Ruleset: Wizard

 

Wizard

Level Features
1 Arcane Recovery
2 Arcane Tradition
3 -
4 Ability Score Improvement
5 -
6 Arcane Tradition feature
7 -
8 Ability Score Improvement
9 -
10 Arcane Tradition feature
11 -
12 Ability Score Improvement
13 -
14 Arcane Tradition feature
15 -
16 Ability Score Improvement
17 -
18 Spell Mastery
19 Ability Score Improvement
20 Signature Spell

 

Hit Points

Hit Points: 1d4 + CON per Wizard Level
Barrier: 1d6 per Wizard Level

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, pistols
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• (a) a quarterstaff or (b) a dagger
• (a) a scholar's pack or (b) an explorer's pack

Spellcasting

A Wizard is a full caster and adds its Wizard level to his caster level in order to determine spells per day, cantrips known, and spells known. See the Caster Level section to learn more about caster level.

 

Arcane Recovery

You 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.

For example, if you’re 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.

 

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of three disciplines: Artificer, War Mage, or Warden.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

 

Ability Score Improvement

When 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’t increase an ability score above 20 using this feature.

 

Spell Mastery

At 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.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

 

Signature Spells

When 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’t 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’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

 

Artificer


 

Minor Creation

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

 

Permanent Creation

Starting at 6th level, when you cast a spell from the Create Armor, Create Simple Gear, or Create Weapon schools, you can use a spell slot two levels higher to make the item permanent.

 

Focused Creation

Beginning at 10th level, while you are concentrating on a structural spell, your concentration can’t be broken as a result of taking damage.

 

Durable Structures

Starting at 14th level, any object you create with a structural spell has an additional 60 hit points.

 

Evoker


Some wizards devote their focus to evocation magic, sculpting it in ways nothing else could make possible

 

Sculpt Spells

Beginning 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’s 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.

 

Potent Cantrip

Starting 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’s damage (if any) but suffers no additional effect from the cantrip.

 

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any evocation spell you cast.

 

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell.

The 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 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 damage per spell level increases by 1d12. This damage ignores resistance and immunity.

 

Shield Sage


A Shield Sage specializes in protective magic used for themselves and most of all their party. And when protective magic fails they heal any wounds created to undo any damage done.

 

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. Whenever you use a spell of 1st level or higher to restore hit points to a creature you can simultaneously use a strand of the spell’s magic to empower your barrier. Your barrier heals hit points equal to your wizard level + your Intelligence modifier.

 

Dutiful Healer

Beginning at 6th level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your intelligence modifier.

 

Barrier Transference

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Barrier to absorb that damage. If your barrier cannot take the full amount of damage that creature would have taken you cannot use this ability.

 

Master Healer

Starting at 14th level, you can use your action to consume a reserve of transmutation magic in a single burst. When you do so, choose one of the following effects.

Panacea.You remove all curses, diseases, and poisons affecting a creature that you touch. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.

Once you use this feature, you can’t use it again until you finish a long rest.

 

War Mage


A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and protection. It teaches techniques that empower a caster’s spells, while also providing methods for a wizard to bolster their own defenses.

 

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

 

Tactical Wit

Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Intelligence modifier.

 

Power Surge

Starting at 6th level, you can empower your spells that unleash harm on groups of foes. When you force multiple creatures to make saving throws against the damage of one of your spells, you can increase the spell’s damage by rolling two more of its damage dice. This increase occurs only on the turn you cast the spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

 

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, magical energy arcs from you; each creature of your choice within 10 feet of you takes damage typed to your barrier equal to half your wizard level.

Ruleset: Wizard

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