The 5.4e Wizard

So, you have a 4e PHB or other 4e book just laying around while you play 5e... Why not get some use out of it? Below is some rules to run a 4e wizard with 5e looks, this really should be used only with other 5.4e classes, but eventually it made be made well enough to work with other 5e classes.

Using the base rules and look for 5e, here is the 4e wizard... With some 5e ideologies to mix things up a bit.

The Wizard
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Spellcasting, Ritual Caster, Wizard Cantrips 3 2
2nd +2 Arcane Implement Mastery 3 3
3rd +2 Ability Score Improvement 3 4 1
4th +2 - 4 4 3
5th +3 Arcane Implement Mastery 4 4 3 2
6th +3 Ability Score Improvement 4 4 3 3 1
7th +3 Improved Ritual Caster 4 4 3 3 2
8th +3 - 4 4 3 3 3
9th +4 Ability Score Improvement 4 4 3 3 3 1
10th +4 Greater Arcane Implement Mastery 5 4 3 3 3 3

Class Features

As the wizard, you gain the following class features

Role

As a wizard you control the battlefied with your arcane spells.

Power Source

Arcane. You have been taught to pluck power from the weave in order to reshape reality to your whim.

Hit Points


  • Hit Dice: 1d6 per wizard level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers and quarterstaffs
  • Implements: Orbs, staffs, wands

  • Saving Throws: Intelligence, Wisdom
  • Skills: Arcana. Choose two from History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A proficient weapon
  • A component pouch or basic implement
  • A scholar or explorer pack
  • A spellbook
  • 50 GP

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

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.

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.

Preparing and Casting Spells

Table: The Wizard 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 modifier + 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. 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.

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.


Spell save DC = 8 + 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 (staff, orb, or wand) as a spellcasting focus for your wizard spells.

Arcane Implement Mastery

You gain special features based on your implement of choice. You must be wielding the implement at the time you cast a spell in order to gain its benefit. Once you make your choice, it can't be changed.


Any penalty granted by your arcane implement mastery feature doesn't stack with disadvantage or penalties from other sources (such as feats).

Orb of Imposition


Level 1

Whenever you target a creature that has an intelligence score of 13 or less with a wizard spell, their saving throws have a -1 penalty.


Level 5

When a target of your spells has an intelligence score of 13 or less saves against your spell effect, they take any rider effect for at least until the start of your next turn.

Staff of Defense


Level 1

When a creature with an intelligence score of 13 or less attacks you, you gain a +1 AC.


Level 5

When a creature with an intelligence score of 13 of less deals damage to you, you take 3 less damage.

Wand of Accuracy


Level 1

When you target a creature with an intelligence score of 13 or less, your cantrips deal half damage if the target is successful on the saving throw.


Level 5

When you target a creature with an intelligence score of 13 or less, your spells deal half damage against the initial target if the initial target is successful on the saving throw.

Improved Ritual Caster


The time, money, and material components it takes for you to cast rituals is cut in half.

Greater Arcane Implement Mastery

Anytime an Arcane Implement Mastery feature calls for an intelligence score of 13 or less, you may count it as 15 or less.

5.4e Wizard Spell List

Cantrips (0 Level)
  • Ghost Sound
  • Light
  • Mage Hand
  • Prestidigitation
  • Cloud of Daggers
  • Magic Missiles
  • Ray of Frost
  • Scorching Burst
  • Thunderwave
1st Level
  • Acid Arrow
  • Burning Hands (Reliable)
  • Chill Strike (Reliable)
  • Comprehend Language (Ritual)
  • Expeditious Retreat
  • Feather Fall
  • Flaming Sphere
  • Floating Disk (Ritual)
  • Force Orb
  • Freezing Cloud
  • Jump
  • Icy Terrain
  • Magic Mouth (Ritual)
  • Make Whole (Ritual)
  • Ray of Enfeeblement
  • Secret Page (Ritual)
  • Shield
  • Sleep
  • Silence (Ritual)
2nd Level
  • Arcane Lock (Ritual)
  • Color Spray
  • Detect Secret Doors (Ritual)
  • Endure Elements (Ritual)
  • Eye of Alarm
  • Fire Shroud
  • Hallucinary Item (Ritual)
  • Knock
  • Icy Grasp
  • Icy Rays
  • Shock Sphere
  • Web
3rd Level
4th Level
5th Level

Example Spells and New Spell Rules

For the most part I will just update the targeting and special section of the spells in 4e and make them look more 5e. The guts of the spell will remain the same, use your 4e PHB or other books to find out what these spells actually do. The only spells I will actually update myself are the cantrips which I think could use a bit of tweaking.


All spells will be saving throws. No spell will be an attack roll. A spell that targets fortitude may offer a strength or constitution saving throw. A spell that targets reflex will generally offer a dexterity saving throw. A spell that targets will with generally offer an int, wis, or cha saving throw. There are always exceptions to these rules. May add a "Save" area on the spell descriptions further on below.


For a spell effect to be an attack roll, it must be a spell that modifies a weapon (such as a flame blade spell would allow a weapon to deal fire damage).


One big issue is that encounter spells don't have the oomph that daily spells do... I may make encounter spells reliable, as in you can pull back the magic on a miss but if they hit then they are expended. Not sure just yet.


The only actions you have are your standard action, bonus action, and reaction. If a spell calls for a minor action, you use your bonus action. If a spell calls for your move action, you will typically use your bonus action. Any spell that calls for an interupt takes your reaction. Any spell that allows you to sustain may be done so with concentration, however to attack (casting spells is an attack) with the effect again you must use your action.


Within the spell description, remember to remove "squares" and replace it with multiplying the number of squares by 5 to get feet. I typically rounded by stuff to basic numbers that 5e uses... Like instead of 50' something would be 60'.

Cantrips

Ghost Sound

0-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Save: Intelligence or Wisdom

Light

0-level evocation


  • Casting Time: 1 bonus action
  • Range: 30'
  • Components: V, M
  • Duration: 1 Hour
  • Save: -

Mage Hand

0-level conjuration


  • Casting Time: 1 action
  • Range: 30'
  • Components: V, M
  • Duration: Concentration, up to 1 Hour
  • Save: -

Prestidigitation

0-level transmutation


  • Casting Time: 1 action
  • Range: 10'
  • Components: V, S
  • Duration: Concentration, up to 1 Hour
  • Save:

Cloud of Daggers

0-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Save: Dexterity

Magic Missiles

0-level evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S
  • Duration: Instantaneous
  • Save: Dexterity

Note: Magic Missile was later changed from the initial PHB release. The original Magic Missiles was an attack versus reflex.


Ray of Frost

0-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Instantaneous
  • Save: Constitution

Scorching Burst

0-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: S, V, M
  • Duration: Instantaneous
  • Save: Dexterity

Thunderwave

0-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Instantaneous
  • Save: Fortitude

Level 1

Acid Arrow

1st-level evocation


  • Casting Time: 1 action
  • Range: 100'
  • Components: M, S
  • Duration: Instantaneous

Target: Target gains a dexterity saving throw in order to make this spell miss.


Secondary Targets: All creatures adjacent to initial target gain a dexterity save .

Burning Hands (Reliable)

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15' Cone)
  • Components: S, V
  • Duration: Instantaneous
  • Targets: Gain dexterity save to negate damage.

Chill Strike (Reliable)

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Comprehend Language (Ritual)

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Expeditious Retreat

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Feather Fall

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Flaming Sphere

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Floating Disk (Ritual)

1st-level evocation


  • Casting Time: 10 minutes
  • Range: 60'
  • Components: M, S, V
  • Duration: Concentration, up to 8 hours

Force Orb

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous
    Special: Each enemy adjacent to the initial target gains a dexterity save to negate any damage they would have otherwise took.

Freezing Cloud

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Jump

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Icy Terrain (Reliable)

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Magic Mouth (Ritual)

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Make Whole (Ritual)

1st-level transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: M, S
  • Duration: Instantaneous

Level 1 (Cont.)

Ray of Enfeeblement

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Secret Page (Ritual)

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Shield

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Sleep

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Silence (Ritual)

1st-level evocation


  • Casting Time: 1 action
  • Range: 60'
  • Components: M, S, V
  • Duration: Instantaneous

Level 2

Fire Shroud

2nd-level evocation


  • Casting Time: 1 action
  • Range: Personal (15' cylinder)
  • Components: S
  • Duration: Instantaneous

Level 3

Lightning Bolt

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (60' Line)
  • Components: M, S, V
  • Duration: Instantaneous

Level 4

Level 5