|Level||Proficiency Bonus||Features||Cantrips Known||1st||2nd||3rd||4th|
|1st||+2||Acedemic Advisor, Cantrips||3||—||—||—||—|
|2nd||+2||Spellcasting, Ritual Instructor||4||2||—||—||—|
|4th||+2||Ability Score Improvement||4||4||2||—||—|
|6th||+3||Wizardry Tradition Feature||4||4||4||1||—|
|8th||+3||Ability Score Improvement||4||4||4||2||1|
|10th||+4||Wizardry Tradition Feature||4||4||4||3||2|
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
- Armor: None
- Weapons: One simple weapon
- Tools: None
- Saving Throws: Full proficiency with Intelligence and Wisdom saves. Half proficiency with Dexterity and Charisma saves.
- Skills: Arcana, choose two from History, Insight, Investigation, Medicine, Nature, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- A spellbook
- Two books, each one covering a topic of your chosen wizard skills.
As a wizard, your knowledge of the arcane arts is unparalleled. You have advantage on Intelligence (Arcana) checks.
Additionally, if you spend time instructing a creature that has at least a Intelligence score of 10, in an Intelligence skill that you have proficiency in (such as Arcana, History, Nature, etc...) then that creature has advantage in that skill. The longer you instruct others, the longer they have this advantage as shown on the table below.
|Bonus Action||Until the end of target's next turn|
|1 Minute||1 Hour|
|10 Minutes||8 Hours|
|1 Hour||24 Hours|
If you instruct a creature that has proficiency in the skill, they have advantage as if you spent additional time. This time is equal to the next row on the acedemic advisor table.
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. Cantrips can be from any wizardry school.
DRAFT 1.5 | SpawnOfMorbo
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. A Wizard's goal in the persuit of arcane knowledge is to master their three core school choices.
At 2nd 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. Your spellbook may only contain spells from three schools unless your Wizardry Tradition expands your school options. At first level choose your three schools of focus as a generalist wizard.
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 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 4th-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.
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
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.
You can use an arcane focus as a spellcasting focus for your wizard spells.
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 and be from a spell school you can cast, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
You may reduce the time it takes to cast a ritual to a minimum of 1 minute. For every willing creature you have working with you that has an Intelligence score of 13 or higher, you reduce the time it takes to cast a ritual by 1 minute. Creatures that are under magical influence count as willing.
When you reach 3rd level, you choose an wizardry tradition, shaping your practice of magic. Some wizards choose to specialize in a specific arcane school of magic, some emulate dragons, and some even attempt to find forbidden knowledge.
Your choice grants you features at 3rd, 6th, and 10th level.
Ability Score Improvement
When you reach 4th level, and again at 8th 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 18 using this feature.
Your dedication to the pursuit of arcane knowledge have lead you to being able to enhance your simpler cantrips. Any cantrip that doesn't deal damage or grant advantage can now be cast as a bonus action.
You may use your acedemic advisor feature to talk about an intelligence based skill in order to distract, bore, and downright exhaust enemies. Choose a creature within 30' of you that can understand you. You may use an Action or Bonus Action to speak with the target, causing the target to become exhausted. The length of the exhaustion changes based on your choice of action. A successful Intelligence saves against your spell DC negates this effect. If the target fails the initial save, they can use an action to attempt the save on their turn.
|Instruction Length||Length of Exhaustion|
|Bonus Action||Till the end of target's next turn|
|30 minutes||1 Hour|
|1 Hour||24 Hours|
The exhaustion from this ability can't bring a target's exhaustion levels above 1. Any creature that passes or fails a save against this feature is immune to any further attempts for 24 hours. You may use this feature during a short or long rest, times shown on the table above, it does not count as strenous activity.
Begining at 9th level you may choose an additional wizard spell school. You may now learn spells of 1st level or higher of that school.
You focus your study on magic allows you to reverse engineer spells and enhance them in ways that other wizards can not.
Beginning when you select this tradition at 3rd level, choose a spell school that you can learn spells from, the gold and time you must spend to copy a spell of that school into your spellbook is reduced by 3/4.
Also starting at 3rd level, you learn to craft spells of your chosen school specialization. You can add one of the following options, called a spellcraft, to a spell you know. You make this decision during a long rest. Each spellcraft increases the spell slot needed to cast the spell by 1 level. This does not increase the number of spells you know and you can still cast the spell unmodified. You may craft a number of spells each long rest in this way equal to your Intelligence modifier (minimum 1). You can not craft spells of a higher level than you can cast.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. When you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
When you roll damage for a spell, you add your Intelligence modifier (minimum of one) to one damage roll of the spell.
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
When you cast a spell, you can cast it without any somatic or verbal components.
Starting at 6th level, whenever you cast a wizard cantrip, you may apply one spellcraft to the cantrip as a bonus action.
When you reach 10th level you have gained a mastery over the arcane energies that others can only dream of. You may choose a second school to specialize in, which must be a school in which you can already cast spells from.
School of Dragons
Your focus of study is to emulate one of the most terrifying creatures to ever grace the world, the dragons. You perform arcane experiments on yourself to mimic the power of dragons.
Begining at 3rd level, you choose one type of dragon to emulate. Different effects and damage types depend on this choice. You may change this choice during a long rest.
You can speak, read, and write Draconic. Additionally, whenever you make an Intelligence or Charisma check regarding or interacting with dragons, you have advantage on the check.
Also starting at 3rd level, the arcane experiments performed on yourself cause magic to permanently flow through your body, it causes physical traits of your dragon mimicry to emerge. Parts of your skin are covered by a thin sheen of dragon-like scales the color of your dragon mimicry choice. When you aren't wearing armor, your AC equals 13 + your Consitution modifier.
Wyrmling's Dragon Breath
Starting at 6th level you may cast the spell dragon's breath on yourself once per short or long rest as a 2nd level spell without expending a spell slot. The damage type matches that of your dragon mimicry choice.
Also starting at 6th level, you have resistance to the damage type associated with the dragon you have chosen to mimic.
Double Dragon Mimicry
Your experiments have yielded amazing results! Starting at 10th level you may choose two dragons from the table above. Your dragon's breath you gain from this wizardry tradition may deal damage of either type each time you use an action to exhale the energy.
Additionally, you gain resistance to both elements.
Adult Dragon's Breath
Also starting at 10th level, you may cast dragon's breath on yourself twice per short or long rest as a 3rd level spell.
School of the Occult
At 3rd level, you have struck a bargain and wrote up a contract with an otherworldly being of your choice. This can be a powerful celestial, demon, devil, fey, outsider, or any other creature with immeasearable power. Choose one of the bargains below, once this is chosen you can't change it unless you succeed in a DC 30 Persuasion check. Failing this check results in you not being able to try for 1 week and you gain one level of exhaustion. Your choice of patron can determine which bargain you can pick, a patron that's a devil or demon won't ever allow for the selfless deed bargain.
If you do not live up to the end of your bargian, you gain a level of exhaustion each time you use your features gained from your patron or cast spells given to your subclass spell list. Trying to get around your bargain or attempting to fool your patron leaves you with two levels of exhaustion when you next use the features or cast a spell granted to you by your patron.
Once per month, you must convince someone to do an evil act. Convincing a knowingly evil creature to do an evil act counts as trying to get around your bargain.
Once per month, you must convince someone to do a good act. Convincing a knowingly good creature to do a good act counts as trying to get around your bargain.
Once per month, you must fast for at least 24 hours straight. This reduces your maximum HP by 1/4 until the end of your next long rest. Sequestering yourself during the time of lower HP counts as trying to get around your bargain.
Choose the school of conjuration, divination, enchantment, or illusion. You may add spells to your spell book of that school. Once you make this choice, you can't change it.
Pact of the Chain
Starting at 3rd level, you gain the service of your patron's minions.
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: almiraj, imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.
Improved Pact of the Chain
Begining at 6th level, your patron smiles favorably upon you and allows your pact boon to grow in power.
You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Any familiar you summon is now hardier, gaining 3 times their normal HP and may add your proficiency bonus to saving throws.
Greater Pact of the Chain
Starting at 10th level, your continued partnership with your patron has pleased them greatly. Your patron sends you stronger allies.
Your familiar adds your proficiency bonus to its attack rolls, damage rolls, ability DCs, and their AC.