Wizard Redux

Wizard
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Arcane Recovery 3 2 -
2nd +2 Arcane Tradition, Arcane Armour 3 2 -
3rd +2 Unravel Spell 4 3 -
4th +2 Ability Score Improvement 4 3 - -
5th +3 Boosted Formula, Lingering Cantrip 4 4 2 -
6th +3 Arcane Tradition Feature 4 4 2 - -
7th +3 Arcane Intellect 4 4 3 - -
8th +3 Ability Score Improvement 4 4 3 - -
9th +4 Reduced Components 4 4 3 2 - -
10th +4 Arcane Tradition Feature 5 4 3 2 - -
11th +4 Spellsteal 5 4 3 3 - -
12th +4 Ability Score Improvement 5 4 3 3 - -
13th +5 Boosted Formula Improvement 5 4 3 3 1 -
14th +5 Arcane Tradition Feature 5 4 3 3 1 -
15th +5 Spell Sequencer 5 4 3 3 2 -
16th +5 Ability Score Improvement 5 4 3 3 2 -
17th +6 Spellsteal Improvement 5 4 3 3 3 1
18th +6 Spell Mastery 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Signature Spells 5 4 3 3 3 2

Class Features

As a wizard, you gain the following class features.

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, 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) 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

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

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 four 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

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.

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 + half 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 5th-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 five 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 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 (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain an even wizard level, you can add two wizard spells of your choice to your spellbook for free. Each time you gain an odd wizard level, you can add one 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. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

YOUR SPELLBOOK

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 spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that 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.

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 spellbook, 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 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.

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 level that is equal to or less than half your wizard level (rounded up).

For example, if you’re a 5th-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.

Arcane Armour

You weave your arcane formulas into a defensive shield around yourself. From 2nd level in this class you gain the effects of the Mage Armour spell with a permanent duration. If this effect is dispelled, it returns to you upon the completion of either a short or long rest.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Unravel Spell

You gain an intuitive ability to unravel spells that affect you. When you are either targeted by or in the area of effect of a spell you can use your reaction to unravel the spell's inner workings into your mind, which gives you the following benefits:

  • If the spell has an attack roll, it has disadvantage against you.
  • If the spell prompts a saving throw, you have advantage on any saving throws from it.
  • If the spell deals damage, you have Resistance against that spell's damage.
  • You learn to cast the spell yourself. This does not count against your normal allotment of spells prepared. You must have the appropriate level of spell slots to cast it as normal, but you can Unravel spells beyond your ability to cast.
  • If the spell is on the Wizard spell list, you are able to copy it into your spellbook while it is Unraveled.

You may only have a number of Unraveled spells equal to half your Intelligence modifier (rounded up) at any one time. If you Unravel a spell, you choose which of your currently Unraveled spells to lose. You must complete a short or long rest after Unraveling a spell before being able to do so again.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Boosted Formula

By using clever shortcuts in your spellwork you learn how to channel the spell's power more effectively. When you cast a spell from a spell slot you can use this feature to treat it as if it had been cast from one spell slot level higher than the slot you expended.

This feature may be used a number of times equal to your Intelligence modifier, refreshing on a long rest.

Lingering Cantrip

From 5th level when you damage a creature with one of your cantrips, that creature takes an additional 1d6 damage whenever it takes damage of the same type until the end of your next turn. This does not apply to your initial cantrip damage.

"Blade" Cantrips

In the case of Booming Blade and Green-Flame Blade, these use their additional cantrip damage - Thunder and Fire respectively - for Lingering Cantrip's effectinstead of whatever weapon damage type they use for the melee attack.

Arcane Intellect

From 7th level in this class you add your proficiency bonus twice whenever you make an Arcana check, so long as you are proficient in the skill. You also have advantage on ability checks used to cast spells from scrolls that are not on your spell list.

In addition, whenever you cast the Counterspell or Dispel Magic spells, these are treated as being cast from a spell slot one level higher than the one you used. This can stack with Boosted Formula.

Reduced Components

Your grasp of spell workings allows you to make better use of your components. From 9th level if a spell you cast has a costly material component - consumed or otherwise - then the cost of those components is halved for you.

Spellsteal

Your grasp of magic allows you to make use of your opponent's spells. From 11th level as a bonus action you may target one creature you can see within 60ft that has an active spell effect on them. You then make a contested spellcasting ability check against the original caster. On a success, one spell effect of your choice on the target creature is transferred to you. Its duration remains the same, and if it required concentration you must now provide the Concentration to maintain the spell.

Spellsteal has no usage limitations until successful, but once you are successful in stealing a spell you cannot do so again until you complete a long rest.

Boosted Formula Improvement

From 13th level your boosted formula feature now increases the effective spell slot level by 2, instead of 1.

Spell Sequencer

At 15th level your grasp of arcane formulas lets you chain spells together. At the end of a long rest you can choose to cast a number of spells whose total spell slot levels total your proficiency bonus, so long as their casting time is either one action or one bonus action. These slots are expended, and the spells stored in your Sequencer. You may cast all spells stored in your Sequencer as a single action, in whatever order you choose, but the spells must all target the same creature or point in space, which you must be able to see and be within the maximum range of the shortest range spell you stored.

Your spell sequencer lasts until either used or until the end of your next long rest.

Spellsteal Improvement

From 17th level Spellsteal now refreshes on a short or long rest. In addition when you successfully steal a spell you can choose to move it to a creature other than yourself within 60ft of you. You must still provide the Concentration for this however if the spell requires it.

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 that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.