One D&D Playtest 7
Primary Ability: Intelligence
Wizards are supreme magic-users, defined by their careful and exhaustive study of magic’s inner workings. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. 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 from the sky, or open portals to other worlds.
Beyond the sheer power of the spells they cast, though, Wizards share an approach to magic that is scholarly and exacting. Wizards understand magic at a fundamental level, giving them a precise mastery of their spells. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic, and use those foundations to alter their spells and even craft entirely new spells. Renowned Wizards such as Bigby, Tasha, Mordenkainen, Yolande, and many more invented iconic spells now used across the multiverse.
Wizards’ lives are seldom mundane. The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other Wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.
But the lure of knowledge and power calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those
secrets could unlock the path to a power greater than any magic available in the present age.
hit dice:
1d6 per Sorcerer level
hit points at 1st level:
6 + you Constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier
armor proficiencies:
None
weapon proficiencies:
Simple weapons
tools:
None
saving throws:
Intelligence, Wisdom
skills:
(Choose 2) Arcana, History, Insight, Investigation, Medicine, Religion
starting equipment:
As a level 1 character, you start with the following equipment, or you can forgo it and spend 55 GP on equipment of your choice.
Arcane Focus
(Quarterstaff)
Dagger (2)
Robe
Scholar’s Pack
5 GP
spellcasting:
LEVEL 1: SPELLCASTING
As a student of arcane magic, you have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Wizard.
Cantrips. You know three cantrips of your choice from the Wizard spell list (see the “Wizard Spell List” sidebar). Rather than choosing, you may start with Light, Mage Hand, and Ray of Frost. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach levels 4 and 10 in this class, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book in your possession: your spellbook. It is a Tiny object that weighs 3 pounds, and it contains 100 pages, which can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound together by twine.
The book contains the spells you know of level 1 and higher. It starts with six level 1 spells of your choice from the Wizard spell list. Instead of choosing spells, you can have your book contain the following spells: Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard table shows how many spell slots you have to cast your spells of level 1 and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there. Preparing a new list requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast a spell: at least 1 minute per spell level for each spell you add to the list.
Ritual Caster. You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Spellcasting Ability. Intelligence is your spellcasting ability for the spells you cast with your Wizard features.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for the spells you cast with your Wizard features.
class features:
As a Wizard, you gain the following class features when you reach the specified levels in this class. These features are listed on the Wizard table.
LEVEL 1: ARCANE RECOVERY
You have learned to regain some of your magical energy by studying your spellbook. 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 level 6 or higher.
For example, if you’re a level 4 Wizard, you can recover up to two levels worth of spell slots, regaining either a level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.
LEVEL 2: SCHOLAR
While studying magic, you also specialized in an academic field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Nature, or Religion. You have Expertise in the chosen skill.
LEVEL 3: WIZARD SUBCLASS
You gain a Wizard subclass of your choice: Abjurer, Diviner, Evoker, or Illusionist. Subclasses are detailed after this class’s description.
A subclass is a specialization that grants you special features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level and lower.
LEVEL 4: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
As shown on the Wizard table, you gain this feature again at levels 8, 12, 16, and 19.
LEVEL 5: MEMORIZE SPELL
Studying your spellbook for 1 minute, you can expend mental and magical effort to memorize a spell. Choose one spell of level 1 or higher from your spellbook that you don’t have prepared. You now have that spell prepared until you use this feature to prepare a different spell.
LEVEL 18: SPELL MASTERY
You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell that are in your spellbook and that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Whenever you finish a Long Rest, you can study your spellbook and exchange one of those spells for another eligible spell of the same level from that book.
LEVEL 20: SIGNATURE SPELLS
You gain mastery over two powerful spells and can cast them with little effort. Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can’t do so again until you finish a Short Rest or Long Rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
subclass options:
ABJURER
Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of
existence must be closed. Adventuring parties value Abjurers for the protection they provide their companions against a variety of hostile magic and other attacks.
LEVEL 3: ABJURATION SAVANT
Choose two Abjuration spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Abjuration spell from the Wizard spell list to your spellbook for free.
LEVEL 3: ARCANE WARD
You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains.
Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.
Once you create the ward, you can’t create it again until you finish a Long Rest.
LEVEL 6: PROJECTED WARD
When a creature that you can see within 30 feet of yourself takes damage, you can use your Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage.
LEVEL 10: SPELL BREAKER
You always have the Dispel Magic spell prepared, you can cast it as a Bonus Action, and you can add your Proficiency Bonus to its ability check.
LEVEL 14: SPELL RESISTANCE
You have Advantage on saving throws against spells, and you have Resistance against the damage of spells.
DIVINER
The counsel of a Diviner is sought by those who seek a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness so you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
LEVEL 3: DIVINATION SAVANT
Choose two Divination spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Divination spell from the Wizard spell list to your spellbook for free.
LEVEL 3: PORTENT
Glimpses of the future begin to press in on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any d20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.
LEVEL 6: EXPERT DIVINATION
Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell of level 2 or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than level 5.
LEVEL 10: THE THIRD EYE
You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short Rest or Long Rest. You can’t use this feature again until you finish a Short Rest or Long Rest.
Darkvision. You gain Darkvision out to a range of 120 feet.
Greater Comprehension. You can read any language.
See Invisibility. You can cast See Invisibility without expending a spell slot.
LEVEL 14: GREATER PORTENT
The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two.
EVOKER
You 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 adventurers.
LEVEL 3: EVOCATION SAVANT
Choose two Evocation spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Evocation spell from the Wizard spell list to your spellbook for free.
LEVEL 3: POTENT CANTRIP
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
LEVEL 6: SCULPT SPELLS
You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus 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.
LEVEL 10: EMPOWERED EVOCATION
Whenever you cast an Evocation spell from the Wizard spell list, you can add your Intelligence modifier to one damage roll of that spell.
LEVEL 14: OVERCHANNEL
You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. 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 Necrotic damage for each level of the spell, immediately after you cast it. This damage ignores Resistance and Immunity to damage. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.
ILLUSIONIST
You focus your study on magic that dazzles the senses and tricks the mind. Your magic is subtle, but the illusions you craft make the impossible seem real. Some Illusionists—including many Gnome Wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
LEVEL 3: ILLUSION SAVANT
Choose two Illusion spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Illusion spell from the Wizard spell list to your spellbook for free.
LEVEL 3: IMPROVED MINOR ILLUSION
You know the Minor Illusion cantrip. If you already know this cantrip, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
When you cast Minor Illusion, you can create both a sound and an image with a single casting of it.
LEVEL 6: MALLEABLE ILLUSIONS
After you cast an Illusion spell that has a duration of 1 minute or longer, you can use a Bonus Action to change the nature of that illusion (using the spell’s normal parameters of the illusion), provided you can see it.
LEVEL 10: ILLUSORY SELF
You can create an illusory duplicate of yourself in response to danger. When a creature makes an attack roll against you, you can use your Reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can’t use it again until you finish a Short Rest or Long Rest. You can also restore your use of it by expending a spell slot of level 2 or higher (no action required).
LEVEL 14: ILLUSORY REALITY
You have learned the secret of weaving shadow magic into your illusions to give them a semi- reality. When you cast an Illusion spell with a
spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough
for your allies to cross. The object can’t deal damage or give any conditions.
Level | Prof. Bonus | Class Features | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|
1 | +2 | Arcane Recovery, Spellcasting | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
2 | +2 | Scholar | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
3 | +2 | Wizard Subclass | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4 | +2 | Ability Score Improvement | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5 | +3 | Memorize Spell | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
6 | +3 | Subclass Feature | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
7 | +3 | — | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8 | +3 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9 | +4 | — | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10 | +4 | Subclass Feature | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11 | +4 | — | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12 | +4 | Ability Score Improvement | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13 | +5 | — | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14 | +5 | Subclass Feature | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15 | +5 | — | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16 | +5 | Ability Score Improvement | 5 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17 | +6 | — | 5 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Spell Mastery | 5 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 5 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Signature Spells | 5 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |