A wizard is a practitioner of the arcane who, either through genius, madness, stubbornness, or sheer dedication, has managed to understand and decipher the various arcane models, texts, diagrams, metaphors, and explanations of the orders, schools, and mystics of the world to a sufficient degree. Unlike sorcerers and clerics, wizards neither bind their magic to a higher oath, nor rely on anothers gift. Rather, they have dedicated their lives and training to be able to wield and interface with the arcane aspects of magic by their own will and hand alone. It is the nature of the arcane to be extendable to the material world, and as such most wizards rely on the use of rune magic in some form, typically personal spell books.Â
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Spellcasting, 1st Archetype, Arcane recovery
Ability score improvement
Ability score improvement
Specialization Archetype
Ability score improvement
Ability score improvement
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Hit dice: 1d6
Armor: none
Weapons: light crossbow, dagger, quarterstaff
Tools:Â
Saving throws: inteligence and wisdom
Skills: 2 of arcana, history, religion, nature, mechanism, perception, insight, or medicine.
You start with the following equipment, in addition to the equipment granted by yout background:
(a) quarterstaff, or (b) a dagger
(a) a cartographer's pack, (b) a dungeoneer’s pack, or (c) an explorer’s packÂ
At 1st level you gain the ability to cast arcane spells. You start with a spell book with 2 lvl 1 spells, and an additional number of lvl 1 spells equal to your intelligence bonus. During a long rest, you can prepare any combination of spells, up to the number of prepared spells specified in the class table.
When leveling up, you can add 1 more arcane spell of any spell level you can cast to your spellbook.
You can copy over spells into your spellbook as written in the base rules.
Your casting attribute is intelligence.Â
The DC of your spells is equal to 8 + your proficiency + your intelligence modifier(min 0)
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At 1st level you gain use of an arcane cantrip. At 7th level you learn an additional cantrip. You use intelligence as the casting attribute for these cantrips.
At 1st level, whenever you take a short rest, you gain a number of arcane points equal to your intelligence modifier to spend to regain spell slots. You can spend any number of rest dice up to your intelligence modifier to gain that many arcane points. You can then regain spell slots or swap out prepared spells in exchange for arcane points.Â
If regaining a spell slot, the cost is equal to the level of the spell slot. When swapping out a prepared spell, the cost is equal to half the spell slot level rounded down(min 1)
At 1st level choose your first wizard archetype:
At 3rd, 5th, 9th, and 11th level, increase one ability score by 2 or two ability scores by 1.
At 7th level, choose a specialization archetype