell list.
You can immediately choose two spells from your chosen specialisation school and add them to your spellbook. These spells can come from any spell list. Further, the free spells you can add to your spellbook when you level up can also come from any spell list if they belong to your arcane specialisation school.
The gold and time you must spend to copy a spell into your spellbook is halved for spells from the spell school you selected for your spell school specialisation.
Any spell you add to your spellbook with this feature also counts as a wizard spell for you.
Feat
At 4th level, you gain a feat from the list of feats. You must meet the prerequisites for the feat.
You gain an additional feat at 8th, 12th, 16th, and 19th level.
Signature Spell
When you reach 5th level, you begin to understand the building blocks of magic. You create a signature spell of 3rd level or lower (see the signature spell rules) and add it Ito your spell book.
You can create another signature spell at 10th and 15th level.
You always have your signature spells prepared.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell from your school specialisation spell school that are in your spellbook.
You can cast the chosen spells without expending a spell slot and you always have these spells prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Whenever you finish a short rest, you can exchange one or both of the spells you chose for different spells from your school specialisation spell school of the same levels.
Spell Perfection
At 20th level, you have perfected the casting of spells from your school specialisation spell school.
Once between long rests, you can cast a 5th level or lower spell from your school specialisation spell school without expending a spell slot. When cast this spell, the spell is cast as if you had cast it with a 9th level spell slot.