M = Level at which a feature changes
New hit point calculation
Level 1
Mage Armor (New)
Arcane Recovery (Changed)
Spellcasting (Changed)
Level 5
Arcane Recovery Improvement (New)
Level 18
Spell Mastery (Changed into Arcane Mastery)
Level 20
Signature Spells (Removed)
Archmage (New)
Hit Dice: 1d6 per Wizard level
Hit Points at 1st Level: 3d6 (or 12) + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wizard level after 1st
Armor: None
Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Arcana, History, Insight, Investigation, Medicine, and Religion
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Spell Slots
You acquire spell slots at a normal rate for a full caster as shown on the Spell Slot Table. 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.
Spells and Cantrips Known
At 1st level, you know three cantrips of your choice from the wizard spell list.
Additionally, you have a spellbook containing eight 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. You add 4 spells to your spell book at every level.
Copying Wizard Spells
When you find a wizard spell of a level which you can cast (such as one from a scroll or spellbook), you can decipher and copy it.
Copying that 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.
Preparing and Casting Spells
You prepare the list of wizard spells that are available for you to cast at the end of a Short or Long Rest. To do so, choose a number of wizard spells from your spellbook equal to twice your wizard level + your spellcasting modifier (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 with an Intelligence of 16 (+3), your list of prepared spells can include nine spells of 1st or 2nd level, in any combination, chosen from your spellbook.
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 Spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your Spellcasting ability 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. Casting a spell as a ritual takes 10 minutes longer to cast than normal and doesn't consume a spell slot. The ritual version of a spell can’t be cast at a higher level.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
| Spell Slots per Spell level |
lvl - 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th
1st - 3 - - - - - - - -
2nd - 4 - - - - - - - -
3rd - 4 - 2 - - - - - - -
4th - 4 - 3 - - - - - - -
5th - 4 - 3 - 2 - - - - - -
6th - 4 - 3 - 3 - - - - - -
7th - 4 - 3 - 3 - 1 - - - - -
8th - 4 - 3 - 3 - 2 - - - - -
9th - 4 - 3 - 3 - 3 - 1 - - - -
10th - 4 - 3 - 3 - 3 - 2 - - - -
11th - 4 - 3 - 3 - 3 - 2 - 1 - - -
12th - 4 - 3 - 3 - 3 - 2 - 1 - - -
13th - 4 - 3 - 3 - 3 - 2 - 1 - 1 - -
14th - 4 - 3 - 3 - 3 - 2 - 1 - 1 - -
15th - 4 - 3 - 3 - 3 - 2 - 1 - 1 - 1 -
16th - 4 - 3 - 3 - 3 - 2 - 1 - 1 - 1 -
17th - 4 - 3 - 3 - 3 - 2 - 1 - 1 - 1 - 1
18th - 4 - 3 - 3 - 3 - 3 - 1 - 1 - 1 - 1
19th - 4 - 3 - 3 - 3 - 3 - 2 - 1 - 1 - 1
20th - 4 - 3 - 3 - 3 - 3 - 2 - 2 - 1 - 1
lvl - cantrips known - spells known
1st - 3 - 8
2nd - 3 - 12
3rd - 3 - 16
4th - 4 - 20
5th - 4 - 24
6th - 4 - 28
7th - 4 - 32
8th - 4 - 36
9th - 4 - 40
10th - 5 - 44
11st - 5 - 48
12nd - 5 - 52
13rd - 5 - 56
14th - 5 - 60
15th - 5 - 64
16th - 5 - 68
17th - 5 - 72
18th - 5 - 76
19th - 5 - 80
20th - 5 - All
You project a magical barrier around yourself to keep you from harm. you can choose to calculate your armor class using your spell save DC plus your Dexterity modifier (max +2). You cannot use this benefit if you are wielding a shield or weapon other than a quarterstaff or dagger.
Whenever you complete a short rest, you can recover 1 expended 1st-level spell slot.
Additionally, as a bonus action, you can trade one of your prepared Wizard spells for one of your unprepared known Wizard spells. After trading spells in this way, you can not do so again until you finish a short or long rest.
When you reach 2nd level, you choose an arcane tradition listed below, shaping your practice of magic. Your choice grants you features at 2nd level and again at later levels.
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.
You can forgo taking this feature to take a feat of your choice instead.
Beginning at 5th level, when you use your Arcane Recovery feature to regain spell slots, you can recover up to 2 levels worth of spell slots. you can recover either one 2nd-level spell slot or two 1st-level spell slots.
Additionally, you can trade spells up to twice using your Arcane Recovery feature, recovering both uses at the end of a short or long rest.
The number of recovered slot levels and available spell trades increases to 3 at 9th level, 4 at 13th level and 5 at 17th level.
At 18th level, you have achieved such mastery over your lesser spells that you can cast them at your every whim. You can cast any 1st or 2nd level Wizard spell that you have prepared at will at 2nd level. You can only have one spell that both does not require concentration and is non-instantaneous active at a time. Any spell cast this way cannot restore hit points.
In addition, whenever you cast a spell lower than 5th level, you can upcast the spell by expending a 1st or 2nd level spell slot, increasing the level of the cast spell by the level of the expended slot (to a maximum of 5th level).
When you reach 20th level, there are very few things unknown to you when it comes to the arcane. Every spell on the Wizard spell list is now in your spell book. Additionally, the number of times you can trade prepared spells as part of your Arcane Recovery is no longer limited.