The Wizard

Class Features


Level Proficiency
Spell Slots
1st 2nd 3rd 4th 5th
1st +2 3 2 Spellscript, Spellcasting, Arcane Tradition
2nd +2 3 3 Arcane Recovery
3rd +2 3 4 2 Arcane Tradition Features, Spell Research
4th +2 4 4 3 Ability Score Improvement
5th +3 4 4 3 2
6th +3 4 4 3 3 Arcane Tradition Features, Spellscript Savant
7th +3 4 4 3 3 1
8th +3 4 4 3 3 2 Greater Ability Score Improvement
9th +4 4 4 3 3 3 1
10th +4 5 4 3 3 3 2 Arcane Tradition Features, Signature Spell

Hit Points

  • Hit Dice: 1d6 per wizard level.
  • Hit Points (1st-level): 6 + your Constitution modifier.
  • Hit Points (Higher Levels): 1d6 (or 4) + your Constitution modifier per wizard level after 1st.


  • 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.


Choose one of the following equipment options—preset or custom. You gain these items in addition to any other gear you might have (such as from your background):

A. Preset Equipment

  • A spellbook.
  • (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.

B. Custom Equipment

You gain a spellbook and 2d4 x 10 gold pieces (or 50 gp). You may spend some or all of this gold to purchase your own equipment.

Class Features

As a wizard, you gain access to the following features.


You can read and write Spellscript, an academic language of glyphs, symbols, and notations used by wizards to record arcane knowledge and spells.

See the Spellscript section for more details about this feature.


You gain the ability to cast magic spells through careful study of spellbooks, glyphs, and arcane sigils.


At 1st-level, you have a spellbook into which you can record your known spells and arcane research.

See the Spellbook section for more details about your spellbook.


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 Class Features (Wizard) table.

Memorable: Cantrips are simple enough for you to memorize—they don't need to be recorded or prepared.

Replacing Known Cantrips: When you gain a wizard level, you can choose one of the wizard cantrips you know and replace it with a different cantrip from the wizard spell list.

Spells Known of 1st-level and Higher

At 1st-level, you know six 1st-level spells of your choice from the wizard spell list. Write these into your spellbook.

Recorded Knowledge: Spells of 1st-level and higher are too complicated to be memorized by mortal minds—write these spells into your spellbook to keep them recorded.

Learning New Spells: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown in the Class Features (Wizard) table.

In addition, you may find other wizard spells—such as on scrolls and in spellbooks—on your adventures. If you can decipher their spellscript, you may be able to write them into your own spellbook.

Preparing Spells

You must prepare the list of wizard spells that you can cast, choosing from your list of recorded wizard spells.

Preparing Your Spell List: Choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell).

Prepared spells must be of a level for which you have spell slots, and you must be able to access the spells in your spellbook as you're preparing them.

Changing Your 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: at least 1 minute per spell level for each spell on your list.

Preparing Spells

Number of Spells: your Intelligence modifier + your wizard level (minimum of one spell)

Casting Spells

The Class Features (Wizard) table shows how many spell slots you have to cast your prepared wizard spells of 1st-level and higher.

To cast one of your prepared spells, you must expend a slot of the spell's level or higher. Casting a spell doesn't remove it from your list of prepared spells, and you regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. Use your Intelligence modifier to set the saving throw DC or attack modifier for any wizard spell you cast.

Spellcasting Ability

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 (a) the spell has the ritual tag and (b) you have access to the spell in your spellbook. You don't need to have a spell prepared first to cast it as a ritual.

Spellcasting Focus

You can use your spellbook or an arcane focus as a spellcasting focus for your wizard spells.

Arcane Versatility

When you finish a long rest, you can choose one of the wizard cantrips you know and replace it with a different cantrip from the wizard spell list.

1Arcane Tradition

Choose an Arcane Tradition. You gain features from your Arcane Tradition at 1st, 3rd, 6th, and 10th-level.

Favored & Clashing Magic

Magic spells are categorized into eight traditional schools of arcane power. As you begin to train in your Arcane Tradition, some of these schools become easier—or more difficult—for you to learn and master.

At 1st-level, you gain one Favored and one Clashing school of magic from your Arcane Tradition, with an associated feature for each.

2Arcane Recovery

When you finish a short rest, you can recover some expended spell slots by studying your spellbook. The spell slots must have a combined level equal to or less than half your wizard level (rounded up), and none of the slots can be 6th-level or higher.

You can use this feature once, and you regain expended uses when you finish a long rest.

3Spell Research

As a student of the arcane, you are able to learn new wizard spells in your downtime through careful study, research, and experimentation.

See the Spell Research section for more details about this feature.

4Ability Score Improvement

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Greater Ability Score Improvement: At 8th-level, you gain another ability score improvement.

6Spellscript Savant

You have learned a new technique to improve the quality of your spellscript and spell writing. Choose one of the options listed below.

Greater Spellscript Savant: At 8th-level, choose an additional feature. You can't choose the same feature more than once unless specified otherwise.


You have learned how to use notations more efficiently in your writing. When you write spellscript, you can spend one additional hour per spell level to compress your text.

Compressed spellscript takes up half as much physical space as it normally would (rounded up) and—when calculating your spellbook's magical capacity—counts as half its normal spell level (rounded up).


You can encrypt your spellscript, making it impossible for other wizards to decipher without your personal cypher.

When writing new spellscript, you can spend 1 additional hour per spell level to encrypt your text.

Decryption: You can't prepare a spell by reading from encrypted spellscript—you must read from a decrypted copy. It takes 1 additional hour per spell level to decipher your own encrypted text.

Physical Cypher: The cypher for your encryption is a set of arcane codes and substitutions too complicated to memorize—it must be written down somewhere, and you must be able to access it when encrypting or decrypting your spellscript.

Potent Glyphs

You have learned how to use cost-effective notations when writing spellscript. Spells count as one level lower than normal when calculating how much gold you must spend to write them.

You can choose this option multiple times.


You have learned how to read and write in arcane shorthand. You can write spellscript, decipher spellscript, and prepare spells in half the usual time (rounded up).

10Signature Spell

Choose one 1st-level wizard spell from your spellbook to be your Signature Spell. While your signature spell is prepared, you may cast it as 1st-level spell without expending a spell slot.

You can do this a number of times equal to your Intelligence modifier, and you regain expended uses when you finish a long rest.


Spellscript is an academic language of runes, glyphs, and sigils used to transcribe spells and arcane knowledge. Wizard spells and scrolls are almost always written in spellscript—it is the common tongue of the arcane.

Perhaps you were trained by a mentor, or you taught yourself through careful study of spellbooks, or a strange force burned magical words into your mind—whatever your background, spellscript is your key to arcane power.

Your Writing Dialect

Though the basic principles of spellscript are well understood, every wizard instinctively develops their own coded dialect which reflects their individual tastes and writing style—spellscript is as much art as it is science.

Choose your dialect from the Spellscript Dialect table below, or define your own style:

Spellscript Dialect

d10 Handwriting Vocabulary Framework
1 Block Casual Abstract
2 Bold Chatty Aberrant
3 Cramped Concise Celestial
4 Fine Direct Common
5 Messy Elaborate Diagramatic
6 Slanted Formal Draconic
7 Spidery Obtuse Dwarvish
8 Tidy Opinionated Elvish
9 Wide Rambling Infernal
10 Wild Vague Mathematical


Spellscript can only be written onto a magical surface—otherwise it begins to blur, fade, and then vanish after 1 minute. For this reason, wizards like to record their spells on specially-crafted spellpaper and bind sheets together into large, magical spellbooks.

Magical Capacity: One sheet of spellpaper can hold up to one spell level of magic power. A 1st-level spell, for example, can be written on one sheet of spellpaper—a 5th-level spell, however, requires five sheets.

Crafting Spellpaper: If you are trained in arcana and calligraphy tools, you can transmute a normal sheet of paper into spellpaper. It takes 1 hour to infuse a sheet of paper with 0.5 gp of arcane dust. Any content on the paper remains intact during this process.


Item, Wizard (Spellscript)

A sheet of magical spellpaper. This paper is used to record magical spells and arcane knowledge.

  • Detectable: Spellpaper has a magical aura and can be detected by arcane senses (such as the Detect Magic spell).

Writing Spellscript

Once you have some spellpaper, it's time to start writing. As a wizard, you are typically using spellscript to write something new or make a copy of an existing spell.

Writing Something New

There are times where you are struck by inspiration and want to write something new—researching a new spell, sharing arcane knowledge with another wizard, recording your own magical discovery, etc.

You must spend 1 hour and 10 gp per spell level (to a minimum of 1 hour and 0 gp) to successfully write your own original spellscript.

Making a Copy

Sometimes you want to make a written copy of a spell or a piece of spellscript writing—copying a spell from a magic scroll, deciphering an enemy's spellbook, recording some magic runes from an ancient ruin, duplicating your own spellbook, etc.

The time needed to do this depends the author of the original material and their dialect of spellscript.

  • I wrote the original: you must spend 1 hour and 10 gp per spell level (to a minimum of 1 hour and 0 gp) to successfully write the copied spellscript.
  • Someone else wrote the original: you must spend 2 hours and 50 gp per spell level (to a minimum of 1 hour and 0 gp) to successfully write the copied spellscript.


No self-respecting wizard is a wizard for long without a spellbook of their very own—a priceless tome in which to record spells and arcane knowledge.

Your Spellbook

Your spellbook is a unique tome 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.

Choose a description from the table below, or define your own appearance:

Spellbook Appearance

d10 Cover Pages Style
1 Bone Cheap Aberrant
2 Clay Fine Celestial
3 Cloth Inky Common
4 Fur Lined Draconic
5 Leather Mottled Dwarven
6 Metal Odorous Elven
7 Paper Scrappy Ethereal
8 Plant Slippery Fey
9 Skin Textured Infernal
10 Wood Thick Orcish

Magical Capacity

Magical writing is inherently powerful, and stacking multiple spells together in close proximity—such as in a spellbook—can have unpredictable consequences.

A single spellbook can safely hold up to 50 spell levels worth of spells and arcane knowledge.

Capacity Burnout: If your spellbook capacity is exceeded, your spellbook will purge itself and erase content at random until balance is restored.


Item, Wizard

A leather-bound tome with 50 blank vellum pages and 50 spellpaper pages. The pages are mottled and the cover glimmers with an ethereal light. This book can be used to record magical spells and arcane knowledge.

  • Detectable: This book has a magical aura and can be detected by arcane senses (such as the Detect Magic spell).
  • Capacity: This book can hold a total of 50 spell levels worth of spells and arcane knowledge.
  • Volatile: If this book is carelessly destroyed, roll 1d100—if the result is lower than or equal to the total number of recorded spell levels, it explodes with arcane force.

Volatile Power

Spellbooks contain powerful magical writing that can be very unstable when handled improperly. If a spellbook is destroyed without proper caution—such as by being incinerated—it may erupt with magical force.

Roll a d100—if the result is equal to or less than the total number of spell levels recorded in the book, it explodes. Each creature within 30 ft must make a Constitution saving throw:

If the creature fails: it suffers 1d12 force damage, plus an additional 1d12 force damage for every 10 spell levels contained in the spellbook.

If the creature succeeds: it takes half as much damage.

Making a New Spellbook

As a wizard, you may be required to make a new spellbook for yourself—to replace a lost book, to expand your magical capacity, or to use as a backup copy of an existing spellbook.

Crafting a Spellbook: If you are trained in arcana and calligraphy tools, you can create a new spellbook by infusing a normal book with 25 gp worth of arcane dust. This requires 1 day of dedicated effort and attention, and the process turns 50 pages of the book into spellpaper.

Alternatively—if you have 50 sheets of spellpaper—you can bind them together in an appropriate fashion to create your spellbook.

Spell Research

As a student of the arcane, you are able to learn new wizard spells through careful study, research, and magical—oftentimes dangerous—experimentation.

Spend your downtime running experiments and expand your spellbook with new arcane knowledge.

Performing Research

A wizard knows that to learn, you must study—and that means experiments. To perform some arcane research, there are four basic steps:

  1. Define your Research Topic: Choose a spell from the wizard spell list that you want to learn. The spell must be of a level that you have spell slots for.

    The difficulty of your research is DC 5 + five times the spell level of your target spell.

  2. Setup your Laboratory: Assemble your research equipment and laboratory. At a bare minimum, you need access to your spellbook, inks, magical components, and some privacy.

    For every additional 100 gp you spend setting up your research—hiring assistants, buying components, renting equipment, etc—you gain a +1 bonus to your Research Check (limited to half your wizard level, rounded up) for the current workweek.

  3. Make a Research Check: Once you have everything set up, you can start to run your experiments.

    After one workweek has passed, make an Intelligence (Arcana) check and see the results using the Spell Research Outcomes table.

  4. Make a Complication Check: Finally, roll 1d10—if you roll less than or equal to the spell level of your research, there was a complication. Make a roll on the Spell Research Complications table.

Once your research is resolved, you may choose to run another experiment—if there is downtime to spare.

Research Credits

During your experiments and adventures, you may find research notes made by other wizards. These research credits can help you during your studies.

When you make a research check, you can spend one research credit to add +2d4 to the result. For every additional research credit you spend, you gain a +1 bonus to the total result.

Greater Researcher: Starting at 8th-level, the research you gain from your first research credit increases from +2d4 to +2d6.

Spell Research

Research DC: 5 + (spell level x 5)

Check: 1d20 + your Intelligence (Arcana) modifier

Spell Research Outcomes

Result Outcome
−10 or lower Critical Failure: Your research causes an immediate, automatic complication. Roll on the Spell Research Complications table, resolve it, and then make a Complication Check as normal.
−5 to −9 No Progress: No effect.
−1 to −4 So Close: Gain a research credit.
+0 to +9 Success: Your research was successful. Spend 50 gp per spell level to record your new spell in your spellbook.
+10 or more Critical Success: Your research was very successful. Spend 20 gp per spell level to record your new spell in your spellbook.

Spell Research Complications

d10 Complication
1-2 Destruction: There was a small fire and you accidentally singed your spellbook—lose one random spell from your spellbook (or the spellbook itself if you have no spells to lose).

Noticed: Your experiments have drawn unwanted attention from someone or something who will make your life more difficult, such as:

  1. A demon.
  2. A higher power.
  3. A noble of the land.
  4. A thief.
  5. A mage hunter.
  6. A wild monster.
  7. A rival wizard.
  8. A zealous cleric.
  9. A furious druid.
  10. An angry mob.

Backfire: An experiment backfired—you now suffer from a magical affliction. For example:

  1. You have turned yourself into a frog.
  2. Your skin turns a random color.
  3. All of your hair falls out.
  4. Your teeth turn sharp and black.
  5. Your head swells to twice its normal size.
  6. You periodically vomit up living slugs.
  7. Anything you touch by hand turns red for 1 hour.
  8. Your body grows a thick layer of animal fur.
  9. Your hands are turned into crab-like pincers.
  10. Words you speak are reversed.
8-10 Accident: Your research has caused an accident—you owe 1d10 x 10 gp per spell level to cover the damages.

Spell List

Class Feature (Wizard)


01-04Acid Splash
05-08Blade Ward
09-12Chill Touch
13-16Control Flames
17-20Create Bonfire
21-24Dancing Lights
25-28Fire Bolt
49-52Mage Hand
61-64Minor Illusion
65-68Mold Earth
69-72Poison Spray
77-80Ray of Frost
81-84Shocking Grasp
89-92Toll the Dead
93-96True Strike


01-02Absorb Elements
05-06Burning Hands
09-10Cause Fear
11-12Charm Person
13-14Chromatic Orb
15-16Color Spray
17-18Comprehend Languages
19-20Detect Magic
21-22Disguise Self
23-24Earth Tremor
25-26Expeditious Retreat
27-28False Life
29-30Feather Fall
31-32Find Familiar
33-34Fog Cloud
37-38Ice Knife
41-42Illusory Script
47-48Mage Armor
49-50Magic Missile
51-52Protection from Evil and Good
53-54Ray of Sickness
57-58Silent Image
63-64Tasha's Hideous Laughter
65-66Tenser's Floating Disk
69-70Unseen Servant
71-72Witch Bolt


01-02Aganazzar's Scorcher
03-04Alter Self
05-06Arcane Lock
13-14Cloud of Daggers
15-16Continual Flame
17-18Crown of Madness
23-24Detect Thoughts
25-26Dragon's Breath
27-28Dust Devil
31-32Enhance Ability
35-36Flaming Sphere
37-38Gentle Repose
39-40Gust of Wind
41-42Hold Person
49-50Locate Object
51-52Magic Mouth
53-54Magic Weapon
55-56Maximilian's Earthen Grasp
57-58Melf's Acid Arrow
59-60Mind Spike
61-62Mirror Image
63-64Misty Step
65-66Nystul's Magic Aura
67-68Phantasmal Force
71-72Ray of Enfeeblement
73-74Rope Trick
75-76Scorching Ray
77-78See Invisibility
79-80Shadow Blade
85-86Snilloc's Snowball Swarm
87-88Spider Climb
91-92Warding Wind


01-02Animate Dead
03-04Bestow Curse
13-14Dispel Magic
15-16Enemies Abound
17-18Erupting Earth
21-22Feign Death
25-26Flame Arrows
29-30Gaseous Form
31-32Glyph of Warding
35-36Hypnotic Pattern
37-38Leomund's Tiny Hut
39-40Life Transference
41-42Lightning Bolt
43-44Magic Circle
45-46Major Image
47-48Melf's Minute Meteors
51-52Phantom Steed
53-54Protection from Energy
55-56Remove Curse
59-60Sleet Storm
63-64Speak with Dead
65-66Stinking Cloud
67-68Summon Lesser Demons
69-70Thunder Step
71-72Tidal Wave
73-74Tiny Servant
77-78Vampiric Touch
79-80Wall of Sand
81-82Wall of Water
83-84Water Breathing


00-02Arcane Eye
09-11Charm Monster
15-17Conjure Minor Elementals
18-20Control Water
21-23Dimension Door

Spell List

Class Feature (Wizard)

27-29Elemental Bane
30-32Evard's Black Tentacles
36-38Fire Shield
39-41Greater Invisibility
42-44Hallucinatory Terrain
45-47Ice Storm
48-50Leomund's Secret Chest
51-53Locate Creature
54-56Mordenkainen's Faithful Hound
57-59Mordenkainen's Private Sanctum
60-62Otiluke's Resilient Sphere
63-65Phantasmal Killer
69-71Sickening Radiance
72-74Stone Shape
78-80Storm Sphere
81-83Summon Greater Demon
84-86Vitriolic Sphere
87-89Wall of Fire
90-92Watery Sphere


01-02Animate Objects
03-04Bigby's Hand
07-08Cone of Cold
09-10Conjure Elemental
11-12Contact Other Plane
15-16Danse Macabre
19-20Dominate Person
25-26Far Step
29-30Hold Monster
33-34Infernal Calling
35-36Legend Lore
39-40Modify Memory
41-42Negative Energy Flood
45-46Planar Binding
47-48Rary's Telepathic Bond
53-54Skill Empowerment
55-56Steel Wind Strike
57-58Synaptic Static
61-62Teleportation Circle
63-64Transmute Rock
65-66Wall of Force
67-68Wall of Light
69-70Wall of Stone