People who are this class
Venbora
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: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
A spellbook
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
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 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 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.
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
School, Source
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
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.
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 a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot 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.
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 always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. 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.
Legendary Class
LV 21: Legendary Feat, Arcane Schooling, Studied Talent (1), Arcane Enigmas, Epic Spell Slot (10th)
LV 22: Magical Breakthrough (1), Mana Restoration
LV 23: Mastery over Magic (1)
LV 24: Legendary ASI/Feat
LV 25: Studied Talent (2), Magical Breakthrough (2), Epic Spell Slot (11th)
LV 26: Mastery over Magic (2)
LV 27: Relaxed Recovery
LV 28: Legendary ASI/Feat, Magical Breakthrough (3)
LV 29: Studied Talent (3)
LV 30: ArchMage, Epic Spell Slot (12th)
Spell Slots
Arcane Schooling
You have begun to develop your knowledge in the various schools of the arcane far greater than any other spellcaster has. Every school of magic has 6 "Ranks" (Rank 1, 2, 3, 4, 5 and 6) These ranks represent how much you have studied a particular school of magic and how well versed you are in its intricacies. Immediately upon gaining this feature, you gain two ranks in two different schools of magic of your choice (For example, you could become Rank 1 in both the Abjuration and Evocation schools) Each school of magic grants you features at its various ranks, and some features may improve depending on the schools current rank, which represents your understanding of the school of magic growing. The schools you can select and the features they grant you at certain ranks are detailed below.
Studied Talent
Your research has unearthed some special ways to augment yourself. You may choose a Combat Trait at levels 21, 25, and 29 at the bottom of the page
Arcana Enigma
You have unearthed something known as Enigmas. Every school of magic has something known as Enigmas. These are special abilities that wizards can choose to pursue and research. Every enigma has a prerequisite, you must meet its prerequisite in order to learn it (For example, an Enigma may require you to be at least Rank 1 in Abjuration magic, or at least Rank 3 in Evocation magic. You cannot select this enigma if you are not at least that rank in the school of magic) You start knowing two enigmas, and after every 2 levels, you gain 1 more enigma
Magical Breakthrough
You have made a breakthrough in your studies! You gain 3 more ranks that you may distribute as you wish (As per your Arcane Schooling feature) You may put them in new schools, or you may use them to improve your existing ones.
Mana Restoration
You have researched methods to better recover your expended arcane energy. Provided you have at least one expended spell slot of 1st level or higher, you may enter a special meditative state. For every 5 minutes that pass while you are in this meditative state, you gain 1 Mana Point. The number of mana points you have at a given time cannot exceed the combined level of your expended spell slots (For example, if you are missing a 3rd level spell slot and two 2nd level spell slots, your total number of mana points cannot exceed 7) Whenever you would be required to expend a spell slot of a level equal to or lower than your proficiency bonus, you can instead expend a number of mana points equal to the level of the spell slot you would've expended.
Mastery over Magic
Your mastery over the arcane arts is truly something to behold. Upon gaining this feature, you may choose one 1st level, one 2nd level, one 3rd level, one 4th level, and one 5th level spell within your spellbook. Neither spell can heal hit points nor have costly material components (If you do not have a spellbook at the time of receiving this feature, you do not need to choose until you gain a spellbook) These spells are your Mastered Spells. You may cast your Mastered Spells at their lowest level without expending a spell slot or material components, if you wish to cast them at a higher level, you must expend a spell slot as normal. By spending 4 hours in study, you may change a Mastered Spell for another of the same level.
Relaxed Recovery
Your recovery becomes far easier. To gain the benefits of Mana Restoration, you no longer need to meditate specifically, you simply must be performing non-strenuous activity. Examples of non-strenuous activity that work with this are reading recreationally (Not studying), eating, partying and other such leisurely activity.
ArchMage
Finally at 30th level, you have reached levels of magic rarely ever achieved. This grants you the following benefits:
-You may cast any number of spells of 1st level or higher in a single turn provided you have enough actions to do so (For example, you could use your action to cast Fireball and your bonus action to cast Misty Step in a single turn)
-At the start of each of your turns, you gain a number of temporary mana points equal to your Intelligence modifier (Minimum of 1) These temporary mana points can be used for spellcasting (1 mana- 1st level) At the end of your turn however, you lose any unexpended temporary mana points.
-Once per turn when you use your action to cast a Mastered Spell you may cast a wizard cantrip you know as apart from the same action.
Caring Magic
Whenever you cast a spell that restores hit points to a creature, that creature regains additional hit points equal to your Intelligence modifier (Minimum of 1) An individual creature can only receive this benefit once per casting of a specific spell.
Do No Evil
Prerequisite: You do not have "Speak No Evil"
Wizard spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components.
Enigmatic Research
You learn two enigmas of your choice (As per the Mystical Enigma feature) These enigmas do not count against your enigmas known, however you must still meet the prerequisites for any enigmas you attempt to learn. You may select this trait multiple times.
Extra Credit
You gain an additional rank in a spell school of your choice (As per the Arcane Schooling feature) You cannot put multiple ranks in a single school unless you have the Magical Breakthrough feature
Focus Mastery: Crystal
Prerequisite: You do not have any other "Focus Mastery" combat trait.
Provided you are using a crystal as your arcane focus, you gain the following benefits:
Once per round after expending a spell slot of 1st level or higher, you may gain a +1 bonus to your AC until the start of your next turn. If the spell slot was of 5th level or higher, this bonus is instead +2. If the spell slot was of 9th level or higher, this bonus is instead +3.
While at or below half your hit point maximum, your spell save DC is increased by 1.
Focus Mastery: Orb
Prerequisite: You do not have any other "Focus Mastery" combat trait.
Provided you are using an orb as your arcane focus, you gain the following benefits:
While meditating as per your Mana Restoration feature, you may focus on your orb. If you do so, you gain 1 mana point every minute you spend in meditation, rather than every 5 minutes.
When you expend a spell slot of 1st level or higher, you regain hit points equal to two times the spell slots level (This does not work if you used Mana Points)
Focus Mastery: Rod
Prerequisite: You do not have any other "Focus Mastery" combat trait.
Provided you are using a rod as your arcane focus, you gain the following benefits:
Your melee spell attack rolls have their critical hit range increased by 1 (From 20 to 19-20 for example) When you cast a spell that affects a creature within 5-feet of you, you may additionally make a melee spell attack against them as apart of the action used to cast the spell. On a hit, the target suffers 1d8 force damage (You do not add your Intelligence modifier to this damage)
Focus Mastery: Staff
Prerequisite: You do not have any other "Focus Mastery" combat trait.
Provided you are using a staff as your arcane focus, you gain the following benefits:
Your ranged spell attack rolls have their range doubled. When you expend a spell slot of 1st level or higher, you may cause a creature within 30-feet of you to suffer force damage equal to two times the spell slots level (This does not work if you used Mana Points)
Focus Mastery: Wand
Prerequisite: You do not have any other "Focus Mastery" combat trait.
Provided you are using a wand as your arcane focus, you gain the following benefits:
Your ranged spell attack rolls have their critical hit range increased by 1 (From 20 to 19-20 for example) Being within 5-feet of a hostile creature does not provoke disadvantage on your ranged spell attack rolls.
Forged Ward
When you cast a spell of 1st level or higher that forces one or more creatures to make a saving throw, you can choose to reduce the DC of your spell by an amount up to your Intelligence modifier (Minimum of 1) You must do so before any creature rolls their saving throw. If you do so, your AC increases by an amount equal to the amount your reduced the spells DC by. This increase lasts until the start of your next turn. You can only benefit from one instance of this feature at a time.
Magic Savant
Choose a spell school (Such as Abjuration or Evocation) The gold and time you must spend to copy spells from the chosen spell school into your spellbook is halved. You may select this trait multiple times, choosing a different spell school for each subsequent taking.
Movement of the Mage
When you would be caught in the area of a spell or effect (Such as a dragons breath weapon or a spellcasters Fireball spell) you may use your reaction to cast a spell or use an Enigma that moves or teleports you, potentially moving you out of the way of the effects area.
Nimble Hands
You may supply the somatic components for spells using hands that are holding objects, weapons or shields.
Reactive Mage
You gain an additional reaction, this reaction can only be used to cast spells as a reaction, or use Enigmas that require a reaction to use. You may select this feature as many times as you wish, gaining an additional one of these special reactions each subsequent selection.
Resilient Body
Your HP maximum increases by an amount equal to two times your level in this class. Every time you gain a Wizard level, your maximum HP increases by an additional 2 HP. You may select this trait multiple times.
Speak No Evil
Prerequisite: You do not have "Do No Evil"
Wizard spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components.
Superior Preparation
When you prepare spells from your spellbook, you may prepare an additional number of spells equal to half your Intelligence modifier (Rounded up, minimum of 2) You may select this trait multiple times.
Magic Evasion
Prerequisite: 23rd Level
When you are subjected to a spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Lesser Expanded Mastery
Prerequisite: 24th Level
Choose a spell of 1st or 2nd level, that spell becomes a Mastered Spell, as per your Mastery over Magic feature. You may select this trait multiple times.
Greater Expanded Mastery
Prerequisite: 27th Level
Choose a spell of 6th or 7th level, that spell becomes a
Mastered Spell, as per your Mastery over Magic feature.