-1 | Strength |
+2 | Dexterity |
+2 | Constitution |
+7 | Intelligence |
+5 | Wisdom |
+0 | Charisma |
+2 | Acrobatics |
+2 | Animal Handling |
+7 | Arcana |
-1 | Athletics |
+0 | Deception |
+7 | History |
+5 | Insight |
+0 | Intimidation |
+4 | Investigation |
+5 | Medicine |
+4 | Nature |
+2 | Perception |
+0 | Performance |
+0 | Persuasion |
+4 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+2 | Survival |
Athame | 1d20+5 | 1d4+2 |
---|---|---|
Derringer | 12d0+5 | 1d8+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. The Wizard table shows how many spell slots you have to cast your spells of 1st level 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. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
When 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, Transmutation, or War Magic [Xan].
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 bandits, adventurers, or aspiring tyrants.
Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved. 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 (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls. 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 and isn't a cantrip, 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 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.
Statblocks for your familiars, mounts etc.
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Statblocks for race/species of the character.
Languages. Common and a chose of one other language
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules, pg. 221
0-level (Cantrip) Necromancy
Basic Rules , pg. 230
0-level (Cantrip) Evocation
Xanathar's Guide to Everything, pg. 169
0-level (Cantrip) Necromancy
Basic Rules , pg. 275
0-level (Cantrip) Evocation
Basic Rules
1-level Evocation
XGtE P. 151
1-level Necromancy
PHB: P. 239
1-level Necromancy
PHB: P. 240
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 256
1-level Abjuration
PHB: P. 257
1-level Evocation
PHB: P. 271
1-level Necromancy
PHB: P. 275
1-level Abjuration
PHB: P. 282
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerXGtE P. 150 / EE: P. 15 / PotA: P. 233
1-level Transmutation
PHB: P. 252
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 219
2-level Necromancy
PHB: P. 260
2-level Conjuration
XGtE P. 150 / EE: P. 15 / PotA: P. 233
2-level Evocation
PHB: P. 259
2-level Evocation
XGtE P. 161 / EE: P. 20 / PotA: P. 238
3-level Evocation
PHB: P. 250
3-level Transmutation
PHB: P. 241
3-level Evocation
PHB: P. 255
3-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerStatblocks for your Trinkets, businesses, building, castles, empires.