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Wizards are the masters of arcane magic. They cast spells of rolling fire, arcing lightning, or creeping shadow, and more. Their mightiest spells can change one substance into another or alter a creature's form, open pathways to other planes of existence, or even kill with a single word.

Creating a Wizard
When you create a character whose first class is wizard, you gain these benefits.

Ability Adjustment: +1 to your Intelligence or Constitution score. You use Intelligence to cast spells, and a high Constitution provides extra hit points.

Starting Hit Points: 6 + your Constitution modifier
Armor and Shield Proficiencies: None
Weapon Proficiencies: Daggers, slings, quarterstaffs, and light crossbows

You can make a wizard quickly by following these suggestions.
Suggested Background: Sage
Suggested Specialty: Arcane magic specialist
Suggested Equipment: Robes, quarterstaff, spellbook, adventurer's kit, 64 gp, and 8 sp


Level Magic Attack Weapon Attack Save DC Bonus Class Features
1 +3 +2 +1 Wizardly Knowledge, Arcane Magic, Tradition of Wizardry
2 +3 +2 +1 -
3 +3 +2 +1 -
4 +4 +2 +2 -
5 +4 +2 +2 -
6 +4 +2 +2 -
7 +4 +2 +2 -
8 +4 +2 +2 -
9 +5 +2 +3 -
10 +5 +2 +3 -


Level 0 1 2 3 4 5 6 7 8 9 10
1 3 1 - - - - - - - - -
2 4 2 - - - - - - - - -
3 4 2 1 - - - - - - - -
4 4 2 2 - - - - - - - -
5 4 2 2 1 - - - - - - -
6 4 2 2 2 - - - - - - -
7 4 2 2 2 1 - - - - - -
8 4 2 2 2 2 - - - - - -
9 4 2 2 2 2 1 - - - - -
10 4 2 2 2 2 2 - - - - -

A wizard gains the following class features.
Hit Dice: 1d6 per wizard level
Hit Points: 1d6 (or 4) + your Constitution modifier per wizard level gained

Level 1: Arcane Magic

Arcane magic permeates the cosmos. Wild and enigmatic, varied in form and function, it draws many students who seek to master its mysteries, and some who aspire to become like the gods, shaping reality itself. You have chosen the wizard's path to magical mastery, an approach requiring keen intellect and mental discipline to master the complex formulas used to apprehend arcane power and focus it into spells.
As a wizard's apprentice, you compile a spellbook, which contains the spells taught by your master, your notes on how to wield magic safely, and the mystical formulas you have discovered in libraries. Your spellbook contains all the arcane knowledge you need to prepare your spells.

Benefit: You can prepare spells from your spellbook each day. Once you cast those spells, they are gone until you prepare them again. You can cast a number of wizard spells per day based on your level, as noted in the Wizard Spells per Day table. Intelligence is your magic ability score.
Spellbook: You have a spellbook containing the spells that you know. The book starts with three 1st-level spells and four 0-level spells of your choice from the wizard's spell list.
Each time you gain a wizard level, you can add a number of spells to your spellbook equal to your Intelligence modifier (minimum 1). You choose the spells from the wizard's spell list, and each one must be of a level that you can cast, as noted in the Wizard Spells per Day table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook" below).

Spell Preparation: You must prepare your spells before casting them. After a long rest, you regain all your spell slots, and you can prepare spells from your spellbook. You can prepare a spell of your choice for each spell slot you have, provided you have a slot free that is of the spell's level or higher. You can prepare the same spell in multiple slots.
Preparing spells requires you to study your spellbook and memorize the incantations and gestures you must make to cast the spell, taking at least one minute per spell level for each spell you prepare. If your spellbook is unavailable when you prepare spells, you can prepare only the spells that you prepared the day before.

Casting in Armor: Casting most wizard spells requires precise movements that are impossible while constrained by armor, so you cannot cast a wizard spell while wearing armor, unless the spell specifies that it does not require any somatic components.

Casting a Spell: When you cast a spell, you can cast any of your prepared spells. After you cast the spell, it vanishes from your mind, along with its slot.

Rituals: You can cast any spell in your spellbook as a ritual, provided that the spell has a ritual version.

Magic Attacks: When you make a magic attack using a wizard spell, you use your Intelligence modifier for the attack roll, and add a bonus to that roll based on the Magic Attack column in the Wizard table.

Saving Throw DCs: When a wizard spell that you cast or a wizard feature that you use calls for a saving throw, the save DC equals 10 + your Intelligence modifier + your save DC bonus (as noted on the Wizard table).

Level 1: Tradition of Wizardry

Each wizard practices magic as part of a tradition of wizardry. The tradition you were taught as an aspiring wizard colors your magical career.
Benefit: Choose a tradition of wizardry. Several options are provided here: the battle magic, illusion, and academic traditions.
Your choice of tradition grants you various special abilities, typically including at-will spells and a signature spell.

At-Will Spells: At-will spells are so simple for you to cast that you do not need to expend energy to use them, so you can cast them over and over. You prepare an at-will spell like a normal spell, but when you cast it, the spell is not expended.

Signature Spells: When you cast a signature spell that you have prepared, you can retain some of its power. If you do so, you regain the ability to cast the spell in 10 minutes and regain it again every 10 minutes after casting the spell until the end of your next long rest. If you have more than one signature spell prepared, you can retain the power of only one of them each day.


You learned your magic in an environment of intense study, relentless practice, and peer-reviewed scholarship. Other traditions of wizardry teach magic in a less refined and careful environment. Though other wizards have mastered certain specializations, wizards of the academic tradition are able to master nearly any spell. The first magical academies were founded by the elves while the human race was in its infancy, and many of these institutions still exist. Some admit humans and members of other races, and some do not. Humans have founded their own academies, and some rival the ancient elven ones - not least because they are more open to innovation and experimentation.
When you cast spells, your utterances and gesticulations are smooth, proficient, and economical. Your meticulous spellcasting reveals the proud tradition of your scholastic craft.
When people in the worlds of D&D speak of wizards, they usually mean practitioners of academic magic. Wizards themselves sometimes refer to members of this tradition as scholastics.

At-Will Spells: While you have any 0-level wizard spell prepared, you can cast that spell at will.

Spell Mastery: You have an additional spell slot of the highest spell level that you can cast.

Battle Magic

You study a magical tradition popular in times of war, when shocking and destructive displays of power are required to win battles, no matter the cost. Spells of war require power, and you master spells, particularly from the school of evocation, that draw upon hidden sources of it. You frequently tap such sources in the Inner Planes, where unlimited energy boils, waiting to be tapped and shaped. You probably studied magic in a military environment under harsh trainers, practicing the spells you learned in stressful situations. Battle magic is typically a human tradition, shaped by what elves would call typical human impatience.
Your spellcasting is quick and dirty, imprecise by the standards of the academic tradition, but effective nonetheless. When you draw upon evocation magic, your skin takes on a vestige of the energy of your magic: hot to the touch when you evoke fire, cold as ice when you evoke cold, haloed in tiny sparks when you evoke lightning, and so on.
Practitioners of battle magic are known as battle mages, war mages, or evokers.

At-Will Spells: While you have any of the following spells prepared, you can cast it at will: burning hands, mage armor, and shocking grasp.

Signature Spell: You can cast thunderwave as a signature spell.

Spell Tactician: When you cast an arcane spell that causes damage in an area of effect, you can pick a number of creatures in the area up to the spell's level + 1. Those creatures take no damage from the spell when you cast it, but they are not protected from any of the spell's other effects, including damage dealt by the spell later.


You study magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. As an illusionist, you are skilled at allowing others to see what they wish to see. Your magic is subtle, but when combined with your keen mind, your illusions can bring an entire kingdom to its knees. You might have studied under a private tutor, perhaps a disgraced scholastic or a roguish scoundrel, or in a small group of likeminded wizards. Among the gnomes, however, study of illusion is every bit as formal as the academic tradition is among humans and elves.
Illusionists have something of a sinister reputation, owing to their penchant for trickery. Some illusionists revel in others' suspicion, casting themselves as mysterious figures. Other illusionists prefer to keep a low profile and might never reveal their study of this tradition.

At-Will Spells: While you have any of the following spells prepared, you can cast it at will: mage hand, minor illusion, and shocking grasp.

Signature Spell: You can cast color spray as a signature spell.

Arcane Deception: When you cast the minor illusion spell, you can choose two of its options rather than just one.
The DC for a check or a saving throw against any illusion spell you cast is increased by 2.

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 cosmos. You might find other spells during your adventures. A spell you find is normally recorded on a scroll or in a tome.

Copying a Spell into the Book. When you find a spell, you can add it to your spellbook if it is of a level you can normally cast, if it appears on the wizard's spell list, and if you can read it (some spellcasters use secret alphabets and ciphers to record spells).
Copying a spell into your spellbook confers knowledge of the spell to you. The process requires both 1 hour and 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it.

Replacing the Book. You can use the procedure for copying a new spell into your spellbook to reconstruct a lost spellbook or to make a backup copy. But if you try to rebcreate a lost spellbook, you can only add the spells that you have prepared. Filling out the remainder of your spellbook requires you find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Look. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. Where you learned magic, your tradition of wizardry, how you prefer to organize your knowledge, how much coin you've devoted to the materials, and the outcome of your latest adventure are all factors bearing on your spellbook's appearance.

Your spellbook might be a plain but functional leather tome you received as a gift from your master when you struck out on your own, a finely bound giltbedged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous tome in a mishap. With your DM's permission, the book might be something stranger, such as spiraling Brailleblike patterns decorating the inside of a shield, markings etched across the surface of a crystal sphere, or tattoos marking your flesh.

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