Wizard

A scholarly magic-user capable of manipulating the structures of reality—primary ability Intelligence, d6 Hit DieSRD Content

Core Wizard Traits

TraitValue
Primary AbilityIntelligence
Hit Point DieD6 per Wizard level
Saving Throw ProficienciesIntelligence and Wisdom
Skill ProficienciesChoose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon ProficienciesSimple weapons
Armor TrainingNone
Starting EquipmentChoose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP

Becoming a Wizard

As a Level 1 Character

  • Gain all the traits in the Core Wizard Traits table.
  • Gain the Wizard's level 1 features, which are listed in the Wizard Features table.

As a Multiclass Character

  • Gain the Hit Point Die from the Core Wizard Traits table.
  • Gain the Wizard's level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.

Wizard Class Features

LevelProficiency BonusClass FeaturesCantripsPrepared Spells
1+2Spellcasting, Ritual Adept, Arcane Recovery34
2+2Scholar35
3+2Wizard Subclass36
4+2Ability Score Improvement47
5+3Memorize Spell49
6+3Subclass feature410
7+3411
8+3Ability Score Improvement412
9+4414
10+4Subclass feature515
11+4516
12+4Ability Score Improvement516
13+5517
14+5Subclass feature517
15+5518
16+5Ability Score Improvement518
17+6519
18+6Spell Mastery520
19+6Epic Boon521
20+6Signature Spells522

Base Class Features by Tier

Level 1: Spellcasting

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.

When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.

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.

Expanding and Replacing a Spellbook. The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.

Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.

Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you 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 Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

Level 1: Ritual Adept

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.

Level 1: Arcane Recovery

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.

Level 2: Scholar

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.

Level 3: Wizard Subclass

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.

Level 4: Ability Score Improvement

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.


Wizard 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.

Level 3: Evocation Savant

Choose two Evocation spells from the Wizard spell list, 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 Evocation spell from the Wizard spell list to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Potent Cantrip

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.

Level 6: Sculpt Spells

You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Level 10: Empowered Evocation

Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.

Level 14: Overchannel

You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.

Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.


Wizard Spell List

This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0)

SpellSchoolSpecial
Acid SplashEvocation
Chill TouchNecromancy
Dancing LightsIllusionC
ElementalismTransmutation
Fire BoltEvocation
LightEvocation
Mage HandConjuration
MendingTransmutation
MessageTransmutation
Minor IllusionIllusion
Poison SprayNecromancy
PrestidigitationTransmutation
Ray of FrostEvocation
Shocking GraspEvocation
True StrikeDivination

Level 1

SpellSchoolSpecial
AlarmAbjurationR
Burning HandsEvocation
Charm PersonEnchantment
Chromatic OrbEvocationM
Color SprayIllusion
Comprehend LanguagesDivinationR
Detect MagicDivinationC, R
Disguise SelfIllusion
Expeditious RetreatTransmutationC
False LifeNecromancy
Feather FallTransmutation
Find FamiliarConjurationR, M
Fog CloudConjurationC
GreaseConjuration
Ice KnifeConjuration
IdentifyDivinationR, M
Illusory ScriptIllusionR, M
JumpTransmutation
LongstriderTransmutation
Mage ArmorAbjuration
Magic MissileEvocation
Protection from Evil and GoodAbjurationC, M
Ray of SicknessNecromancy
ShieldAbjuration
Silent ImageIllusionC
SleepEnchantmentC
Hideous LaughterEnchantmentC
Floating DiskConjurationR
ThunderwaveEvocation
Unseen ServantConjurationR

Level 2

SpellSchoolSpecial
Acid ArrowEvocation
Alter SelfTransmutationC
Arcane LockAbjurationM
Arcanist's Magic AuraIllusion
AuguryDivinationR, M
Blindness/DeafnessTransmutation
BlurIllusionC
Continual FlameEvocationM
DarknessEvocationC
DarkvisionTransmutation
Detect ThoughtsDivinationC
Dragon's BreathTransmutationC
Enhance AbilityTransmutationC
Enlarge/ReduceTransmutationC
Flaming SphereEvocationC
Gentle ReposeNecromancyR, M
Gust of WindEvocationC
Hold PersonEnchantmentC
InvisibilityIllusionC
KnockTransmutation
LevitateTransmutationC
Locate ObjectDivinationC
Magic MouthIllusionR, M
Magic WeaponTransmutation
Mind SpikeDivinationC
Mirror ImageIllusion
Misty StepConjuration
Ray of EnfeeblementNecromancyC
Rope TrickTransmutation
Scorching RayEvocation
See InvisibilityDivination
ShatterEvocation
Spider ClimbTransmutationC
SuggestionEnchantmentC
WebConjurationC

Level 3

SpellSchoolSpecial
Animate DeadNecromancy
Bestow CurseNecromancyC
BlinkTransmutation
ClairvoyanceDivinationC, M
CounterspellAbjuration
Dispel MagicAbjuration
FearIllusionC
FireballEvocation
FlyTransmutationC
Gaseous FormTransmutationC
Glyph of WardingAbjurationM
HasteTransmutationC
Hypnotic PatternIllusionC
Lightning BoltEvocation
Magic CircleAbjurationM
Major ImageIllusionC
NondetectionAbjurationM
Phantom SteedIllusionR
Protection from EnergyAbjurationC
Remove CurseAbjuration
SendingDivination
Sleet StormConjurationC
SlowTransmutationC
Speak with DeadNecromancy
Stinking CloudConjurationC
Tiny HutEvocationR
TonguesDivination
Vampiric TouchNecromancyC
Water BreathingTransmutationR

Level 4

SpellSchoolSpecial
Arcane EyeDivinationC
BanishmentAbjurationC
Black TentaclesConjurationC
BlightNecromancy
Charm MonsterEnchantment
ConfusionEnchantmentC
Conjure Minor ElementalsConjurationC
Control WaterTransmutationC
Dimension DoorConjuration
DivinationDivinationR, M
FabricateTransmutation
Faithful HoundConjuration
Fire ShieldEvocation
Greater InvisibilityIllusionC
Hallucinatory TerrainIllusion
Ice StormEvocation
Locate CreatureDivinationC
Phantasmal KillerIllusionC
PolymorphTransmutationC
Private SanctumAbjuration
Resilient SphereAbjurationC
Secret ChestConjurationM
Stone ShapeTransmutation
StoneskinTransmutationC, M
Vitriolic SphereEvocation
Wall of FireEvocationC

Level 5

SpellSchoolSpecial
Animate ObjectsTransmutationC
Arcane HandEvocationC
CloudkillConjurationC
Cone of ColdEvocation
Conjure ElementalConjurationC
Contact Other PlaneDivinationR
CreationIllusion
Dominate PersonEnchantmentC
DreamIllusion
GeasEnchantment
Hold MonsterEnchantmentC
Legend LoreDivinationM
MisleadIllusionC
Modify MemoryEnchantmentC
PasswallTransmutation
Planar BindingAbjurationM
ScryingDivinationC, M
SeemingIllusion
Summon DragonConjurationC, M
TelekinesisTransmutationC
Telepathic BondDivinationR
Teleportation CircleConjurationM
Wall of ForceEvocationC
Wall of StoneEvocationC

Level 6

SpellSchoolSpecial
Chain LightningEvocation
Circle of DeathNecromancyM
ContingencyAbjurationM
Create UndeadNecromancyM
DisintegrateTransmutation
EyebiteNecromancyC
Flesh to StoneTransmutationC
Freezing SphereEvocation
Globe of InvulnerabilityAbjurationC
Guards and WardsAbjurationM
Instant SummonsConjurationR, M
Irresistible DanceEnchantmentC
Magic JarNecromancyM
Mass SuggestionEnchantment
Move EarthTransmutationC
Programmed IllusionIllusionM
SunbeamEvocationC
True SeeingDivinationM
Wall of IceEvocationC

Level 7

SpellSchoolSpecial
Delayed Blast FireballEvocationC
EtherealnessConjuration
Finger of DeathNecromancy
ForcecageEvocationC, M
Mirage ArcaneIllusion
Magnificent MansionConjurationM
Arcane SwordEvocationC, M
Plane ShiftConjurationM
Prismatic SprayEvocation
Project ImageIllusionC, M
Reverse GravityTransmutationC
SequesterTransmutationM
SimulacrumIllusionM
SymbolAbjurationM
TeleportConjuration

Level 8

SpellSchoolSpecial
Antimagic FieldAbjurationC
Antipathy/SympathyEnchantment
BefuddlementEnchantment
CloneNecromancyM
Control WeatherTransmutationC
DemiplaneConjuration
Dominate MonsterEnchantmentC
Incendiary CloudConjurationC
MazeConjurationC
Mind BlankAbjuration
Power Word StunEnchantment
SunburstEvocation

Level 9

SpellSchoolSpecial
Astral ProjectionNecromancyM
ForesightDivination
GateConjurationC, M
ImprisonmentAbjurationM
Meteor SwarmEvocation
Power Word KillEnchantment
Prismatic WallAbjuration
ShapechangeTransmutationC, M
Time StopTransmutation
True PolymorphTransmutationC
WeirdIllusionC
WishConjuration