Class
Wizard
Official reference · XPHB · 2024
- Hit die
- 6
- Spellcasting
- full
- Subclass title
- Wizard Subclass
- Epic boon level
- 19
Level progression
| Level | Proficiency Bonus | Cantrips | Prepared Spells | 1st-level slots | 2nd-level slots | 3rd-level slots | 4th-level slots | 5th-level slots | 6th-level slots | 7th-level slots | 8th-level slots | 9th-level slots |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | 3 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | 3 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | 3 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | 4 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | 4 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | 4 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | 4 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | 5 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | 5 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | 5 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | 5 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | 5 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class features
LEVEL 1
Spellcasting
As a student of arcane magic, you have learned to cast spells. See 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the class=Wizard 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.
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.
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. 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 ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
LEVEL 5
Memorize Spell
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.
LEVEL 6
Subclass Feature
You gain a feature from your Wizard Subclass.
LEVEL 8
Ability Score ImprovementASI
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
LEVEL 10
Subclass Feature
You gain a feature from your Wizard Subclass.
LEVEL 12
Ability Score ImprovementASI
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
LEVEL 14
Subclass Feature
You gain a feature from your Wizard Subclass.
LEVEL 16
Ability Score ImprovementASI
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
LEVEL 18
Spell Mastery
You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook 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. To cast either spell at a higher level, you must expend a spell slot.
Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.
LEVEL 19
Epic Boon
You gain an category=EB or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
LEVEL 20
Signature Spells
Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.
Wizard Subclass
School of Abjuration
Level 3 · School of Abjuration
Level 6 · Projected Ward
Starting at 6th level, when a creature that you can see within 30 feet of you 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.
Level 10 · Improved Abjuration
Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
Level 14 · Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
School of Conjuration
Level 3 · School of Conjuration
Level 6 · Benign Transposition
Starting at 6th level, you can use your action to 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 Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Level 10 · Focused Conjuration
Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Level 14 · Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
School of Divination
Level 3 · School of Divination
Level 6 · Expert Divination
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a school=D 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 5th level.
Level 10 · The Third Eye
Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
Darkvision
You gain darkvision out to a range of 60 feet.
Ethereal Sight
You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension
You can read any language.
See Invisibility
You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Level 14 · Greater Portent
Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
School of Enchantment
Level 3 · School of Enchantment
Level 6 · Instinctive Charm
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
Level 10 · Split Enchantment
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Level 14 · Alter Memories
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
School of Evocation
Level 3 · School of Evocation
Level 6 · Potent Cantrip
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Level 10 · Empowered Evocation
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Level 14 · Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.
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, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
School of Illusion
Level 3 · School of Illusion
Level 6 · Malleable Illusions
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
Level 10 · Illusory Self
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction 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 or long rest.
Level 14 · Illusory Reality
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, 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 otherwise directly harm anyone.
School of Necromancy
Level 3 · School of Necromancy
Level 6 · Undead Thralls
At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
- The creature's hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Level 10 · Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Level 14 · Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
School of Transmutation
Level 3 · School of Transmutation
Level 6 · Transmuter's Stone
Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
- Darkvision out to a range of 60 feet, as described in chapter 8.
- An increase to speed of 10 feet while the creature is unencumbered.
- Proficiency in Constitution saving throws.
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
If you create a new transmuter's stone, the previous one ceases to function.
Level 10 · Shapechanger
At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a challenge rating=[&0;&1].
Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Level 14 · Master Transmuter
Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.
Major Transformation
You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea
You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
Restore Life
You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.
Restore Youth
You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
War Magic
Level 3 · War Magic
Level 6 · Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
Level 10 · Durable Magic
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
Level 14 · Deflecting Shroud
At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.
Chronurgy Magic
Level 3 · Chronurgy Magic
Level 6 · Momentary Stasis
6th-level Chronurgy Magic feature
As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Level 10 · Arcane Abeyance
10th-level Chronurgy Magic feature
When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
Once you create a bead with this feature, you can't do so again until you finish a short or long rest.
Level 14 · Convergent Future
14th-level Chronurgy Magic feature
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Graviturgy Magic
Level 3 · Graviturgy Magic
Level 6 · Gravity Well
6th-level Graviturgy Magic feature
You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
Level 10 · Violent Attraction
10th-level Graviturgy Magic feature
When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.
Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Level 14 · Event Horizon
14th-level Graviturgy Magic feature
As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.
Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Bladesinging
Level 3 · Bladesinging
Level 6 · Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Level 10 · Song of Defense
Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.
Level 14 · Song of Victory
Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Order of Scribes
Level 3 · Order of Scribes
Level 6 · Manifest Mind
6th-level Order of Scribes feature
You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.
Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.
Level 10 · Master Scrivener
10th-level Order of Scribes feature
Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
Level 14 · One with the Word
14th-level Order of Scribes feature
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.
Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.
Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.
Once you use this reaction, you can't do so again until you finish a long rest.
Abjurer
Level 3 · Abjurer
Shield Companions and Banish Foes
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 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 against a variety of hostile magic and other attacks.
Level 6 · Projected Ward
When a creature that you can see within 30 feet of yourself takes damage, you can take a 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. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward's Hit Points.
Level 10 · 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.
Level 14 · Spell Resistance
You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.
Diviner
Level 3 · Diviner
Learn the Secrets of the Multiverse
The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
Level 6 · 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 using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5.
Level 10 · 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 or Long Rest. You can't use this feature again until you finish a Short or Long Rest.
Darkvision
You gain Darkvision with a range of 120 feet.
Greater Comprehension
You can read any language.
See Invisibility
You can cast See Invisibility without expending a spell slot.
Level 14 · 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.
Evoker
Level 3 · 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 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.
Illusionist
Level 3 · Illusionist
Weave Subtle Spells of Deception
You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.
Level 6 · 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 must finish a Long Rest before you can cast the spell in that way again.
Level 10 · Illusory Self
When a creature hits you with an attack roll, you can take a Reaction to interpose an illusory duplicate of yourself 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 or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Level 14 · Illusory Reality
You have learned to weave shadow magic into your illusions to give them a semi-reality. 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, during which it can't deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it.
Bladesinger
Level 3 · Bladesinger
Wield Weapon and Wizardry in Elegant Tandem
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. In combat, a Bladesinger uses 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 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 Myth Drannor, or from non-elven societies that share land and history with elves, such as the Silver Marches. Wherever they hail from, Bladesingers take their talents all across the Realms to help common people and perform heroic deeds. Most communities greet the arrival of a Bladesinger as a good omen.
Level 6 · Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast level=0 in place of one of those attacks.
Level 10 · Song of Defense
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.
Level 14 · 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.
Conjurer
Level 3 · Conjurer
Step Across Space and Call Creatures from Thin Air
A Conjurer considers distance and matter to be flexible guidelines rather than physical laws. Conjurers master magic that moves creatures instantly through space and summons creatures to fight on their behalf.
Level 6 · Distant Transposition
The range of your Benign Transposition feature increases to 60 feet. Additionally, you can restore one use of it by expending a level 3+ spell slot (no action required).
Level 6 · Durable Summons
When you cast a school=C 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.
Level 10 · Focused Conjuration
Taking damage can't break your Concentration on school=C.
Level 14 · Splintered Summons
When you use a spell slot to cast a school=C that summons a spirit whose stat block is included in the spell description, such as Summon Aberration, 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 Point maximums and current 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 can do so again. You can also restore your use of it by expending a level 5+ spell slot (no action required).
Enchanter
Level 3 · Enchanter
Entrance and Beguile Others
An Enchanter's 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.
Level 6 · Split Enchantment
When you use a spell slot to cast an school=E, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can increase the spell's effective level by 1.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.
Level 10 · 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 take 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 school=E with a spell slot.
Level 14 · Alter Memories
You can make a creature unaware of your magical influence. When you cast an school=E that imposes the Charmed condition using a spell slot, you can choose one creature targeted by the spell. That creature remains unaware of being Charmed by you.
In addition, once before the spell ends, you can take a Magic action to force the chosen creature to make an Intelligence saving throw against your spell save DC. On a failed save, you can make the creature lose a number of hours of its memories equal to 1 plus your Intelligence modifier (minimum of 1 hour lost). You can make the creature forget less time, and the amount of time can't exceed the duration of your school=E.
Necromancer
Level 3 · Necromancer
Command the Powers of Death and Undeath
You explore the forces of life, death, and undeath. As a necromancer, you learn to manipulate the energy that animates all creatures, and you draw increasing power from the forbidden secrets in your spellbook. Though many see Necromancers as menacing or villainous, not all Necromancers are evil.
Level 6 · Grave Power
You have discovered more necromantic insights and inscribed them in your spellbook. While holding your spellbook, you gain the following benefits.
Grave Resilience
When you use Arcane Recovery, your Exhaustion level, if any, decreases by 1.
Overwhelming Necrosis
Damage from your Wizard spells and Wizard features ignores Resistance to Necrotic damage.
Level 6 · Undead Thralls
You always have Animate Dead prepared and can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again. Whenever you start casting the spell, you can increase the spell's effective level by 1.
In addition, while holding your spellbook, you gain the following benefits.
Undead Fortitude
Whenever you cast a school=N that creates or summons an Undead, the Undead's Hit Point maximum and current Hit Points increase by a number equal to your Intelligence modifier plus half your Wizard level (round down).
Withering Strike
Whenever an Undead you control within 60 feet of you hits a creature with an attack roll, the Undead deals extra Necrotic damage equal to your Intelligence modifier (minimum of 1 Necrotic damage).
Level 10 · Harvest Undead
You have learned more secrets about the nuances of life and death. Immediately after you become Bloodied but aren't reduced to 0 Hit Points from taking damage, you can take a Reaction to reduce an Undead creature under your control that you can see to 0 Hit Points. You then immediately regain a number of Hit Points equal to your Wizard level.
Level 14 · Death's Master
Abstruse rituals within your spellbook allow you mastery over undeath. While holding your spellbook, you gain the following benefits.
Bolster Undead
As a Bonus Action, choose any number of Undead you have created or summoned with a school=N that are within 60 feet of you. Those Undead each gain Temporary Hit Points equal to your Wizard level. Once you use this Bonus Action, you can't do so again until you finish a Long Rest.
Extinguish Undead
When an Undead creature you can see is reduced to 0 Hit Points, you can cause it to explode with necrotic energy. Roll a number of d6s equal to half the creature's unexpended Hit Dice (round up, minimum of 1d6), and add them together. Each creature in a 10-foot Emanation originating from the Undead makes a Dexterity saving throw. On a failed save, a target takes Necrotic damage equal to the number rolled and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only. When you use this feature to explode an Undead creature you don't control, you must take a Reaction and expend a level 5+ spell slot to do so.
Transmuter
Level 3 · Transmuter
Transform Energy and Matter
You study spells that modify energy and matter—to you, the world is eminently mutable. Using your magic, you become a smith at reality's forge.
Some Transmuters are tinkerers and pranksters. Others seek the power to make and destroy worlds.
Level 6 · Empowered Transmutation
When you use a spell slot to cast a school=T that doesn't make an attack roll or force a saving throw, such as Fly or Magic Weapon, you can increase the spell's effective level by 1.
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.
Level 10 · Potent Stone
Your Transmuter's Stone is more versatile. When you create your Transmuter's Stone, you can choose up to two benefits. You can choose each option other than Resistance only once. If you choose Resistance twice, you must choose different damage types. You can change either or both benefits when you cast a school=T using a spell slot.
In addition, the following are now among your benefit options for Transmuter's Stone.
Mighty Build
The bearer has Advantage on Strength saving throws. The bearer also counts as one size larger when determining its carrying capacity.
Tremorsense
The bearer gains Tremorsense with a range of 30 feet.
Level 10 · Shape-Shifter
You always have the Polymorph spell prepared and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a Long Rest.
In addition, when you target yourself with the spell, you can modify the spell to gain the benefits below. Once you modify the spell using this feature, you can't do so again until you finish a Long Rest.
Game Statistics
In addition to retaining the features specified in the spell, you retain your memories and ability to communicate. You also retain your Intelligence, Wisdom, and Charisma scores; proficiencies; class features; and feats.
Transmute Spells
While shape-shifted, you can cast spells, but only school=T that don't have a Material component that has a specified cost or that is consumed by the spell.
Level 14 · Master Transmuter
While you carry your Transmuter's Stone, you can take a Magic action to consume the reserve of transmutation magic stored inside and choose one of the following benefits. After you use the stone in this way, it crumbles to dust. You can prevent the stone from crumbling by expending a level 7+ spell slot as part of the Magic action you take using this feature.
Major Transformation
You can transmute one nonmagical object—no larger than a 10-foot Cube or eight connected 5-foot Cubes—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea
You touch a creature as part of this Magic action, and the target regains a number of Hit Points equal to half its Hit Point maximum (round down). The target is cured of all magical contagions, and any curses affecting the target are lifted, including the target's Attunement to a cursed item. If the target has the Poisoned or Petrified condition, those conditions end.
Restore Life
You cast the Raise Dead spell without expending a spell slot, using the stone in place of the required Material components.
Restore Youth
You touch one willing creature as part of this Magic action, and the target's Exhaustion level, if any, decreases to 0, and it permanently appears 3d10 years younger, to a minimum of young adulthood.
School of the Inkwielder
Level 3 · School of the Inkwielder
Ink is thicker than blood and sometimes deadlier than acid or poison when used in the right way. Some are able to fuse an ordinary ink with the power of the Weave and fill it with arcane energy, making bargains with creatures and borrowing their powers for greater deeds than most adventurers are capable of. The ones that wield such an ink have held power in many realms for a long time. Mehmed Siyahqalam, the Black Pen, was one of the greatest examples of such creatures, or Machiavelli, with all the power he held over parchments or papers to influence the world around him.
Pupils of the Inkwielder school get their power from the bargains they make with many different types of creatures. Rather than regular summoners, they use the echo of the creature to avoid unnecessary enmities with similar spells, and their summons are usually much more powerful than mere familiars.
Level 3 · Ink of Power
Your spellbook, and your connection with it, is different from most wizards'. You can use your ink in a special way. You can strike a bargain with certain creature types in exchange for summoning them in times of need.
The creature type can be: djinni, dragon, elemental, fey, fiend, and monstrosity. Its size must be large or smaller, and it must be able to understand that it is entering into a complicated bargain: creatures with Intelligence scores of 3 or lower cannot be targeted.
Check out the table below for a creature suited for a bargain and other needed information.
| Wizard Level | Maximum Challenge Rating of the Creature | Minimum Spell Slot Level Needed to Summon |
|---|---|---|
| 2 | 1/2 | 1 |
| 4 | 1 | 2 |
| 6 | 2 | 3 |
| 8 | 3 | 4 |
| 10 | 5 | 5 |
| 12 | 6 | 5 |
| 14 | 7 | 5 |
| 16 | 8 | 6 |
When you strike a bargain with the creature, you can copy its essence to your spellbook. It requires 25 gd and 1 hour to inscribe it for each CR above 1. When you do so, you have the statblock of the creature. You can summon the creature with the spell slot depicted in the table above.
When you summon the creature as an action, it appears within 30 ft. of you in an unoccupied space. It follows your orders given to them by bonus actions. The creature can stay out of your spellbook for a number of minutes equal to the level of the spell used to summon it (minimum of 1).
You can make bargains with as many creatures as you want, but for a creature to be able to be summoned, you must prepare a creature just like a spell.
Creatures with Challenge Rating equal to 2 or below count as half of a spell's worth against your ability to prepare spells. For example, you can prepare a creature with a CR 1 and a CR ¼, and they would count as if you prepared one spell.
When the creature dies or its time is up, it vanishes and can't be summoned again until you finish a short or long rest.
You can summon more than one creature as long as their combined CR does not exceed your maximum CR column of the table above. For example, at Level 4 you can have two creatures summoned at the same time with 1/2 Challenge Ratings.
The Other Method of Bargaining
The original method of bargains is copying the essence of a creature with their consent. As an optional rule, you can also bind a creature directly to your spellbook if you are able to convince the creature. When you do so, the creature's soul itself is bound to your spellbook, and you summon that creature when you summon. If you do so, the creature's duration spent out of the spellbook is doubled.
You can release such a creature by conducting a 1-minute ritual.
What the creatures require in order for their essence to be put into the bargain is up to the Game Master. There are some suggestions for generic types of creatures, but the Game Master has the final word.
Giving out the essence gives that creature these benefits:
- You have Disadvantage on attack rolls against that creature (Not the type. For example, if you make a bargain with an imp, this benefit works only against that imp, not other imps in general).
- The creature has Advantage on saving throws that were forced by you.
The table below shows what the creatures may demand upon copying their essence or being directly bound to your spellbook.
| Creature Type | Requirements for Essence | Requirements for Soul Binding |
|---|---|---|
| Djinni | Spreading dark whispers about a believer with a strong heart. | They are to be released after a month of service, and they must be provided with a body they could possess. |
| Dragon | A precious gem. | They are to be released after a week of service, and they must be paid heavily. |
| Elemental | A magic item of at least uncommon rarity and connected with elements. | For a year of service, they require a magical item (rare at least) that possibly produces power connected with elements, such as flame tongue. |
| Fey | Possibly something ridiculous like "Bring me gloves that were worn by a singer" or something unnecessarily important, "The one secret to change the world." | They require long-term tasks that are probably annoying to complete, incredibly ridiculous, or unnecessarily hard. |
| Fiend | An object that carries a person's soul. | Depending on the duration, they require a soul for each week. |
| Monstrosity | Probably a large supply of food or complex items that they would require in hunting, surviving in the wilds. | A long term pact that would include bringing them food, supplies, helping them in their hunts or securing their territory. |
These methods can be suggested for bargaining:
- Helping the creature when it is in need.
- Summoning one through spells and rituals.
- Acquiring one from another spellbook or ancient manuscripts.
Level 3 · The Familiar Ink
You learn the find familiar spell and add it to your spellbook. Its casting time is 10 minutes for you. If you already have the spell in your spellbook, you can add another 1st-level conjuration spell to your spellbook.
Level 6 · Ritualistic Summon
When you strike a bargain with a creature, you can summon one as a ritual even if you don't have it prepared. The ritual takes 10 minutes.
Level 10 · Benefits of the Bargain
When you summon a creature you made a bargain with, you both gain temporary hit points equal to your wizard level. If you expend a spell slot as a bonus action, you can refresh the temporary hit points.
Level 14 · Borrowing Ability
At 14th level, when you summon a creature, you can choose one of their Ability Scores, and for the next minute, you can replace your Ability Score with the chosen one. Any changes affect you accordingly. For example, if you change your Constitution score to a higher one, you'd have more hit points (based on average: for d8s take 5, for instance). If you have any current hit points missing, reduce the missing hit points from your newly calculated hit points maximum. When you transform back, apply the same conditions on your current hit points.