Revised 5.24e DND Wizard Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Arcane Recovery, Spellcasting | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Scholar | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Wizard Subclass | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Memorize Spell | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Subclass Feature | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Arcane Formulas | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | — | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Subclass Feature | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Improved Arcane Recovery | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Improved Arcane Formulas | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Subclass Feature | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Signature Spells | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 5 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | — | 5 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Subclass Feature | 5 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement+ | 5 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Archmage Mastery | 5 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
- As a Wizard, you gain the following class features.
Hit Points
- Hit Dice: 1d6 per Wizard level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your
- Constitution modifier per Wizard level after 1st.
Proficiencies
- Armor: None
- Weapons: Simple Weapons
- 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
1st level: Arcane Recovery
- You have learned to 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 that is equal to or less
- than half your Wizard level (rounded 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 a 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.
1st level: Spellcasting
- As a student of arcane magic, you have learned to cast
- spells. See the Player’s Handbook for rules on
- spellcasting. The information below details how you use
- those rules as a Wizard.
- Cantrips: You know three cantrips of your choice from
- the Wizard spell list (see the “Wizard Spell List” sidebar).
- Rather than choosing, you may start with Light, Mage
- Hand, and Ray of Frost. 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 levels 4 and 10 in this class, you learn
- another Wizard cantrip of your choice, as shown in the
- Cantrips column of the Wizard table.
- Spellbook: Your wizardly apprenticeship culminated in
- the creation of a unique book in your possession: your
- spellbook. It is a Tiny object that weighs 3 pounds, and it
- contains 100 pages, which can be read only by you or
- someone casting Identify. You determine the book’s
- appearance and materials, such as a giltedged tome or a
- collection of vellum bound together by twine. The book
- contains the spells you know of level 1 and higher. It
- starts with six level 1 spells of your choice from the
- Wizard spell list. Instead of choosing spells, you can have
- your book contain the following spells: Detect Magic,
- Feather Fall, Mage Armor, Magic Missile, Sleep, and
- Thunderwave. 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 on the Wizard table. The spells are
- the culmination of arcane research you do regularly.
- Spell Slots: The Wizard table shows how many spell slots
- you have to cast your spells of level 1 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.
- Prepared Spells of Level 1+: You prepare the list
- of spells of level 1 and higher 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 table. Whenever
- that number increases, choose additional spells from the
- Wizard spell list until the number of spells on your list
- matches the number on 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 spells that you always have prepared, those spells
- don’t count against the number of spells you can prepare
- with this Spellcasting feature, but those spells otherwise
- follow the rules in this feature.
- Changing Your Prepared Spells: Whenever you finish a
- Long Rest, you can change your list of prepared spells,
- replacing one or more of the spells there. Preparing a new
- list requires time spent studying your spellbook and
- memorizing the incantations and gestures you must make
- to cast a spell: at least 1 minute per spell level for each
- spell you add to the list.
- Ritual Caster: 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 Ability: Intelligence is your spellcasting
- ability for the spells you cast with your Wizard features.
- Spellcasting Focus: You can use an Arcane Focus or your
- spellbook as a Spellcasting Focus for the spells you cast
- with your Wizard features.
2nd level: Scholar
- While studying magic, you also specialized in an academic
- field of study. Choose one of the following skills in which
- you have proficiency: Arcana, History, Nature, or Religion.
- You have Expertise in the chosen skill.
3rd level: Wizard Subclass
- You gain a Wizard subclass of your choice: Abjurer,
- Diviner, Evoker, or Illusionist. Subclasses are detailed after
- this class’s description.
- A subclass is a specialization that grants you special
- 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 and lower.
4th level: Ability Score Improvement
- You gain the Ability Score Improvement feat or another
- feat of your choice for which you qualify. As shown on the
- Wizard table, you gain this feature again at levels 8, 12, 16,
- and 19.
5th level: Memorize Spell
- Studying your spellbook for 10 minute, you can expend
- mental and magical effort to memorize a spell. Choose
- one spell of level 1 or higher from your spellbook that you
- don’t have prepared. You now have that spell prepared
- until you use this feature to prepare a different spell.
7th level: Arcane Formula's
- When you prepare spells whose effect is a line, cone,
- radius, you can change 1 to have a different shape than
- the spell description. a 5 ft radius becomes a 15 ft cone or
- a 30 ft line, rounded down. For Example, Lightning Bolt
- would be transformed into either a 45ft cone or 15 ft
- radius. A Fireball could becomes either a 60 ft cone or a
- 120 foot line. You can only prepare 1 such spell in this
- manner per Long Rest, and for the purposes of stacking
- effects, it is still considered the same spell.
11th level: Improved Arcane Recovery
- You may now use your Arcane Recovery feature twice per
- Long Rest instead of just once.
13th level: Improved Arcane Formula's
- You may have up to 3 spells prepared with your Arcane
- Formula's per Long Rest instead of just one.
- In addition, the spells you prepare with your Arcane
- Formula's gain an additional 5ft radius, 15 ft cone or 30 ft
- line effect, with the same shape as how the spell is
- prepared
15th level: Signature Spells
- You have achieved such mastery over certain spells that
- you can cast them at will. Choose a level 1 and a level 2
- spell that are in your spellbook and that have a casting
- time of an action. You always have those spells prepared,
- and you can cast them at their lowest level without
- expending a spell slot. If you want to cast either spell at a
- higher level, you must expend a spell slot as normal.
- Whenever you finish a Long Rest, you can study your
- spellbook and exchange one of those spells for another
- eligible spell of the same level from that book.
20th level: Archmage Mastery
- You gain mastery over your magic in the following ways.
- You now prepare spells, regardless of level, 1 minute per spell, instead of 1 minute per spell level.
- Spells you cast are easier for you to affect other creatures. Your wizard Spell Save DC's increase by 2, and your wizard Spell Attack bonus also increases by 2. Opposed ability checks made to overcome your spells also increase by 2.
- You can use your Arcane Recovery feature 3 times per Long Rest instead of twice.
Wizard Subclasses
| Abjurer |
| Conjurer |
| Diviner |
| Enchanter |
| Evoker |
| Illusionist |
| Necromancer |
| Transmuter |
| Bladesinger |
Abjurer
- Your study of magic is focused on spells that block,
- banish, or protect—ending harmful effects, banishing evil
- influences, and protecting the weak. Abjurers are sought
- when baleful spirits require exorcism, when important
- locations must be guarded against magical spying, and
- when portals to other planes of existence must be closed.
- Adventuring parties value Abjurers for the protection they
- provide their companions against a variety of hostile
- magic and other attacks.
3rd level: Abjuration Savant
- Choose two Abjuration 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 Abjuration spell
- from the Wizard spell list to your spellbook for free.
- You may prepare one spell per spell level for free.
3rd level: Arcane Ward
- You can weave magic around yourself for protection.
- When you cast a spell with a spell slot, you can
- simultaneously use a strand of the spell’s magic to
- create a magical ward on yourself that lasts until you
- finish a Long Rest. The ward has a Hit Point maximum
- equal to twice your Wizard level plus your Intelligence
- modifier. Whenever you take damage, the ward takes the
- damage instead and if you have any Resistances or
- Vulnerabilities, apply them before reducing the ward's Hit
- points. If this damage reduces the ward to 0 Hit
- Points, you take any remaining damage. While the ward
- has 0 Hit Points, it can’t absorb damage, but its magic
- remains.
- Whenever you cast a non-Abjuration spell with a spell slot,
- the ward regains a number of Hit Points equal to twice
- the level of the spell slot, up to ward's maximum.
- Whenever you cast an Abjuration spell with a spell slot,
- the ward regains three times the spells level of the spell
- slot, up to the ward's maximum.
- Alternatively, as a Bonus Action, you can expend a spell
- slot, and the ward regains a number of Hit Points equal to
- five times the level of the spell slot expended, up to the
- ward's maximum.
- Once you create the ward, you can’t create it again until
- you finish a Short Rest or Long Rest.
6th level: Projected Ward
- When a creature that you can see within 30 feet of
- yourself takes damage, you can use your Reaction to
- cause your Arcane Ward to absorb that damage. If this
- damage reduces the ward to 0 Hit Points, the warded
- creature takes any remaining damage.
10th level: Spell Breaker
- You always have the Counterspell and Dispel Magic spells
- prepared. In addition, you can cast Dispel Magic as a
- Bonus Action, and you can add your Proficiency Bonus to
- its ability check.
- When you Cast either spell with a spell slot, that slot isn't
- expended if the spell fails to stop a spell.
14th level: Spell Resistance
- You have Advantage on saving throws against spells, and
- you have Resistance against the damage done with the
- Magic action.
18th level: Master of Wards
- When you create your Arcane Ward, you may choose up
- to 6 other creatures within 60 feet of you to also gain the
- Arcane Ward. These Wards are separate from one
- another. In addition, when you cast a spell to replenish
- your Arcane Ward, if one of the creatures you designated
- to have an Arcane Ward is within 10 ft of you, their Arcane
- Ward also replenishes the same amount of Ward, up to
- the Wards maximum value.
- Finally, when you use your Project Ward feature, you may
- still transfer your Ward to another creature within 60 feet,
- instead of 30 feet, as a reaction, or as a reaction you may
- make anyone else who has at least 1 point of Arcane
- Ward available gain Advantage on Saving Throws against
- Spells and Resistances to damage from spells until the
- start of your next turn.
Conjurer
- You consider distance and matter to be flexible guidelines
- rather than physical laws. Conjurers harness the power of
- magic that moves creatures instantly through space and
- summons creatures to fight on their behalf.
3rd level: Benign Transposition
- As a Bonus Action, you teleport up to 30 feet to an
- unoccupied space that you can see. Alternatively, you can
- choose a space within range that is occupied by a Medium
- or smaller creature. If that creature is willing, you both
- teleport, swapping places.
- You can use this feature a number of times equal to your
- Intelligence modifier (minimum of once), and you regain
- all expended uses when you finish a Long Rest.
3rd level: Conjuration Savant
- Choose two Wizard spells from the Conjuration 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 Conjuration school to your spellbook for free. The
- chosen spell must be of a level for which you have spell
- slots.
6th level: Distant Teleportation
- The range of your Benign Transposition feature increases
- to 60 feet. Additionally, you now regain all expended uses
- of it when you finish a Short or Long Rest.
6th level: Durable Summons
- When you cast a Conjuration spell to summon or create a
- creature using a spell slot, that creature gains Temporary
- Hit Points equal to twice your Wizard level when it first
- appears. While it has these Temporary Hit Points, the
- creature has Resistance to every damage type except
- Force, Necrotic, Psychic, and Radiant.
10th level: Focused Conjuration
- Taking damage can’t break your Concentration on
- Conjuration spells.
14th level: Splintered Summons
- When you cast Summon Aberration, Summon Construct,
- Summon Dragon, Summon Elemental, or Summon Fey
- using a spell slot, you can modify the spell to summon
- two creatures with the spell instead of one. Each creature
- is of the same kind, uses the stat block and rules denoted
- by the spell, and manifests in a different unoccupied
- space of your choice within the spell’s range, but the
- summoned creatures’ Hit Points are halved. If you lose
- Concentration on the spell, both creatures disappear.
- Once you use this feature to modify a spell in this way,
- you must finish a Long Rest before you do so again. You
- can also restore your use of it by expending a level 5+
- spell slot (no action required).
18th level: Master of Reinforcements
- When you summon a creature using a Spell slot that
- requires concentration, if the creature dies, a new
- creature of the same type and choice returns within 5 ft of
- you at the beginning of your next turn. This replacement
- version only last a minute. The replacement creature
- cannot trigger this feature again. You must maintain
- Concentration otherwise this new creature is dismissed.
- In addition, while you are concentrating on a spell that
- Summons a creature, you may utilize your Benign
- Transposition feature to swap places with a summon
- without expending a use of the feature.
Diviner
- The counsel of a Diviner is sought by those who seek a
- clearer understanding of the past, present, and future. As
- a Diviner, you strive to part the veils of space, time, and
- consciousness so you can see clearly. You work to master
- spells of discernment, remote viewing, supernatural
- knowledge, and foresight.
3rd level: Divination Savant
- Choose two Divination 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 Divination spell
- from the Wizard spell list to your spellbook for free.
- You may prepare one spell per spell level for free.
3rd level: Portent
- Glimpses of the future begin to press in on your
- awareness. Whenever you finish a Long Rest, roll two
- d20s and record the numbers rolled. You can replace any
- d20 Test made by you or a creature that you can see with
- one of these foretelling rolls. You must choose to do so
- before the roll, and you can replace a roll in this way
- only once per turn.
- Each foretelling roll can be used only once. When you
- finish a Long Rest, you lose any unused foretelling rolls.
6th level: Expert Divination
- Casting Divination spells comes so easily to you that it
- expends only a fraction of your spellcasting efforts. When
- you cast a Divination spell of level 2 or higher using a spell
- slot, you regain one expended spell slot. The slot you
- regain must be of a level lower than the spell you cast and
- can’t be higher than level 5.
10th level: The Third Eye
- You can increase your powers of perception. As a Bonus
- Action, choose one of the following benefits, which lasts
- until you start a Short Rest or Long Rest. You can’t use this
- feature again until you finish a Short Rest or Long Rest.
- Darkvision: You gain Darkvision out to a range of 120 feet.
- Greater Comprehension:You can read and speak any language.
- See Invisibility You can cast See Invisibility without expending a spell slot.
- Ethereal Sight You can see into the Ethereal Plane up to 60 feet.
14th level: Greater Portent
- The visions in your dreams intensify and paint a more
- accurate picture in your mind of what is to come. Roll
- three d20s for your Portent feature rather than two. You
- regain this feature on a Short Rest or Long Rest instead of
- a only on a Long Rest now.
18th level: Master of Divination
- Your Expert Divination spell feature works on all
- Divination spell cast using a spell slot of 9th level or lower,
- instead of only 5th level and lower.
- In addition, you gain 2 of the 4 effects whenever you use
- your The Third Eye feature.
Enchanter
- Your magic clouds or captivates minds. Some Enchanters
- use their abilities to encourage peace and soften cruelty,
- while others use their mind-altering magic for selfish
- ends. Many Enchanters fall somewhere in between.
3rd level: Enchanting Influence
- Whenever you make a Charisma check, you gain a bonus
- to the check equal to your Intelligence modifier (minimum
- of +1). You also gain proficiency in one of these skills of
- your choice: Deception, Intimidation, or Persuasion.
- When you successfully make an Influence Action against a
- creature, that creature is Charmed (if Deception or
- Persuasion) or Frightened (If Deception or Intimidation) by
- you for 10 minutes.
- If you ever fail an Influence check against a creature that
- creature is immune to the additional effects your
- Influence checks provide from this feature for 24 hours.
3rd level: Enthralling Presence
- When a creature is Charmed, Frightened or Incapacitated
- by you, they do not get another saving throw for taking
- damage or being attacked if they normally would.
- If a creature had not taken damage or hasn't been
- attacked while Charmed, Frightened or Incapacitated by
- you, if those effect would provide additional saving
- throws to recover from those conditions, they are done so
- with Disadvantage.
3rd level: Enchantment Savant
- Choose two Wizard spells from the Enchantment 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 Enchantment
- school to your spellbook for free. The chosen spell must
- be of a level for which you have spell slots.
6th level: Instinctive Charm
- When a creature within 30 feet of you that you can see
- hits you with an attack roll, you can take a Reaction to
- force the attacker to make a Wisdom saving throw against
- your spell save DC. On a failed save, the attack misses
- instead, and if there is another creature within range of
- the attack other than the attacker, the attacker targets
- that creature with the triggering attack, using the same
- attack roll. If multiple creatures are within the attack’s
- range, you choose which one to target.
- Once you use this Reaction, you can’t do so again until
- you finish a Long Rest. You can also restore your use of it
- by casting an Enchantment spell with a spell slot.
10th level: Enchantment Prodigy
- When you cast an enchantment spell using a 5th level
- spell slot or lower that targets only one creature, you can
- have it target a second creature. You can use this feature
- a number of times per Long Rest equal to your
- Intelligence Modifier (minimum 1).
- When you are the target of a spell that causes Charm,
- Frightened or Incapacitated condition on a failed save, if
- you make your save, you can cause the spell to backfire.
- The original caster must make a spell save vs their own
- DC but at disadvantage. If an enchanter tried to Charmed
- or Frightened another enchanter with this feature, ignore
- this part of this feature.
- The enchanter has advantage on saving throws versus
- Charmed, Frightened and Incapaticated conditions.
14th level: Enchanting Manipulator
- You have an immeasurable understanding of how the
- mind interacts with your magic. You gain the following
- benefits:
- Alter Memories: When you cast an Enchantment spell or use a Wizard feature that applies the Charmed, Frightned, or Incapacitated condition to one or more creatures, you can alter their understanding so that they remain unaware of being Charmed, Frightened or Incapacitated after the condition ends.
- Impossible Influence: When you cast an Enchantment spell or use a Wizard feature that applies the Charmed or Frightened condition to one or more creatures, you can ignore immunity to the Charmed or Frightened condition for one of those creatures. Instead, they have advantage on any saving throw to avoid the condition. Once you successfully use this feature to give a creature the Charmed or Frightened condition, you cannot do so again until you finish a Long Rest. or expend a 5+ level spell slot to do so again.
18th level: Master Mesmerizer
- Your Enchantment Prodigy and Enchanting Manipulator
- features improves in the following ways:
- Additional Influence: Your Enchanting Prodigy feature can target 3 creatures when casting an enchantment spell that normally targets only creature.
- Additional Potency: Your Enchanting Prodigy feature can cast Enchantment spell using 8th level spell slots or lower with Enchantment Prodigy now.
- Additional Uses: You regain 1 additional use of Enchanting Prodigy and Enchanting Manipulator feature when you use Arcane Recovery.
Evoker
- You focus your study 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 enemy armies from afar. Others use their
- spectacular power to protect the weak, while some seek
- their own gain as adventurers.
3rd level: 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.
- You may prepare one spell per spell level for free.
3rd level: 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.
6th level: 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.
10th level: Empowered Spells
- Whenever you cast a spell from the Wizard spell list, you
- can add your Intelligence modifier to one damage roll of
- that spell.
14th level: 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 2d10 Necrotic damage for each level of the spell,
- immediately after you cast it. This damage ignores
- Resistance and Immunity to damage.
- Each time you use this feature again before finishing a
- Long Rest, the Necrotic damage per spell level increases
- by 1d10.
18th level: Master of Destruction
- You become a beacon of magical destruction. Your spells
- of 5th level and lower are automatically upcasted by 2
- levels whenever you cast a spell that deals additional
- damage when upcasting the spell to a higher level spell
- slot or allows more projectiles when cast with a higher
- level spell slot, without using a higher level spell slot.
Illusionist
- You focus your study on magic that dazzles the senses
- and tricks the mind. Your magic is subtle, but the illusions
- you craft make the impossible seem real. Some
- Illusionists—including many Gnome Wizards—are benign
- tricksters who use their spells to entertain. Others are
- more sinister masters of deception, using their illusions to
- frighten and fool others for their personal gain.
3rd level: Illusion Savant
- Choose two Illusion 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 Illusion spell from
- the Wizard spell list to your spellbook for free.
- You may prepare one spell per spell level for free.
3rd level: Improved Illusions
- You can cast Illusion spells without providing a Verbal
- components, and if an Illusion spell you cast has a range
- of 10+ feet, the range increases by 60 feet.
- You know the Minor Illusion cantrip. If you already know
- this cantrip, you learn a different Wizard cantrip of your
- choice. The cantrip doesn’t count against your number of
- cantrips known. You can create both a sound and an
- image with a single casting of Minor Illusion, and you can
- cast it as a Bonus action.
6th level: Phantasmal Creatures
- You always have the Summon Beast and Summon Fey
- spells prepared. Whenever you cast either spell, you can
- change its school to Illusion, which causes the summoned
- creature to appear spectral. You can cast the Illusion
- version of each spell without expending a spell slot, but
- casting it without a slot halves the creature's Hit points.
- Once you cast either spell without a spell slot, you cast
- either spell without a spell slot, you must finish a Long
- rest before you can cast the spell in that way again.
- Creature summoned as Illusion may move through
- objects and creatures on their turns, as long as they end
- their turn in a open space, without using additional movement.
10th level: Illusory Self
- You can create an illusory duplicate of yourself in
- response to danger. When a creature makes an attack roll
- against you, you can use your Reaction to interpose the
- illusory duplicate between the attacker and yourself. The
- attack automatically misses you, then the illusion
- dissipates.
- Once you use this feature, you can’t use it again until you
- finish a Short Rest or Long Rest. You can also restore your
- use of it by expending a spell slot of level 2 or higher (no
- action required).
14th level: Illusory Reality
- You have learned the secret of weaving shadow magic
- into your illusions to give them a semireality. When you
- cast an Illusion spell with a spell slot, you can choose one
- inanimate, nonmagical object that is part of the illusion
- and make that object real. You can do this on your turn as
- a Bonus Action while the spell is ongoing. The object
- remains real for 1 minute. For example, you can create an
- illusion of a bridge over a chasm and then make it real
- long enough for your allies to cross.
- The object can’t deal damage or give any conditions.
- You can use your Malleable Illusion feature with this.
- Someone who has saved against your illusion and you
- have changed it since their save gets disadvantage on
- their saving throws versus this illusion as they believe it to
- not be true, where some parts of it are indeed real.
18th level: Programmed Illusions
- Whenever you use your Illusory Reality feature, the
- duration can be however long you want it to be, up to the
- duration of the spell cast but must be pre-programmed in
- advance when you want it to revert back to an illusion.
- Furthermore, you may choose to have any number of
- non-magical inanimate objects as part of the Illusion real
- Finally, you may use your Illusory Self feature 2 times
- before needing to finish a Short Rest or Long Rest.
Necromancer
- You explore the cosmic forces of life, death, and undeath.
- As a Necromancer, you learn to manipulate the energy
- that animates all creatures. As you progress, you learn to
- use magic to drain the life force from a creature and
- transform its vital energy into magical power. Many see
- Necromancers as menacing or villainous, though not all
- Necromancers are evil. Nevertheless, the manipulation of
- life and death is considered taboo in many societies.
3rd level: Necromancy Savant
- Choose two Wizard spells from the Necromancy 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 Necromancy school to your spellbook for free. The
- chosen spell must be of a level for which you have spell
- slots.
3rd level: Necronomicon
- The necromantic secrets in your spellbook grant you
- additional powers. You gain 1 of 3 of the following
- benefits:
- Undead Familiar: The Find Familiar spell appears in your spellbook. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Skeleton or Zombie (see appendix B of the Player’s Handbook for the familiar’s stat block). You may spend a Bonus action to have your Familiar make an attack. Your Familiar has the Undead Fortitude feature and resistance to Bludgeoning, no matter which form you choose. You may cast spell through your Familiar as if you were in its space.
- Wave of Lethargy: Any time you hit a creature with a spell attack with a Necromancy spell or fails a saving throw from a Necromancy spell you cast, that creatures at the beginning of its next turn they make a Constitution Saving throw. On a Failed save, the creature gains 1 level Exhaustion. You can never apply more exhaustion to a creature than your Intelligence Modifier.
- Necrotic Affliction: When you hit a creature with a Necromancy spell attack or fails a saving throw from a Necromancy spell, the creature is marked for 1 minute with a Necrotic Affliction. They take your Intelligence Modifier in Necrotic damage at the start of each of their turns. If the creature is dropped to 0 hit points, the creature explodes in a 10 ft Emanation dealing Necrotic damage equal to your Wizard level plus your Intelligence modifier to creatures of your choice. Each creature affected by this feature then makes a Constitution Saving throw or is also afflicted with Necrotic Affliction for 1 minute.
3rd level: Death Magic
- Your Magic has Innured you to Death in the following
- ways.
- Necrotic Resistance: You gain Resistance to Necrotic damage and have advantage on Saving throws against the Poison Condition.
- Bolster Undead: When you cast a Necromancy spell using a spell slot, you and an Undead creature you can see within 60 feet of yourself to gain a number of Temporary hit Points equal to the level of the spell slot expended plus your Wizard level.
6th level: Grave Gifts
- You have discovered more necromantic insights and
- inscribed them in your spellbook. While holding your
- spellbook, you gain one of the following benefits:
- Overwhelming Necrosis: Damage from your Wizard spells and Wizard features ignores Resistance to Necrotic damage.
- Unlife Aura: You can sense Lifeforce of creatures. You and Undead you Summon gain Blindsight out to 15 ft. Also when you use Arcane Recovery, your Exhaustion level if any, decreases by 1.
- Undead Abomination: When you create Undead with a Necromancy spell, if you created 2 or more Undead, you may combine 2 Medium or smaller Undead to become a Large Undead creature instead of a Medium creature. The New undead gains an additional attack (using attack from either Medium Undeads forms) with their Attack action or Multi-Attack action, and has additional reach on melee attacks of 15 ft. Undead Abomination last for 24 hours instead of any spells that attributed to its existence. The Undead creature's AC improves by 2 and you add the combined creatures hit points together and multiply by 2. You may only have 1 Undead Abomination under your control, if you make another the last one instantly droped to 0 hit points.
6th level: Undead Thralls
- You always have Animate Dead prepared and can cast it
- once without expending a spell slot. Whenever you cast a
- spell that summons an Undead, you can modify it so that
- the spell’s effective level is increased by 1.
- In addition, all spells that summon creatures are
- Necromancy spells for you and the creatures type are
- considered to be Undead in addition to their original
- types. Whenever you use a spell or class feature to create
- an Undead, the Undead gains the benefits below.
- Undead Fortitude: The Undead’s Hit Point maximum and current Hit points increase by a number equal to your Wizard level plus your Intelligence modifier for the duration of the spell or effect.
- Undead Resilience: The Undead gains resistance to all damage type except Radiant, Fire, and Force.
- Withering Strike: Whenever the Undead makes an Attack, add your Intelligence Modifier to the attack roll. The Undead attacks and feature can choose to do Necrotic damage and also deals extra Necrotic damage equal to your Intelligence modifier (minimum of 1 Necrotic damage).
10th level: Harvesting the Dead
- You have learned more secrets about the nuances of life
- and death. While the Necromancer is not Incapacitated,
- Unconscious or at 0 Hit points if a creature within 30 feet
- of you is reduced to 0 hit points, you may use your
- Reaction to regain a number of hit Points equal to your
- Wizard level, doubled if you are Bloodied. If you are at full
- hit points or have excess healing beyond your maximum
- hit points, all Undead of your choice within 60 feet of you
- regain the remaining hit points instead.
14th level: Death's Master
- Your mastery of death precedes you, you gain the following features:
- Darkhold: You gain the other 2 options from your Necronomicon feature.
- Grave Master: You gain the other 2 options from your Grave Gifts features.
- Longevity: You no longer age aand cannot be magically aged. You cannot die from Old Age.
- Death Becomes you: You no longer need to Eat, Sleep, or Breathe. You ignore all negative effects caused by not eating, sleeping or breathing.
18th level: Phylactery's Ritual
- Every 1d4 weeks after you finish a Long Rest, you may
- complete a Phylactery's Ritual taking 1 minute, expending
- a number spell slots equal to your Wizard level. This
- magic imbues an item of your choice with your Life force
- and become your Phylactery. While your Phylactery exists
- you gain the following features:
- Death's Door: While at 0 Hit points, you may act normally and are not Unconscious. Any features or spells that normally wouldn't work while you are at 0 Hit Points functions normally. Make Death Saving Throws as Normal. If you gain 3 Successes or roll a 20 on a Death Saving throw, you gain a Number of Hit points equal to twice your Wizard level. If you gain 3 failures, you immediately Teleport within 5 ft of your Phylactery's Position. Your Phylactery is then destroyed and you gain full Hit points.
- Phylactery's Defense: While your Phylactery's on your person, you gain a bonus to all Saving throws equal to your Intelligence Modifier and Reduce all damage except Radiant and Force taken equal to half your Wizard level, rounded down.
- Phylactery's Weakness: A creature may attempt to break a Phylactery by Successfully Casting Dispel Magic on the Item as if it were an 8th level spell or by targeting it with a Greater Restoration or Wish spell.
Bladesinger
- Bladesingers master a tradition of wizardry that
- incorporates swordplay and dance. In combat, a
- Bladesinger uses a series of intricate, elegant maneuvers
- that fend off harm and allow the Bladesinger to channel
- magic into devastating attacks and a cunning defense.
- Many who have observed a Bladesinger at work
- remember the display as one of the more beautiful
- experiences in their life, a glorious dance accompanied by
- a singing blade.
- Bladesinging is strongly associated with the ancient elven
- societies that first mastered the art and coined the term.
- Even today, most Bladesingers still hail from old elven
- realms, such as Cormanthyr, or from non-elven societies
- that share land and history with elves, such as the Silver
- Marches. Wherever they hail from, Bladesingers are
- known for taking their talents all across the Realms in
- order to help common people and perform heroic deeds.
- Few communities greet the arrival of a Bladesinger as
- anything but a good omen.
3rd level: Bladesong
- As a Bonus Action, you invoke an elven magic called the
- Bladesong, provided you aren’t wearing armor or using a
- Shield. The Bladesong lasts for 1 minute and ends early if
- you have the Incapacitated condition, if you don armor or
- a Shield, or if you use two hands to make an attack with a
- weapon. You can dismiss the Bladesong at any time (no
- action required).
- While the Bladesong is active, you gain the following
- benefits. You can invoke the Bladesong a number of times
- equal to your Intelligence modifier (minimum of once),
- and you regain all expended uses when you finish a Long
- Rest.
- Agility: You gain a bonus to your AC equal to
your Intelligence modifier (minimum of +1), and
your Speed increases by 10 feet.
- Bladework: Whenever you attack with a
weapon with which you have proficiency, you
can use your Intelligence modifier for the attack
and damage rolls instead of using Strength or
Dexterity.
- Focus: When you make a Constitution saving
throw to maintain Concentration, you can add
your Intelligence modifier to the total.
3rd level: Training in War and Song
- You gain proficiency with all Melee Martial weapons that
- don’t have the Two-Handed or Heavy property. You can
- use a Melee weapon with which you have proficiency as a
- Spellcasting Focus for your Wizard spells.
- You also gain proficiency in one of the following skills of
- your choice: Acrobatics, Athletics, Performance, or
- Persuasion.
6th level: Extra Attack
- You can attack twice, instead of once, whenever you take
- the Attack action on your turn. Moreover, you can cast
- one of your Wizard cantrips that has a casting time of an
- action in place of one of those attacks.
10th level: Song of Defense
- When you activate your Bladesong, you gain temporary
- hit points equal to your Wizard level plus your Intelligence
- modifier.
- In addition, when you take damage while your Bladesong
- is active, you can take a Reaction to expend one spell slot
- and reduce the damage taken by an amount equal to five
- times the spell slot’s level.
14th level: Song of Victory
- After you cast a spell that has a casting time of an action,
- you can make one attack with a weapon as a Bonus
- Action.
- When you hit with an attack with a weapon you may add
- an effect of a Wizard Cantrip you know to the attack. This
- does not included the cantrips damage. For example, you
- may make a slow by 10 ft for a creatures movement by
- adding Ray of Frost. If the Cantrip has a saving throw for
- the effect, the saving throw is still required.
18th level: Bladesong Mastery
- Your Song of Defense improves to give you additional
- temporary hit points when you reduce damage with it
- equal to have the damage reduced.
- In addition, You regain all uses of Bladesong on a Short or
- Long Rest instead of just a Long Rest.