Wizards are revered figures in the realms of magic, wielding unparalleled mastery over arcane forces. Through rigorous study and innate talent, they unravel the mysteries of the cosmos, shaping reality with their spells. Often found cloistered in ancient towers or secluded libraries, wizards devote their lives to the pursuit of knowledge and power. Their spellbooks, repositories of arcane secrets and mystical formulas, are cherished possessions, guiding them along the path of enlightenment.
These scholars of magic delve into forbidden tomes and ancient manuscripts, seeking to uncover hidden truths and unlock the deepest secrets of the universe. They harness the elements, manipulate time and space, and conjure creatures from other planes to serve their bidding. From the humblest cantrip to the most devastating spell, wizards wield a vast array of magical abilities, each spell a testament to their intellect and skill.
Their studies encompass a wide range of magical traditions, from the elemental magic of the primordial forces to the intricate rituals of the arcane academies. Through years of practice and experimentation, they refine their craft, pushing the boundaries of what is known and exploring the uncharted realms of magic.
In their relentless pursuit of arcane knowledge, wizards tread a dangerous path, risking their sanity and their very souls in their quest for power. Yet, for those who possess the will and the intellect to master the arcane arts, the rewards are boundless, offering glimpses of the infinite possibilities that lie beyond the veil of reality.

Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | Arcane Tradition | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | Cantrip Formulas (Optional) | 3 | 4 | 2 | – | – | – | – | – | – | – |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | 4 | 4 | 3 | 2 | – | – | – | – | – | – | |
6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – | |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | +4 | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | |
10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | |
14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
- Spellcasting
- Arcane Recovery
- Cantrip Formulas (Optional)
- Ability Score Improvement
- Spell Mastery
- Signature Spells
Cantrips
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.Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. 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 spell level you can prepare 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 prepare the spell just like your other spells. 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 of notes scrounged together after you lost your previous spellbook in a mishap.Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level 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. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.Spellcasting Ability
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 modifierRitual 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 have the spell prepared.Spellcasting Focus
You can use an arcane focus 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.Wizard Schools
- Abjuration
- Bladesinging
- Conjuration
- Divination
- Enchantment
- Evocation
- Illusion
- Moon
- Necromancy
- Transmutation
- War Magic
- Soulweaver
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Abjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.Arcane Ward
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, 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 hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. 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 an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.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.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.Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.![]() |
Training in War and Song
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don’t already have it.Bladesong
Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits:- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
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.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 slot’s level.Song of Victory
Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.![]() |
Conjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.Benign Transportation
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.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.Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.![]() |
Divination Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.Portent
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check 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.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 divination spell of 2nd level 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 5th level.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 short or long 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.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.![]() |
Enchantment Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.Hypnotic Gaze
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.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.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.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 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.![]() |
Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved.Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + 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.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.Empowered Evocation
Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to one damage roll of any wizard evocation spell that you cast.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.![]() |
Illusion Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.Improved Minor Illusion
When you choose this school at 2nd level, you learn 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. When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.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.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.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.![]() |
Scholar of the Moon
When you choose this school at 2nd level, it must be combined with a Lunar Moment of your choice, every one of which is associated with a specific school of magic. The gold and time required to copy a school spell associated with your specific Lunar Phase into a spell book is halved. Each time you gain a wizard level, you may choose a different Lunar Moment.- New Moon – Necromancy
- Waxing Crescent – Evocation
- First Quarter – Conjuration
- Waxing Gibbous – Transmutation
- Full Moon – Abjuration
- Waning Gibbous – Divination
- Last Quarter – Illusion
- Waning Crescent – Enchantment
Selenitic
At 2nd level, you gain the ability to tune in to the Moon to upgrade your spells. As long as you remain outdoors under the direct influence of the Moon, you can use your bonus action to have Advantage on an attack with a spell, or to force a target creature to have Disadvantage on the Saving Throw against the next spell you cast before the end of your next turn. You can use this feature once, then you regain its use after you complete a long rest. Also, if the Moon is in the Lunar Phase chosen at 2nd level, the spell save DC increases by 1.Silver Voice
At 6th level, you gain the ability to telepathically communicate with any sentient creature you can see within 100 feet.Moon’s Presence
At 10th level, you bring the influence of the Moon wherever you go, enjoying the benefits of Selenitic even during the day, or when the sky is covered, or while in closed places where the moonbeams do not arrive.Silver Soul
At 14th level, the harmony with the Moon is such that you can enjoy the benefits of Scholar of the Moon and Selenitic during any Lunar Phase. In addition, you have Advantage on Saving Throws to maintain focus on Consecrated spells.![]() |
Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.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.
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.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.![]() |
Transmutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.Minor Alchemy
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.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
- 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)
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 beast whose challenge rating is 1 or lower. 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.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.![]() |
Arcane Deflection
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.Tactical Wit
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. 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.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.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 within 60 feet of you each take force damage equal to half your wizard level.SOUL MANIPULATOR
Starting at 2nd level when you select this tradition, you can harness the souls of the dying to fuel your abilities. When a non-soulless humanoid within 15 feet of you is reduced to 0 hit points, you can use your reaction to capture its departing soul. Each soul you capture must be stored in a special device known as a soul vessel (described below). A creature whose soul has been captured in this way can’t be resurrected unless its soul is first released from the soul vessel. Soul Vessel. Soul vessels are highly personalized, though not difficult to identify. They usually take the form of a small cage or bottle. Their nature as small prisons evokes a sense of unease in most living creatures, and they often emit an eerie glow when occupied.Making a new soul vessel requires at least 40 gp worth of materials and 4 hours of concentrated effort. At the end of this time, you must make a DC 15 Intelligence (Arcana) check with a +1 bonus for each additional 10 gp you spend on materials. On a success, you create a new soul vessel. On a failure, the materials are wasted and can’t be reused.
You can have a number of self-made soul vessels equal to your proficiency bonus. You can only use a soul vessel you have made yourself or are attuned to, just like a magic item.
Despite its arcane potential, a soul vessel is a small physical object akin to a trinket and is subject to damage. A soul vessel has AC 14 and 4 hp. If a soul vessel containing a soul is destroyed, the soul is released and vanishes.
A soul vessel must be maintained daily to retain its efficacy. A soul vessel can’t house a new soul until it has been properly cleaned and maintained, which can be done at no cost as part of a long rest.
TONGUES FORGOTTEN
By 2nd level, you have learned how to draw on spiritual energies to reveal the secrets of long-dead languages. You can consume one stored soul to cast the comprehend languages spell without needing any components or expending a spell slot.SOUL FUELED
Beginning at 2nd level, you can consume one stored soul to roll a d6 and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use this feature but must decide before the GM says whether the roll succeeds or fails. You can consume only one soul at a time when you use this feature.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.
EYES BEYOND
At 6th level, you learn how to see through the eyes of the dead, revealing what was formerly obscured to mortal sight. You can consume one stored soul to cast see invisibility or detect magic without needing any components. Additionally, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.STOLEN LIFE
At 10th level, you unlock the ability to draw on the essence of a soul by temporarily binding it to your own. When you reduce a non-soulless humanoid within 15 feet of you to 0 hit points, you can immediately consume its soul as a bonus action to gain temporary hit points equal to half the creature’s hit point maximum. While you have temporary hit points from this ability, you have advantage on all saving throws and can’t be targeted by spells. A creature whose soul has been consumed in this way can’t be resurrected or restored to life by anything short of a wish spell or divine intervention. Once you use this feature, you can’t use it again until you finish a long rest.SOULBIND
Once you reach 14th level, your understanding of the nature of the soul is deep enough that you can bind the soul of a still-living creature to your will. A creature bound in this manner is subject to your commands and becomes a conduit for your power.As an action, you can target a non-soulless humanoid within 60 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 24 hours. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against your spell save DC. If the saving throw succeeds, the effect ends. The target can also make a new saving throw to end the effect when you take a short or long rest.
You can charm only one target at a time with this feature.
Restrictions
- There are no special restrictions for this class, unless noted elsewhere.
As a wizard, you gain the following class features.
Hit Points
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 wizard level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Calligrapher’s Supplies
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religionl
Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- A spellbook
Multiclassing and the Wizard
- Ability Score Minimum: As a multiclass character, you must have a Intelligence score of at least 13 to take a level in this class or to take a level in another class if you are already a wizard.
- Proficiencies. –
- Spell Slots. Add your levels in the wizard class to the appropriate levels from other classes to determine your available spell slots.