- Hit Point Die
- d6 per level
- Primary Ability
- Intelligence
- Saving Throw Proficiencies
- Intelligence and Wisdom
- Spellcasting Ability
- Intelligence
- Training and Proficiencies
- Simple Weapons
- Skill Proficiencies
- Choose 2: Arcana, History, Insight, Investigation, Medicine, Religion
Wizard level table
| Level | Proficiency Bonus | Features | Cantrips | Prepared Spells | Level 1 slots | Level 2 slots | Level 3 slots |
|---|---|---|---|---|---|---|---|
| 1 | +2 | Arcane Recovery, Ritual Adept, Spellcasting | 3 | 4 | 2 | - | - |
| 2 | +2 | Scholar | 3 | 5 | 3 | - | - |
| 3 | +2 | Wizard Subclass | 3 | 6 | 4 | 2 | - |
| 4 | +2 | Ability Score Improvement | 4 | 7 | 4 | 3 | - |
| 5 | +3 | Memorize Spell | 4 | 9 | 4 | 3 | 2 |
Class Features
Arcane Recovery Level 1
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover.
The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher.
For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can't do so again until you finish a Long Rest.
Ritual Adept Level 1
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.
Spellcasting Level 1
As a student of arcane magic, you have learned to cast spells. See "Spells" for the rules on spellcasting.
The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended.
Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.
Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table.
The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
Scholar Level 2
While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion.
You have Expertise in the chosen skill.
Wizard Subclass Level 3
You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class's description.
A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass's features that are of your Wizard level or lower.
Ability Score Improvement Level 4
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
Memorize Spell Level 5
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
Subclass: Evoker
Create Explosive Elemental Effects
Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.
Evocation Savant Level 3
Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Potent Cantrip Level 3
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Wizard spell list
The game currently uses spells up to level 3.
Cantrips
- Acid Splash
- Chill Touch
- Dancing Lights
- Elementalism
- Fire Bolt
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Poison Spray
- Prestidigitation
- Ray of Frost
- Shocking Grasp
- True Strike
Level 1 spells
- Alarm
- Burning Hands
- Charm Person
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False Life
- Feather Fall
- Find Familiar
- Floating Disk
- Fog Cloud
- Grease
- Hideous Laughter
- Ice Knife
- Identify
- Illusory Script
- Jump
- Longstrider
- Mage Armor
- Magic Missile
- Protection from Evil and Good
- Ray of Sickness
- Shield
- Silent Image
- Sleep
- Thunderwave
- Unseen Servant
Level 2 spells
- Acid Arrow
- Alter Self
- Arcane Lock
- Arcanist's Magic Aura
- Augury
- Blindness/Deafness
- Blur
- Continual Flame
- Darkness
- Darkvision
- Detect Thoughts
- Dragon's Breath
- Enhance Ability
- Enlarge/Reduce
- Flaming Sphere
- Gentle Repose
- Gust of Wind
- Hold Person
- Invisibility
- Knock
- Levitate
- Locate Object
- Magic Mouth
- Magic Weapon
- Mind Spike
- Mirror Image
- Misty Step
- Phantasmal Force
- Ray of Enfeeblement
- Rope Trick
- Scorching Ray
- See Invisibility
- Shatter
- Spider Climb
- Suggestion
- Web
Level 3 spells
- Animate Dead
- Bestow Curse
- Blink
- Clairvoyance
- Counterspell
- Dispel Magic
- Fear
- Fireball
- Fly
- Gaseous Form
- Glyph of Warding
- Haste
- Hypnotic Pattern
- Lightning Bolt
- Magic Circle
- Major Image
- Nondetection
- Phantom Steed
- Protection from Energy
- Remove Curse
- Sending
- Sleet Storm
- Slow
- Speak with Dead
- Stinking Cloud
- Tiny Hut
- Tongues
- Vampiric Touch
- Water Breathing