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Wizard
Class Details
Clad in the silver robes that denote her station,
an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant.
Fingers weaving in front of her, she completes her spell and launches a tiny bead
of fire toward the enemy ranks,
where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work,
a human scribes an intricate magic circle in chalk on the bare stone floor,
then sprinkles powdered iron along every line and graceful curve.
When the circle is complete, he drones a long incantation.
A hole opens in space inside the circle,
bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection,
a gnome tosses a handful of small bones inscribed with mystic symbols,
muttering a few words of power over them.
Closing his eyes to see the visions more clearly,
he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users,
defined and united as a class by the spells they cast.
Drawing on the subtle weave of magic that permeates the cosmos,
wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control.
Their magic conjures monsters from other planes of existence, glimpses the future,
or turns slain foes into zombies.
Their mightiest spells change one substance into another,
call meteors down from the sky, or open portals to other worlds.
Class Features
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, 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
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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 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.