Wizard the Wizard Table Shows How Many Spell Slots You Hit Points Have of Each Level
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Prof. Level Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 Spellcasting, Arcane Recovery 3 2 — — — — — — — — 2nd 2 Arcane Tradition 3 3 — — — — — — — — 3rd 2 — 3 4 2 — — — — — — — 4th 2 Ability Score Improvement 4 4 3 — — — — — — — 5th 3 — 4 4 3 2 — — — — — — 6th 3 Arcane Tradition feature 4 4 3 3 — — — — — — 7th 3 — 4 4 3 3 1 — — — — — 8th 3 Ability Score Improvement 4 4 3 3 2 — — — — — 9th 4 — 4 4 3 3 3 1 — — — — 10th 4 Arcane Tradition feature 5 4 3 3 3 2 — — — — 11th 4 — 5 4 3 3 3 2 1 — — — 12th 4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th 5 — 5 4 3 3 3 2 1 1 — — 14th 5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — — 15th 5 — 5 4 3 3 3 2 1 1 1 — 16th 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th 6 — 5 4 3 3 3 2 1 1 1 1 18th 6 Spell Mastery 5 4 3 3 3 3 1 1 1 1 19th 6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th 6 Signature Spell 5 4 3 3 3 3 2 2 1 1 Preparing and Casting Spells Wizard The Wizard Table shows how many spell slots you Hit Points have of each level. To cast one of these spells, you Hit Dice: 1d6 per Wizard Level must expend a spell slot of the spells level or higher. Hit Points at 1st Level: 6 + your Constitution modifier You regain all spell slots when you finish a long rest. Hit Points at Higher Levels: 1d6 (or 4) + your Casting the spell doesn’t remove it from your list of Constitution modifier per Wizard level after 1st prepared spells. You prepare a list of Wizard spells that are available Proficiencies for you to cast. Choose a number of spells from your Armor: None spellbook equal to your Intelligence modifier + your Weapons: Daggers, Darts, Slings, Quarterstaffs, Wizard level (min 1). They must be of a level for which Light Crossbows you have slots. Saving Throws: Intelligence, Wisdom You can change this list of prepared spells when you Skills: Two from Arcana, History, Insight, Investigation, finish a long rest. Doing so takes time: 1 minute per Medicine, and Religion spell level for each spell on your list. Equipment Spellcasting Ability You start with the following equipment: Intelligence is your spellcasting ability for Wizard spells. • (a) a Quarterstaff or (b) a Dagger • (a) a Component Pouch or (b) an Arcane Focus Spell save DC = 8 + your Proficiency bonus + your • (a) a Scholar’s Pack or (b) an Explorer’s Pack Intelligence modifier • A Spell Book Spell attack modifier = your Proficiency bonus + your Intelligence modifier Spellcasting Ritual Casting Cantrips You can cast Wizard spells as a ritual if that spell has At 1st level, you know three cantrips from the Wizard the ritual tag and you have it in your spellbook. It spell list. You learn additional cantrips as you level up, doesn’t need to be prepared. as per the Wizard table. Spellcasting Focus Spellbook You can use an arcane focus as a spellcasting focus for At 1st level, you have a spellbook containing six 1st your Wizard spells. level Wizard spells of your choice. Learning Spells of 1st Level and Higher If you wish to copy a spell from your spellbook into Each time you gain a Wizard level, you can add two another book (such as a backup spellbook) you can Wizard spells of your choice to your spellbook. Each spend 1 hour and 10 gp per spell level of the copied must be of a level for which you have spell slots. spell to do so. If you lose your spellbook, you can do the If you find other Wizard spells of 1st level or high in same process to copy down your prepared spells to a your travels, you can add it to your spellbook if it is of a new spellbook. level for which you have spell slots. This takes 2 hours and 50 gp in ink for each level of the spell. PAGE 48 Arcane Recovery Improved Abjuration At 10th level, when you cast an abjuration spell that Once per day, when you finish a short rest, you can requires you to make an ability check as part of the recover spell slots. These slots can have a combined casting, add your proficiency bonus to that ability check. level equal to or less than half your Wizard level (rounded up), and none can be 6th level or higher. Spell Resistance At 14th level, you have advantage on saving throws Ability Score Increase against spells. You also have resistance to spell damage. At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You School of Conjuration can’t bring an ability score above 20 using this feature. Conjuration Savant At 2nd level, the gold and time you spend copying a Spell Mastery Conjuration spell into your spellbook is halved. At 18th level, you can choose a 1st-level and 2nd-level Minor Conjuration Wizard spell in your spellbook. You can cast those At 2nd level, you can use your action to conjure an spells at their lowest levels without expending a inanimate object in your hand or on the ground in an spellslot when they are prepared. If you want to cast unoccupied space you can see within 10 ft. This object them at a higher level, you must expend a slot as usual. can be no larger than 3 ft on a side and weigh no more You can change one or both spells for new ones by than 10 lbs, and its form must be that of a nonmagical spending 8 hours in study. object that you have seen. It is visibly magical, radiating dim light out 5 ft. Signature Spells It disappears after 1 hr, when you use this feature again, or if it takes any damage. At 20th level, you can choose two 3rd level Wizard spells in your spellbook as your signature spells. You Benign Transposition always have them prepared, they don’t count against At 6th level, you can use your action to teleport up the spells you can have prepared, and you can cast each to 30 ft to an unoccupied space that you can see. of them once at 3rd level without expending a spell slot. Alternatively, choose a space that is within range that When you do so, you can’t do so again until you finish a is occupied by a Small or Medium creature. If that short or long rest. creature is willing, you swap places. If you want to cast either spell at a higher level, you Once you use this feature, you can’t use it again until must expend a slot as normal. you finish a long rest or cast a conjuration spell of 1st level or higher. Arcane Traditions Focused Conjuration At 2nd level, you choose an arcane tradition to follow: At 10th level, while concentrating on a conjuration spell, Abjuration, Conjuration, Divination, Enchantment, your concentration can’t be broken due to damage. Evocation, Illusion, Necromancy, Transmutation, or Bladesinging (SCAG). Your choice grants you features at Durable Summons 2nd, 6th, 10th, and 14th level. At 14th level, any creature you summon or create with a conjuration spell has 30 temporary hit points. School of Abjuration School of Divination Abjuration Savant At 2nd level, the gold and time you spend copying a Divination Savant Abjuration spell into your spellbook is halved. At 2nd level, the gold and time you spend copying a Divination spell into your spellbook is halved. Arcane Ward At 2nd level, when you cast an abjuration spell of 1st Portent level or higher, you can create a magical ward around At 2nd level, when you finish a long rest, roll two d20s yourself that lasts until you finish a long rest. The ward and record the numbers rolled. You can replace any has hit points equal to twice your Wizard level + your attack roll, saving throw, or ability check made by you Intelligence modifier. Whenever you take damage, it or a creature that you can see with one of these rolls. takes the damage instead. If this reduces the ward to 0 You must choose to do so before the roll, and you can hit points, you take any remaining damage. replace a roll in this way only once per turn. While the ward has 0 hit points, it can’t absorb Each roll can only be used once. When you finish a damage, but remains. Whenever you cast an abjuration long rest, you lose any unused rolls. spell of 1st level or higher, it regains hit points equal to Expert Divination twice the level of the spell. At 6th level, when you cast a divination spell of 2nd Once you create the ward, you can’t create it again level or higher using a spell slot, you regain one until you finish a long rest. expended spell slot. The slot you regain must be of a Projected Ward level lower than the spell you cast and can’t be higher At 6th level, whenever a creature you can see within than 5th level. 30 ft of you takes damage, you can use your reaction to have your Arcane Ward absorb the damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.