Wizard Abilities Table
Spell Slots per Spell Level
Level PB Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Arcane Recovery Spellcasting (Wizard) 3 2
2nd +2 Arcane Tradition 3 3
3rd +2 Cantrip Formulas 3 4 2
4th +2 Feat (4th) 4 4 3
5th +3 4 4 3 2
6th +3 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Feat (8th) 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Feat (12th) 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Feat (16th) 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 Feat (19th) 5 4 3 3 3 3 2 1 1 1
20th +6 Epic Boon (20th) Signature Spells 5 4 3 3 3 3 2 2 1 1
Class:
Subclass:
Wizard

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.


  • Main Class Information:
  • Class Group: Mages
  • Primary Ability:
  • Spellcasting Ability Score:
  • Restricted Spell Spheres:

  • Hit Dice:
  • Hit Dice: 6 per level
  • Hit Points at 1st Level: 6 + CON Modifer
  • Hit Points at Higher Levels: 1d6 (or 4) + CON Modifer

  • Saving Throw Proficiency:
  • Intelligence
  • Wisdom

  • Weapon Proficiencies:
  • Daggers 2 gp
  • Darts 0.05 gp
  • Slings 0.1 gp
  • Quarterstaffs 0.2 gp
  • Crossbows, Light 25 gp

  • Skill Proficiencies:
  • Choose 2 From:

  • Multiclass Requirements:
  • Ability Score Minimum Required: Intelligence 13

  • Passive Abilities:
  • Spellcasting (Wizard) Wizard 1
  • Arcane Tradition Wizard 2
  • Cantrip Formulas Wizard 3
  • Feat (4th) 4
  • Feat (8th) 8
  • Feat (12th) 12
  • Wizard Spellcasting (15) Wizard 15
  • Feat (16th) 16
  • Spell Mastery Wizard 18
  • Feat (19th) 19
  • Signature Spells Wizard 20
  • Epic Boon (20th) 20

  • Abilities:
  • Arcane Recovery Wizard 1


-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information