Wizard
Wizard Features
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1st | +2 | 2 | 2 | |
| 2nd | +2 | 2 | 3 | |
| 3rd | +2 | 2 | 4 | |
| 4th | +2 | Ability Score Improvement | 3 | 5 |
| 5th | +3 | 3 | 6 | |
| 6th | +3 | 3 | 7 | |
| 7th | +3 | 3 | 8 | |
| 8th | +3 | Ability Score Improvement | 3 | 9 |
| 9th | +4 | 3 | 10 | |
| 10th | +4 | 4 | 10 | |
| 11th | +4 | 4 | 11 | |
| 12th | +4 | Ability Score Improvement | 4 | 11 |
| 13th | +5 | 4 | 12 | |
| 14th | +5 | 4 | 12 | |
| 15th | +5 | 4 | 13 | |
| 16th | +5 | Ability Score Improvement | 4 | 13 |
| 17th | +6 | 4 | 14 | |
| 18th | +6 | 4 | 14 | |
| 19th | +6 | Ability Score Improvement | 4 | 15 |
| 20th | +6 | 4 | 15 |
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | - | - | - | - | - | - | - | - |
| 2nd | 3 | - | - | - | - | - | - | - | - |
| 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 |
Subclasses
| School | Source |
|---|---|
| Abjuration | Player's Handbook |
| Bladesinging | Sword Coast Adventurer's Guide Tasha's Cauldron of Everything |
| Chronurgy | Explorer's Guide to Wildemount |
| Conjuration | Player's Handbook |
| Divination | Player's Handbook |
| Enchantment | Player's Handbook |
| Evocation | Player's Handbook |
| Graviturgy | Explorer's Guide to Wildemount |
| Illusion | Player's Handbook |
| Necromancy | Player's Handbook |
| Order of Scribes | Tasha's Cauldron of Everything |
| Transmutation | Player's Handbook |
| War Magic | Xanathar's Guide to Everything |
| Unearthed Arcana | |
|---|---|
| Runecrafter | Unearthed Arcana 83 - Giant Options |
Material Magic
As the understanding of the multiverse improves, so do its schools of magic. New cultures present new ways of thinking, and new ideas make room for new questions and answers. What kind of wizard are you? Do you explore the new and unknown, or do you find value in advancing already established ways of thinking?
Will you be a leading mind on the forefront of the inexplicable? Or will you continue to hunt for answers to the questions that no one has thought to ask?
Some wizards abandon the limitations set by magic schools and instead focus on the binding force that holds everything together. These mages spend their efforts weaving and recreating matter from thin air to create art as well as utility. They value the craftsmanship taught by artisans around the world and consider their skills and creations to be a form of magic all its own.
Some arcanists focus on altering the living, whereas wizards of material magic focus on creating and enhancing the inanimate. These mages see beauty in the possibility presented by raw materials, and are found as readily studying ancient lore as they are in the center of a bustling forge. Many followers of this tradition take great care and pride in their component pouches, and find great kinship among bards, artists, and other craftsmen.
Arcane Artisan
2nd-level Material Magic Feature
Beginning at 2nd level, you have dedicated your studies to creation and the magic surrounding it. You gain proficiency with three artisan’s tools of your choice and you learn the mending 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.
In addition, your exceptional wit and aptitude allow you to do more with less time. When you use a set of artisan’s tools with which you are proficient to craft an item or piece of art, you complete a full work day in a number of hours equal to 8 – your Intelligence modifier (minimum of 1).
Minor Creation
2nd-level Material Magic Feature
Also at 2nd level, you can temporarily bend some of the laws of reality in your favor. When you cast a spell of 1st level or higher, you can create a cube of material measuring up to 5 feet large on a side on the ground in an unoccupied space you can see within 10 feet of you. You choose the material it’s made out of. A cube weighs a number of pounds equal to 5 times its size on a side, regardless of its material, and can support up to 10 times its weight.
You can have a total number of these cubes in existence at any time equal to your Intelligence modifier (minimum of 1). You can dismiss any number of these cubes as a bonus action. Otherwise, a cube disappears after 1 hour or if it takes any damage.
Material Enhancement
6th-level Material Magic Feature
At 6th level, your attention to both magic and mundane detail gives you a heightened understanding and control over them. As an action, you can touch an object, weapon, or piece of armor. Until the end of your next short or long rest, the item becomes magical if it isn’t already, and gains your choice of up to two of the following benefits:
- It emits bright light in a 10-foot radius and dim light for an additional 10 feet.
- Its weight is halved.
- When you throw it, immediately after it hits a creature or a solid object, it flies back to your hand. y You change any of its colors, smells, and textures.
- (Weapon only) The wielder of it gains a +1 bonus to attack and damage rolls made with this weapon. If the weapon already granted a bonus to attack and damage rolls, this property has no effect.
- (Armor only) The wearer gains a +1 bonus to AC. If the armor already granted a bonus to AC, this property has no effect.
- (Armor only) If the armor would normally impose disadvantage on Dexterity (Stealth) checks, it does not.
You have 2 uses of this feature, and you expend 1 of its uses for each benefit you give an object. You regain all expended uses of this feature when you finish a short or long rest.
Dematerialize
10th-level Material Magic Feature
Starting at 10th level, your spells deal double damage to objects and structures, and when you deal damage to a construct with an attack or a spell, it takes an extra 1d8 force damage.
Rematerialize
14th-level Material Magic Feature
At 14th level, when you destroy a Large or smaller nonmagical object or structure with a spell, you can recreate it as an action once within the next 8 hours. When you do, the object or structure reappears intact in an unoccupied space you choose within 60 feet of you. If the object or structure is recreated in the air, it immediately falls. Any creature below the item must make a Dexterity saving throw against your wizard spell save DC. If the object is Small or smaller, a creature that fails the saving throw takes 1d8 bludgeoning damage from the impact for every 10 feet that it fell. If the object is Medium or Large, the bludgeoning damage increases to 1d10 or 1d12 for every 10 feet it fell, respectively. On a successful save, a creature takes half as much bludgeoning damage. If an object is the same size or larger than a creature it falls on, that creature is pushed to the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a long rest.
Wand Lore
#TheGriffonsSaddlebag_BookTwo
Wizards are often considered to be founts of knowledge, a reputation rightfully earned after generations and lives spent poring over forgotten texts and ancient manuscripts. These knowledge-seeking mages ultimately pursue the school of magic that interests them the most, becoming true masters of their craft and labor. Some find satisfaction in studying mystical arts, while others focus their efforts on more practical or even explosive forms of magic. As a result, wizards around the world can be found on the councils of nobles as quickly they can in the service of carnivals.
Some children grow up sword-fighting with sticks and become soldiers, but you’ve learned how to turn a simple stick into something more powerful than a blade. The study of wand lore delves deeper into old magic, beyond the normal lists of components and incantations, and into the rich history and tradition of wandcraft. As a wizard of wand lore, you know that a mage’s true power can be amplified with the right tool: for you, that tool is a wand of your own creation
CORE WAND
1st-level Wand Lore feature
When you choose this tradition at 2nd level, you create a special wand called a core wand, which you can use as a spellcasting focus for your wizard spells. You determine the wand’s appearance, and only you are capable of us- ing it. You can use a bonus action to summon the wand to your hand, regardless of physical or planar distances. If this wand is destroyed, you can create a new one over the course of 8 hours of work.
Your core wand gains power each time you use it to cast a spell. This power is represented by core charges. The wand can have up to 7 core charges at a time, and whenever you finish a long rest, the number of core charges in the wand resets to 1. Whenever you expend a spell slot to cast a spell of 1st level or higher while holding your wand, it gains up to a number of core charges equal to half the spell’s level (minimum of 1). You can expend these core charges in the following ways:
- Whenever you make an attack roll or saving throw, you can expend any number of core charges to gain a bonus to the roll equal to the number of core charges spent. You can wait until after you roll the d20, but must decide before the GM says whether the roll succeeds or fails.
- Whenever you are hit by an attack, you can expend any number of core charges from your wand as a reaction to gain a bonus to AC against that attack equal to the number of core charges spent.
WAND SAVANT
2nd-level Wand Lore feature
Starting at 2nd level, you can interpret staves and wands the way other wizards read scrolls and spellbooks. If a staff or wand in your possession can cast a spell that’s on the wizard spell list, you can copy the spell into your spellbook as if you were copying a spell from a scroll.
In addition, when you cast a wizard spell with a range of touch while holding your core wand, you can choose a target that you can see and isn’t behind cover up to 10 feet away from you instead. At 14th level, this range increases to 30 feet.
ARCANE BATTERY
6th-level Wand Lore feature
Beginning at 6th level, when you use your Arcane Recovery feature, your core wand regains 3 expended core charges.
In addition, you gain a new option to use your wand’s core charges. When you cast a spell that targets only one creature and forces it to make a saving throw while you’re holding your core wand, you can expend up to 3 core charges to gain a bonus to that spell’s save DC equal to the number of core charges spent
IMBUE MINOR WAND
10th-level Wand Lore feature
Starting at 10th level, whenever you finish a long rest, you can imbue a number of wizard spells from your spellbook up to your Intelligence modifier (minimum of one) into a nonmagical stick, dowel, or similar Tiny object, transforming the object into a magic wand. Each spell must be a cantrip or a 1st- or 2nd-level spell and have a casting time of 1 action or bonus action. In addition, the spells can’t require concentration or require any material components that indicate a cost or are consumed as part of casting the spell, and if the spell is a cantrip, it mustn’t be able to damage a target.
The wand has a number of charges equal to your Intel- ligence modifier (minimum of 1) with which to cast the imbued cantrips (0 charges), 1st-level spells (1 charge), or 2nd-level spells (2 charges). A creature holding the wand can use an action to cast one of the spells from it using your spell save DC, spell attack bonus, and spellcasting ability. The wand ceases to be magical the next time you finish a long rest.
MANIFEST CHARGES
14th-level Wand Lore feature
When you reach 14th level, you can convert the core charges within your wand into raw, arcane energy. By manipulating this energy, you can use the wand’s core charges in the following new ways:
- As a bonus action, you can expend 1 or more of the wand’s core charges to create a number of motes of magical force equal to the core charges spent. Each mote streaks toward a different target that you can see within 60 feet of you, dealing force damage to each target equal to 1d4 + your Intelligence modifier.
- When you or another creature that you can see within 30 feet of you takes damage, you can use your reaction to expend 1 or more of the wand’s core charges to create a magical barrier, reducing the damage taken by an amount equal to three times the number of core charges spent.
In addition, you have gained a supreme mastery and understanding of wands. If you expend the last charge of a staff or wand, you needn’t roll a d20, even if it says to. Further, the gold and time you must spend to craft a magic wand is halved
Shinobi
#RyokosGuideToTheYokaiRealms
Masters of illusion, guerilla warfare, and martial combat, Shinobi wizards are elusive tricksters and deadly warriors, striking in a furious onslaught of magic, weaponry, and acrobatics. They adopt a philosophy which unifies martial skill with spellcasting, empowering their blows with devastating magical enhancements before vanishing into darkness. A Shinobi’s unique abilities make them the ultimate artisans of espionage and infiltration, wielding deception, secrecy, and explosive aggression as lethal tools in their arsenal.
Shinobi Training
2nd-Level Shinobi Feature
You gain proficiency with light armour, hand crossbows, Thrown weapons, and Finesse weapons; you gain proficiency with the Stealth skill; and you can use a weapon you are proficient with as your spellcasting focus. Finally, you gain darkvision out to 60 feet, or if you already have darkvision, its range is increased by 30 feet.
Shadow Striker
2nd-Level Shinobi Feature
You have learned the art of synchronising spellcasting and weaponry. Immediately after you hit a creature with a weapon attack on your turn, you can use a bonus action and expend one spell slot to deal extra damage to that target, equal to 1d8 damage per level of the spell slot expended. You can then perform one of the following techniques as a part of that bonus action:
Cloud of Shadow. You create a small cloud of magical darkness, heavily obscuring the space you are currently occupying. This darkness lasts for 1 minute, and it ends early if you are knocked unconscious. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
Enervating Touch. The sting of your blow magically saps the target’s strength. The target must succeed on a Constitution saving throw against your wizard spell save DC or take an extra 1d8 poison damage and be poisoned until the end of your next turn.
Shadow Vanishing. You spend 10 feet of movement to teleport to an area of dim light or darkness you can see within 30 feet of you.
Shadow Ward. Choose one damage type other than force or radiant. You gain resistance to that damage type until the start of your next turn.
Extra Attack
6th-Level Shinobi Feature
You can attack twice rather than once when you take the Attack action on your turn. In addition, magical darkness doesn’t impede your vision.
Umbral Striker
10th-Level Shinobi Feature
Your command of shadow magic further enhances your lethal capabilities. You can now also choose from the following options when you use your Shadow Striker feature, but only if you empower your attack with a spell slot of 3rd level or higher.
Duplicitous Strike. You move in a blur, sprouting magical images in the mind of your target. The target takes an extra 1d8 psychic damage, and it sees illusory duplicates of you until the end of its next turn. Whenever it targets you with an attack, it must roll a d4. On a 1-3, it targets a duplicate instead and the attack misses.
Rapid Strikes. You magically strike with blistering speed. Make a weapon attack against a target within range. On a hit, that attack deals an extra 2d8 force damage.
Vanish. A shimmering veil of abjuration magic bursts into existence around you. You gain 2d8 temporary hit points. In addition, you turn invisible until the end of your next turn. While invisible in this way, spells you cast don’t require any verbal or somatic components.
Shadow Savant
14th-Level Shinobi Feature
The shadows are your eager servants. When another creature you can see moves into an area that is heavily obscured from an effect you have magically created or starts its turn there, you can force it to make a Strength saving throw against your wizard spell save DC (no action required). On a failure, the creature is restrained until the start of its next turn. A creature can be forced to make this saving throw no more than once per turn.
School of Biomancy
#HelianasGuideToMonsterHunting
Practitioners of biomancy tend to have a growth mindset and an endless propensity for self-improvement. You likely bear symptoms of this continual desire to improve yourself: patches of scales, manes of peacock feathers, hawk’s eyes, adhesive palms, gills… the list is as long as there are ideas to try. Biomancers are masters of biomantically-enhanced surgery, transplanting specially-grown (or amputated) appendages onto other creatures.
Biomancy Savant
2nd-level School of Biomancy feature
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a biomancy spell into your spellbook is halved. In addition, you gain proficiency with surgeon’s tools, and the following spells are considered biomancy spells for you instead of their normal school.
Biomancy Spells*
| Level | Spells |
|---|---|
| 1st | false life, longstrider |
| 2nd | alter self, darkvision, spider climb |
| 3rd | haste, water breathing |
| 4th | stoneskin |
| 6th | flesh to stone |
| 7th | simulacrum |
| 9th | shapechange |
*See page 494 - 495 for lists of spells that can be from the school of biomancy. Or 94_Character_Creation/Spells/Spells
Biostimulation
2nd-level School of Biomancy feature
You learn to channel biomantic magic into your cells, restoring your vitality. When you use a spell slot to cast a biomancy spell of 1st level or higher, you can simultaneously redirect a strand of the spell’s magic to energise and repair you or your target’s body. You or your target (your choice) regains a number of hit points equal to twice the spell’s level.
Self Improvement
6th-level School of Biomancy feature
You can perform minor surgery on your body, improving yourself in a very literal sense. Over the course of 1 hour (which can be done during a rest), you can enhance yourself with one bio-magical improvement, choosing from the following options:
- Amphibisprings. With enhanced quads and a ratcheting mechanism in your achilles, your jumping distance is tripled.
- Extra Appendage. You gain a prehensile tail or an extra arm, allowing you to hold one more thing and conferring advantage on any ability checks you make to climb.
- Detachable Hand. As an action, you can detach your hand and imbue it with biomantic magic. The hand follows the rules of the unseen servant spell, except it is not invisible and waits patiently if ever more than 60 feet away from you. If your hand is ever reduced to 0 hit points, it is destroyed, and you grow a new one over the course of a short or long rest.
- Firefly Skin. You can cast the light cantrip at will with yourself as the target. As a bonus action, you can flash brightly for a moment; each creature within 5 feet of you that can see you must succeed on a Constitution saving throw against your wizard spell save DC or be blinded until the end of your next turn. After you use this bonus action, you can’t do so again until you finish a short or long rest.
- Owl Eyes. You gain darkvision out to a range of 120 feet.
- Slime. You exude slime; checks made to grapple you have disadvantage.
- Scales. Your skin is covered in overlapping scales. You gain a +1 bonus to AC when you aren’t wearing armour.
- Spidersense. You gain a 1d4 bonus to your initiative rolls.
- Talon. One of your hands is replaced with a wicked giant hawk’s talon, a natural weapon that you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you are grappling a creature with this talon, you can automatically deal this damage to the grappled creature once on each of your turns as a bonus action.
- Third Leg. Your speed increases by 10 feet and you have advantage on ability checks and saving throws made against effects that would knock you prone.
- Trimorphism. You can cast the enlarge/reduce spell on yourself at will (no material components or concentration required).
Your body has enough latent biomantic magic to sustain one improvement at a time. When you reach 10th and 14th level, you can sustain up to two and three improvements at a time, respectively. If you gain a new improvement while you have your maximum number of sustainable improvements active, you must choose one improvement to lose; this improvement withers away and ceases to function the moment you finish the surgery on your new improvement.
Spell Splitter
10th-level School of Biomancy feature
Your fiddling self-improvement has led to the ability to benefit from the magic you create. When you cast a wizard spell that targets only one creature and doesn’t have a range of self, you can choose to simultaneously target yourself with the same spell. You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all expended uses when you finish a long rest.
Endocrine Overload
14th-level School of Biomancy feature
Over the course of 1 hour (which can be done during a rest), you can craft a capsule of potent stimulants, choosing from either the Brutish or Swift archetypes, and embed it within your adrenal gland. With a slight tensing of your brain muscles, you can crack this capsule as a bonus action, stimulating your body. For the next minute, you gain the following benefits based on the archetype you chose:
Brutish
- If you are smaller than Large, you become Large, and your weight increases proportionately. If you lack the room to become Large, your size doesn’t change.
- Your Strength score increases to match your Intelligence score if it isn’t already higher.
- You have advantage on Strength and Constitution checks and Strength and Constitution saving throws.
- You grow an appendage with which you can make melee weapon attacks. When you grow the weapon, you decide whether it deals bludgeoning, piercing, or slashing damage. You are proficient with this weapon and use your Strength modifier for attack and damage rolls. The weapon deals 2d10 damage.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
- You gain temporary hit points equal to twice your Intelligence modifier (minimum of 2) at the start of each of your turns.
Swift
- Your Dexterity score increases to match your Intelligence score if it isn’t already higher.
- You have advantage on Dexterity checks and saving throws.
- Your cantrips with a casting time of 1 action have a casting time of 1 action or 1 bonus action.
- You gain the benefits of the haste spell, which can’t be dispelled:
- Your speed is doubled
- You gain a +2 bonus to AC
- You can take one additional action on each of your turns, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Relapse.
When the minute elapses, you gain one level of exhaustion, and you can’t move or take actions until the end of your next turn, as a wave of lethargy sweeps over you. You must craft another capsule before you can use this feature again.



