Wizard

A smart scholar that studied the arcane arts and is now capable of using powerful arcane magic.

Quick Build: You will need to prioritize the Intelligence stat as a Wizard, as all your spells will use your Arcana skill

Contents

Wizard Class Table

Level Tier Abilities
1
1
Wizard Casting (Rank 0), Spellbook
2
1
Arcane Mind, Wizard School
3
2
Wizard Casting (Rank 1)
4
2
Feat
5
3
Arcane Master, Wizard Casting (Rank 2)
6
3
Wizard School
7
3
Wizard Casting (Rank 3)
8
3
Feat
9
4
Arcane Energy, Wizard Casting (Rank 4)
10
4
Wizard School
11
4
Wizard Casting (Rank 5)
12
4
Feat
13
5
Arcane Soul, Wizard Casting (Rank 6)
14
5
Wizard School
15
5
Wizard Casting (Rank 7)
16
5
Legendary Feat
17
6
Arcane Deity, Wizard Casting (Rank 8)
18
6
Wizard School
19
6
Legendary Feat
20
6
Wizard Casting (Rank 9)

Max HP and Posture

The Wizard gains 6 Max HP and 3 Max Posture per level.

Additionally, the Endurance skill is added to the Max HP only once.

The Reflex skill is also added to the max Posture only once as well.

Wizard HP List

  • Max Posture per Wizard Level: 3 Posture
  • Max HP per Wizard Level: 6 HP

Wizard Level 1

Wizard Casting (Rank 0)

You learn how to cast magical spells through arcane studies.

Wizard Spells have the following traits:

  • You can only learn Wizard spells of Level 0.

  • The total number of Wizard spells you know is equal to 2 times your Wizard Level + your Arcana. When you Level up, you can switch up to 3 Wizard spells you know. However, they are all inscribed in your spellbook, and you must have your spellbook to cast Wizard spells.

  • Wizard spells require clear movement and gesture. You cannot cast Wizard Spells while wearing Medium or Heavy Armors or wielding Medium or Great Shields.

  • The Spell Skill for your Wizard Spells is Arcana.

See the Spells section to learn more how spells work here.

Spellbook

You have your own spellbook, which contains all the spells and magical information that you know.

You register all Wizard spells you know in your spellbook and you can find and transcribe new spells in your spellbook as you adventure yourself.

When you find such a spell, you can spend a number of hours equal to 1 + the spell’s level in order to transcribe it to your spellbook. In addition, you can also write your spells in other places, such in notes or even create a second spellbook if you ever lose the first one.

Moreover, you can also consult your spellbook to gain advantage on all Arcana Checks that you make.

If you lose your spellbook, you can create a new one by Memory. During a Full rest, you can make a Memory Check to see if you can write down the spells you remember. You can then write down a number of spells you knew equal to the result of that Memory Check.

Wizard Level 2

Arcane Mind

The exposure of arcane magic has altered your mind, making you understand the incomprehensible nature of magic.

You gain 1 Arcane Slot, which can be used for your Wizard abilities. You regain all your used Arcane Slots when you finish a Short or Long rest.

When you fail an Arcana, Investigation or Memory Check or Save, you can use 1 Arcane Slot to reroll that result, potentially turning it into a success instead. You must use the second result and cannot reroll it again.

Wizard School

You learn a specific line of thought from a Wizard School.

Choose one Wizard Subclass for your character. You gain the abilities from Level 2 from that subclass.

You then gain the rest of the Subclass abilities when you reach Level 6, 10, 14 and 18.

Wizard Level 3

Wizard Casting (Rank 1)

You gain a Caster Rank and you can now learn Wizard spells of Level 1.

Your Caster Rank grants access to Mana, which can be used to cast Spells of Level 1 or higher.

The amount of Mana you have is determined by your Caster Rank, as shown in the Caster Table below.

Caster Rank Total Mana Spell Level Cap. Mana Cost
1
4
1
1
2
10
2
2
3
20
3
4
4
30
4
6
5
40
5
10
6
50
6
14
7
65
7
20
8
80
8
30
9
100
9
50

To cast a Level 1 or higher spell, you must use 1 Mana as mentioned on the table above. The higher the Level, the more Mana you need to spend to cast the spell.

You regain all your Mana when you finish a Long rest.

Wizard Level 4

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Wizard Level 5

Arcane Master

You are now considered a master of the arcane energy.

You now have 2 Arcane Slots. In addition, you can use 1 Arcane Slot to upcast a spell you cast by 1 Level.

Wizard Casting (Rank 2)

You gain a Caster Rank and you can now learn Wizard spells of Level 2.

Wizard Level 6

Wizard School

You gain the abilities of Level 6 of the chosen Subclass

Wizard Level 7

Wizard Casting (Rank 3)

You gain a Caster Rank and you can now learn Wizard spells of Level 3.

Wizard Level 8

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Wizard Level 9

Arcane Energy

The arcane energy in your body becomes more powerful.

You now have 3 Arcane Slots. In addition, you gain extra Mana equal to your Tier.

Wizard Casting (Rank 4)

You gain a Caster Rank and you can now learn Wizard spells of Level 4.

Wizard Level 10

Wizard School

You gain the abilities of Level 10 of the chosen Subclass

Wizard Level 11

Wizard Casting (Rank 5)

You gain a Caster Rank and you can now learn Wizard spells of Level 5.

Wizard Level 12

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Wizard Level 13

Arcane Soul

Your soul is now one with the Arcane powers of the world.

You have 4 Arcane Slots. In addition, you can use 2 Mana to recover 1 Arcane Slot as a Free Action.

Wizard Casting (Rank 6)

You gain a Caster Rank and you can now learn Wizard spells of Level 6.

Wizard Level 14

Wizard School

You gain the abilities of Level 14 of the chosen Subclass

Wizard Level 15

Wizard Casting (Rank 7)

You gain a Caster Rank and you can now learn Wizard spells of Level 7.

Wizard Level 16

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Wizard Level 17

Arcane Deity

You are considered a powerful Arcane deity, capable of immense amounts of power.

You now have 5 Arcane Slots. In addition, you can cast any Wizard spell you know without using any Mana. If you do so, you also regain all your Arcane Slots.

You can only use this ability once per Long rest.

Wizard Casting (Rank 8)

You gain a Caster Rank and you can now learn Wizard spells of Level 8.

Wizard Level 18

Wizard School

You gain the abilities of Level 18 of the chosen Subclass

Wizard Level 19

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Wizard Level 20

Wizard Casting (Rank 9)

You gain a Caster Rank and you can now learn Wizard spells of Level 9.

Wizard Subclasses

Every Wizard studies the arcane arts, but each one of them specializes in one aspect of this mysterious energy.

Your Subclass grants abilities on the Levels 2, 6 , 10, 14 and 18. With the admission of your GM, you can switch your Subclass anytime, but try to commit with a single Subclass.

Battle Mage

You have studied the art of war, as well as the arcane arts. With the knowledge of both them, you have learned how to apply the arcane magic to wield weapons and to become an incredible warrior

Quick Build: As a Battle Wizard, you should focus on your Strenght or Dexterity stats in order to use Weapons.

Level Tier Abilities
2
1
Arcane Battle Stance, Favorite Weapon (2)
6
3
Double Action, Favorite Weapon (4)
10
4
Advanced Arcane Combat
14
5
Battle Casting
18
6
Triple Action

Battle Mage Level 2

Arcane Battle Stance

You learned to use a special stance using your Arcane magic.

As a Bonus Action, you can use 1 Arcane Slot to activate your Battle Stance, which lasts for 1 minute. While your Battle Stance is activated, you gain the following effects:

  • You gain advantage on all Concentration Saves.

  • You gain Posture equal to 2 times your Wizard Level.

  • Once per Action, when you hit an Attack with a weapon, you can deal extra 1d4 force damage

Favorite Weapon (2)

You are experienced with weapons.

Choose any 2 weapons to be your Favorite Weapons. When you finish a Full Rest, you can switch one of your Favorite weapons with another Weapon, which you can find here.

Battle Mage Level 6

Double Action

You can now use 2 Actions per turn.

Favorite Weapon (4)

Choose any 2 weapons to be your Favorite Weapons. Whenever you Level up, you can switch one of your Favorite weapons with another Weapon.

Battle Mage Level 10

Advanced Arcane Combat

While your Battle Stance is activated, you gain the following additional effects:

  • You automatically succeed at any Concentration Save.

  • Once per Action, when you hit an Attack with a weapon, you can deal extra 1d8 force damage instead of just 1d4 force damage.

  • If you would be reduced to 0 HP, you can make your Battle Stance immediately end, and be reduced to 1 HP instead.

Battle Mage Level 14

Battle Casting

Your experience in the battlefield has allowed you to cast spells much quicker than normal.

Once per round, before you cast a Normal spell, you can use 1 Arcane Slot and cast that spell as if it were a Quick Spell that uses your Action.

So you could spend 1 Arcane Slot to cast a Normal Spell while not having any free hands for example. When you use the Double Action ability, you could also use your first Action to Attack, and then spend 1 Arcane Slot to cast a Normal Spell with your second Action for example.

Battle Mage Level 18

Triple Action

You can use 3 Actions per turn.

Chaotician

Some believe that Chaos is not composed by randomness, but it is instead made by specific patterns in reality. Chaoticians seek to understand this pattern. They study the composition of Chaos and use their magic to control it.

Quick Build: As a Chaotician, we recommend investing on your Insight and Perception skills to make the best use of your Eyes of Chaos ability.

Level Tier Abilities
2
1
Directed Chaos, Eyes of Chaos
6
3
Chaotic Casting
10
4
Unpredictable Energy
14
5
Controlled Chaos
18
6
Chaotic Madness

Chaotician Level 2

Directed Chaos

You have learned how to manipulate the odds of the world by understanding chaos and manipulating it with magic.

Before you or a creature within 60 feet of you makes a Check, Save or an Attack, you can use your Reaction and 1 Arcane Slot to grant advantage or impose disadvantage on that roll (your choice).

Once you use this ability, you become Confused. You cannot use this ability while you are Confused.

Eyes of Chaos

You now see hallucinations containing the patterns of chaos. You can decipher these hallucinations using your arcane knowledge, making you perceive the world in a different way.

You can now use the Intelligence stat for the Insight and Perception skills instead of the Wisdom stat.

In addition, you also ignore all the downside effects of being Confused, as well on curses effects related to Confusion.

Chaotician Level 6

Chaotic Casting

You learned to manipulate your spells with chaotic energy.

While Confused, you can use a Bonus Action to roll on the Chaos table below to produce a random effect.

1d10 Random Effect
1
You stop being Confused.
2
Your appearance randomly changes for 1 hour as if by the effects of the Alter Body spell.
3
You can then cast the Minor Lightning spell as a Free Action, ignoring any restrictions from Normal Spells.
4
You can then cast the Magic Missile spell as a Free Action ignoring any restrictions from Normal Spells.
5
A barrier appears covering your body, granting you Heavy cover until the start of your next turn
6
Your skin becomes hard as stone. Your AP becomes 5, which lasts for 1 minute
7
You gain a 30 feet Fly speed with Hover, which lasts for 1 minute
8
You are affected by the Invisibility spell until the start of your next turn.
9
Choose 1 unoccupied space within 60 feet of you. You immediately teleport to that space.
10
A surge of magic overflows through you. You regain 1 used Arcane Slot

Chaotician Level 10

Unpredictable Energy

Your chaotic powers grow to become incredibly powerful.

Whenever you use your Chaotic Casting ability, you can roll on the Chaos table 2 times to produce 2 random effects.

Chaotician Level 14

Controlled Chaos

You have true understanding on how the Chaos works, giving you a much better control over it.

Whenever you make a roll on the Chaos Table, you can reroll the result, potentially changing the random effect. You must use the second result, and you cannot reroll it again.

Chaotician Level 18

Chaotic Madness

You have mastered the powers of chaos.

Your Directed Chaos no longer requires Arcane Slots to be used and you can keep using it even while you are Confused.

In addition, you can regain 1d12 Posture at the start of your turns while you are Confused and whenever you would take any psychic damage, you can regain Posture instead of taking that damage.

Divination

Those that study the Divination arts become enlightened and create a powerful perception which lets them see the future…

Quick Build: As a Divination Wizard, we recommend you be careful with spells that use your reaction, as they will compete with the reaction of your Omen ability.

Level Tier Abilities
2
1
Omen, Eyes of Fortune
6
3
Great Omen
10
4
Third Eye
14
5
True Vision
18
6
True Omen

Divination Level 2

Omen

Your connection with time allows you to make accurate predictions of what’s going to happen in the near future.

When you finish a Long rest, you can roll 1d20 and record the result to be your Omen roll. You reroll your Omen roll whenever you finish another Long rest.

Before you or a creature within 60 feet of you makes a Check, Save or an Attack, you can use your Reaction and 1 Arcane Slot and make the result of that Check, Save or Attack be equal to your Omen roll.

Once you use this ability, you must then roll 1 Arcana Save (DC 20). On a fail, you cannot use this ability again until you finish a Long rest. On a success, you reroll your Omen roll.

Eyes of Fortune

Your knowledge about Divination makes you understand fortune itself as an equation rather than a mythical thing.

Whenever you make a Luck Check, you can use your Intelligence stat instead of the Luck stat for that roll.

In addition, you can also predict the fortune of other people. This can be done by reading the palm of their hands, reading a tarot card that they choose or with any mystical tradition of your choice.

When you do so, that person then rolls 1 Luck Check and record the result. That person must then use the recorded result for the next Luck Check it makes during that same day instead of rolling it.

You can only read the fortune of another person once per Long rest, and you cannot read your own fortune in this way.

Divination Level 6

Great Omen

Your prophecies have become more powerful and can see multiple futures at once.

Whenever you roll for your Omen roll, you can roll 2d20s and choose 1 result to be your Omen roll.

Divination Level 10

Third Eye

You have awakened your third eye, which grants special senses.

You gain Blind Senses. In addition, you no longer need to see the target of your spells, meaning that you can choose a target that is on Full Cover or Invisible for example, as long as they are still on the spell’s reach.

Divination Level 14

True Vision

Your third eye allows you to see through any illusions.

You become immune to any effect from Spells from the Illusion School or similar effects.

You can see through any visual effect and can discern any sound effect made by an illusion.

Divination Level 18

True Omen

Your omens are regarded as absolute truth.

Before you make the Arcana Save of your Omen ability, you can use 1 Arcane Slot to automatically succeed that Save.

In addition, you also choose the result of your Omen instead of rolling it now.

Illusionist

You studied illusion magic and the nature of reality itself and now you are left wondering: Is everything just an illusion?

Quick Build: As an Illusionist Wizard, you should learn the Minor Illusion and Hologram spells when possible.

Level Tier Abilities
2
1
Calculated Deception, Illusionary Self
6
3
Quick Illusions
10
4
Fractured Self
14
5
Schrodinger's Box
18
6
Schrodinger's Cat

Illusionist Level 2

Calculated Deception

You lie with a precise plan and strategy.

You gain advantage on Deception Checks and you can use your Intelligence stat instead of the Charisma stat for the Deception skill.

Moreover, when you cast a Illusion spell that can produce an Image or sound, you can always produce both Image and sound at the same time.

Illusionary Self

As a Bonus Action, you can use your Concentration and 1 Arcane Slot to produce an Illusionary Copy of yourself.

This copy then appears within 60 feet within you, and it must remain within 60 feet of you all times. As a Bonus Action, you can also move the Illusion up to 30 feet in any direction you choose, even making it fly if you want.

When you cast a spell, you can make it originate from the illusion as if you were there instead.

If the Illusion is within 5 feet of you, all Attacks against you gain disadvantage for creatures without Blind Senses or without True Vision.

Your Concentration on this ability lasts for 10 minutes.

Illusionist Level 6

Quick Illusions

When you cast a Quick Spell that uses your Action, you can use your Bonus Action for that spell instead.

The spell must be from the Illusion Schoool of magic.

Illusionist Level 10

Fractured Self

Your Illusionary copies become a real part of yourself.

As a Bonus Action, you can switch places with 1 Illusionary copy of yourself.

In addition, whenever you would take any damage, you can use your Reaction to switch places with your Illusionary copy to avoid that damage, but the Illusionary copy immediately disappears right after.

Illusionist Level 14

Schrodinger’s Box

When you create the image of a non living object with a Level 1 or higher Illusion spell, such as Hologram, you can make that object become real for 1 minute while the spell lasts. You can use a Free Action to make the object become an Illusion again or vice-versa.

The object still cannot deal any damage or harm anyone and it cannot be magical.

Illusionist Level 18

Schrodinger’s Cat

You can now use your Schrodinger’s Box ability to create living creatures as well.

The creature you create with your Illusion must be of Tier 3 or lower, and it cannot be Gigantic or larger.

That creature has a total Posture equal to 5 times the Level of the spell you used to create it. The creature vanishes when the spell ends, or when it’s Posture reaches 0.

The creature takes its turn immediately after you, and you can command it as a Free Action. That creature cannot use any Villain Actions.

The Necromancer

You have studied Necromancy magic and learned about the secrets of Death itself. You now see the Undead as a fascinating creature and a source of immortality.

Quick Build: As a Necromancer, you can abuse the power of Necromancy spells, such as False Life, since you can use your False Vitality to not take any damage from them.

Level Tier Abilities
2
1
Eyes of the Dead, False Vitality
6
3
Undead Affinity
10
4
Necronomicon
14
5
Half Lich
18
6
True Lich

Necromancer Level 2

Eyes of the Dead

You have seen Death itself, and you are now able to see as if you were an Undead creature yourself.

You learn the Sense Good or Evil spell, and when you cast it, you also gain the following effect:

  • You are able to sense death. You can tell if there are any Dead or Undead creatures within the spell reach. You don’t know the exact location of the creature, only that it is on the spell reach. You also see a black aura when you see a dead creature, and by analyzing this aura, you can tell exactly for how long the creature has been dead.

False Vitality

When you cast a Necromancy spell that would inflict damage to yourself, you can use 1 Arcane Slot and don’t receive any damage from it instead.

Necromancer Level 6

Undead Affinity

You learn the Create Simple Undead spell, which doesn’t count against the total number of spells you already know. When you reach Caster Rank 4, you also learn the Create Undead spell, which also doesn’t count against the total number of spells you already know.
 

When you cast the Create Simple Undead spell or the Create Undead spell at later levels, you can use a number of bodies up to your Tier as the material for the ritual, creating and controlling multiple undeads creatures at the same time instead of controlling only 1 Undead.

Necromancer Level 10

Necronomicon

Your Spellbook has become completely infested with Necromancy magic, and has taken a different form.

You can learn all Necromancy spells and they are all considered Wizard spells for you, regardless if the spell is in the Wizard Spell List or not.

In addition, you can now use your False Vitality ability for free, without using any Arcane Slots.

Necromancer Level 14

Half Lich

Necromancy magic has now started to physically change you.

You become an Undead type, in addition to the creature type of your race. You also gain resistance to dark damage.

In addition, if you would transform a creature into an Undead creature, with a spell like the Putrid Flesh or Black Plague for example, you can use 1 Arcane Slot to take control over that Undead creature for 1 hour.

You can then command that Undead creature as a Free Action, which obey all commands that you make.

Necromancer Level 18

True Lich

You have become a true King of the Undead.

When you take control over an Undead creature with your Half Lich ability, that creature is under your control permanently, instead of just 1 hour.

In addition, you now have an infinite lifespan, and you will no longer die of old age, but you must consume the souls of creatures to keep yourself alive.

You learn the Steal Soul spell if you don’t already, and you must use it to consume Souls every week in order to keep yourself alive. If you don’t, you will start to hunger, losing 1 Max Mana per day. When your Max Mana reaches 0, you become permanently Unconscious, or until someone gives a soul for you to consume. When you consume a soul, your Max Mana returns back normal.

Transmutation

You studied the secrets of matter and molecules. You discovered that everything can change, especially with the help of a little arcane magic.

Quick Build: As a Transmutation Wizard, you should focus on Transmutation spells to better use your Stone of Transmutation ability.

Level Tier Abilities
2
1
Alter Matter, Arcane Polymorph
6
3
Stone of Transmutation
10
4
Advanced Polymorph
14
5
Master of Transmutation
18
6
Philosopher's Stone

Transmutation Level 2

Alter Matter

You learn how to shape matter.

As an Action, you can use your Concentration and 1 Arcane Slot to touch 1 solid inanimate object and transform it. You can then transform that object, changing its shape and appearance, but it must still remain with the same approximate size and weight. You can only transform up to 1 cubic foot material at once.

The material itself still has the same atomic structure, since you only changed the shape and appearance. A creature can attempt to analyze the material with 1 Investigation Check (DC equals 10 + your Arcana). On a success, it notices that the object is being influenced with magic.

The material itself can only do a maximum of 5 damage per turn. You choose the type of damage the material does. If you attempt to change the material that a non-willing creature is using, such as a weapon or armor, you must make 1 Brawling Melee Attack. On a hit, you deal no damage, but you change the material.

Your Concentration on this ability lasts for 10 minutes, after which the object transforms back to its original form.

Arcane Polymorph

By using 1 Arcane slot, you can cast the Polymorph spell without using any Mana.

However, when you cast the spell in this way, the Beast transformed must be of Tier 0.

In addition, you can make the spell last a number of hours equal to your Wizard Level.

Transmutation Level 6

Stone of Transmutation

You learn how to create a special stone that stores transmutation spells.

When you finish a Long rest, you can create a Stone and store spells from the transmutation school you know worth 3 Levels on it. So you could store 3 Transmutation spells of Level 1, store a Level 2 and a Level 1 Transmutation spell, or any other combination that you want.

Any creature holding that Stone is able to cast the stored spell using your Arcana skill for its Spell Skill.

The spells remain stored in that Stone until they are casted, or until you finish a Long rest, after which it vanishes.

Transmutation Level 10

Advanced Polymorph

When you use your Arcane Polymorph ability, the Beast transformed can be of Tier 2 or lower.

In addition, you can also cast Polymorph as a Reaction when you roll for Initiative, or before you take any damage.

Transmutation Level 14

Master of Transmutation

You no longer need to use your Concentration for your Alter Matter ability. In addition, you can now transform up to 35 cubic feet of materials at once. Moreover, the materials now transform back to their original form after 24 hours.

Transmutation Level 18

Philosopher’s Stone

You can now use the Stone of transmutation ability to cast any Transmutation spell of Level 3 or lower for free, without using any Mana. The stone can also store spell from the transmutation school you know worth of 9 Levels in it.

In addition, when you use your Alter Matter ability while holding the stone you create, the changes on that material become permanent and you can alter material on its very core. If you choose to create a dangerous object, such as a lava or poison, the maximum amount of total damage they can deal is 8d12 overall, usually requiring an Endurance Save, taking only half the damage on a success. The Type of this damage is decided by you.