{"name":"Wizard","overview":"PHB, Pgs. 113-119","hitdice":"d6","hitpointsfirstlevel":"6+ Con modifier","hitpointsathigherlevels":"1d6 (or 4) + Con modifier","armorproficiencies":"","weaponproficiences":"Daggers, Darts, Slings, Quarterstaffs, Light Crossbows","tools":"","savingthrows":"Int, Wis","skills":"Choose 2: Arcana, History, Insight, Investigation, Medicine, and Religion","equipment":"[ul]\r\n[li]A Quarterstaff or a Dagger[\/li]\r\n[li]A component pouch or an arcane focus[\/li]\r\n[li]A Scholar's pack or an Explorer's pack[\/li]\r\n[li]A Spellbook[\/li]\r\n[\/ul]\r\n","spellcasting":"Select Three cantrips: Acid Splash, Chill Touch, Dancing Lights, Fire Bolt, Light, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Ray of Frost, Shocking Grasp, True Strike\r\nSelect Two 1st level spells: Alarm, Burning Hands, Charm Person, Color Spray, Comprehend Languages, Detect Magic, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Floating Disk, Fog Cloud, Grease, Hideous Laughter, Identify, Illusory Script, Jump, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Shield, Silent Image, Sleep, Thunderwave, Unseen Servant","features":"[h2]Spellcasting[\/h2]\r\nAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.\r\n[hr]\r\n[h2]Arcane Recovery[\/h2]\r\nYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.\r\n\r\nFor example, if you\u2019re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.\r\n[hr]\r\n[h2]Arcane Tradition[\/h2]\r\nWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.\r\n\r\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.\r\n[hr]\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n[hr]\r\n[h2]Spell Mastery[\/h2]\r\nAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\r\n\r\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.\r\n[hr]\r\n[h2]Signature Spells[\/h2]\r\nWhen you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don\u2019t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can\u2019t do so again until you finish a short or long rest.\r\n\r\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.\r\n[hr][h2]Your Spellbook[\/h2]\r\nThe spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard\u2019s chest, for example, or in a dusty tome in an ancient library.\r\n[h3]Copying a Spell into the Book[\/h3]\r\nWhen you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.\r\n\r\nCopying 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.\r\n\r\nFor 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.\r\n[h3]Replacing the Book[\/h3]\r\nYou can copy a spell from your own spellbook into another book\u2014for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.\r\n\r\nIf you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.\r\n[h3]The Book's Appearance[\/h3]\r\nYour spellbook is a unique compilation of spells, 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-\u00adedged 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.","subclasses":"[h1]Arcane Traditions[\/h1]\r\nThe study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.\r\n\r\nThe most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.\r\n[hr]\r\n[h1]School of Evocation[\/h1]\r\nYou focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.\r\n[h3]Evocation Savant[\/h3]\r\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.\r\n[h3]Sculpt Spells[\/h3]\r\nBeginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell\u2019s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.\r\n[h3]Potent Cantrip[\/h3]\r\nStarting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip\u2019s damage (if any) but suffers no additional effect from the cantrip.\r\n[h3]Empowered Evocation[\/h3]\r\nBeginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.\r\n[h3]Overchannel[\/h3]\r\nStarting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.\r\n\r\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.","tabledata":"Level | Proficiency Bonus | Features | Cantrips Known | 1st Slots | 2nd Slots | 3rd Slots | 4th Slots | 5th Slots | 6th Slots | 7th Slots | 8th Slots | 9th Slots\r\n1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013\r\n2nd | +2 | Arcane Tradition | 3 | 3 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013\r\n3rd | +2 | \u2013 | 3 4 | 2 \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013\r\n4th | +2 | Ability Score Improvement | 4 | 4 | 3 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013\r\n5th | +3 | \u2013 | 4 4 | 3 | 2 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013\r\n6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013\r\n7th | +3 | \u2013 | 4 4 | 3 | 3 | 1 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013\r\n8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013\r\n9th | +4 | \u2013 | 4 4 | 3 | 3 | 3 | 1 | \u2013 | \u2013 | \u2013 | \u2013\r\n10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | \u2013 | \u2013 | \u2013 | \u2013\r\n11th | +4 | \u2013 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | \u2013 | \u2013 | \u2013\r\n12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | \u2013 | \u2013 | \u2013\r\n13th | +5 | \u2013 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | \u2013 | \u2013\r\n14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | \u2013 | \u2013\r\n15th | +5 | \u2013 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | \u2013\r\n16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | \u2013\r\n17th | +6 | \u2013 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1\r\n18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","tags":"SRD5e, Class","isShared":"on","templateId":"25","blockId":"177455"}