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School of Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
hit dice: See [url:

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
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.
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.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

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.  

Arcane Tradition

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  

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 hvae them prepared.
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, 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 sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211
Wizard
hit points at 1st level: See [url:

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
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.
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.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

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.  

Arcane Tradition

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  

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 hvae them prepared.
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, 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 sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211
Wizard
hit points at higher levels: See [url:

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
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.
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.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

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.  

Arcane Tradition

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  

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 hvae them prepared.
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, 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 sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211
Wizard
armor proficiencies: See [url:

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
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.
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.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

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.  

Arcane Tradition

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  

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 hvae them prepared.
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, 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 sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211
Wizard
weapon proficiencies: See [url:

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
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.
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.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

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.  

Arcane Tradition

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  

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 hvae them prepared.
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, 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 sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211
Wizard
tools: See [url:

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
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.
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.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

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.  

Arcane Tradition

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  

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 hvae them prepared.
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, 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 sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211
Wizard
saving throws: See [url:

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
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.
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.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

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.  

Arcane Tradition

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  

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 hvae them prepared.
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, 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 sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211
Wizard
skills: See [url:

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
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.
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.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

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.  

Arcane Tradition

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  

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 hvae them prepared.
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, 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 sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211
Wizard
starting equipment:
See [url:

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
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.
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.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

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.  

Arcane Tradition

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  

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 hvae them prepared.
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, 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 sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211
Wizard.
spellcasting:
See [url:

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
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.
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.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

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.  

Arcane Tradition

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  

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 hvae them prepared.
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, 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 sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211
Wizard.
class features:

Enchantment Savant

Beginning at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.  

Hypnotic Gaze

Starting at 2nd level, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5' of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. The charmed creature's speed becomes 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5' away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.  

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30' of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw. On a failed save, the attacker must target the creature closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until finishing a long rest.
You must choose to use this feature before knowing if the attack hits or misses. Creatures that can't be charmed are immune to this effect.  

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.  

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw or lose a number of hours of its memories equal to 1 + your Charisma modifier. You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
subclass options:

Created by

Adwian.

Statblock Type

Class Features

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