Level Proficiency Bonus Features Mana Points Max Spell Level Cantrips Known
1 D4/+2 Spellcasting,  Arcane Recovery 4 1st 3
2 D4/+2 Arcane Tradition 6 1st 3
3 D4/+2 14 2nd 3
4 D4/+2 Ability Score Improvement 17 2nd 4
5 D6/+3 27 3rd 4
6 D6/+3 Arcane Tradition feature 32 3rd 4
7 D6/+3 38 4th 4
8 D6/+3 Ability Score Improvement 44 4th 4
9 D8/+4 57 5th 4
10 D8/+4 Arcane Tradition feature 64 5th 5
11 D8/+4 73 6th 5
12 D8/+4 Ability Score Improvement 73 6th 5
13 D10/+5 83 7th 5
14 D10/+5 Arcane Tradition feature 83 7th 5
15 D10/+5 94 8th 5
16 D10/+5 Ability Score Improvement 94 8th 5
17 D12/+6 107 9th 5
18 D12/+6 Spell Mastery 114 9th 5
19 D12/+6 Ability Score Improvement 123 9th 5
20 D12/+6 Signature Spell 133 9th 5

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

Scholars of the Arcane

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

The Lure of Knowledge

Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as  diviners, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Creating A Wizard

Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the
basics of magic?

What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you’re simply eager to put your new found magical skills to the test in the face of danger.

Quick Build

You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage
background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

Class Features

As a Wizard, you gain the following class features.


Hit Dice: 1D6 per Wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1D6 (or 4) + your Constitution modifier per fighter level after 1st.


Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Alien, Arcana, History, Insight, Investigation, Medicine, Psionics, Religion, and Royalty


You start 5D4 x 10 gold with which you can purchase your starting equipment with.


As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and Wizard Spell List.


At 1st level, you know three cantrips of your choice from the Wizard Spell List. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature
of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an
ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare
the time to decipher and copy it. Copying a spell into your spellbook involves reproducing
the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can cast the spell like any other.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and 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 spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection o f notes scrounged together after you lost your previous spellbook in a mishap.


At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

mana and casting spells

The Wizard table shows how much mana you have to cast spells of 1st level and higher. To cast one of these spells, you must expend an amount of mana based on the slot of the spell’s level or higher. You regain all expended mana when you finish a long rest. You regain one mana point/Intelligence at the end of a short rest.

You can cast spells at higher level in some cases for spending higher amounts of mana. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

You can cast any spell from a spellbook that you have on you that you can read from.

Mana Point Cost

Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to spend mana to cast the spell in this way.


You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.

learning spells of 1st level and higher

Each time you gain a wizard level, you can 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. On your adventures, you might find other spells that you can add to your spellbook.

Arcane Recovery

You have learned to regain some of your mana by studying your spellbook. Once per day when you finish a short rest, you can recover mana equal to your level.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Spell mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending mana when you have them prepared. If you want to cast either spell at a higher level, you must expend mana as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

signature spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You can cast each of them once at 3rd level without expending mana. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

arcane traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic.

The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. The schools of magic are:

Abjuration, Artificer(Eberron), Bladesingling, ConjurationDivinationEnchantmentEvocation, IllusionNecromancy, Transmutation, Theurgy, War Magic.