A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spell casters' magical energy against them
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"
hit dice:
1D6
hit points at 1st level:
6 + CON modifier
hit points at higher levels:
1D6 + CON modifier (ignoring 1's) per level
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) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
A spell book
spellcasting:
As a student of arcane magic, you have a spell book containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spell casting and the Spells Listing for the wizard spell list.
Cantrips:
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table
Spell Book:
At 1st level, you have a spell book containing six 1st-level wizard spells of your choice. Your spell book is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind
Preparing and Casting Spells:
The Wizard table shows how many spell slots you have to cast your wizard 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 spell book 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
For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell book. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells
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
Spellcasting Ability:
Intelligence is your spell casting 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 spell casting 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
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting:
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spell book. You don’t need to have the spell prepared
Spellcasting Focus:
You can use an arcane focus (see the Adventuring Gear section) as a spell casting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Learning Spells of 1st Level and Higher:
Each time you gain a wizard level, you can add two wizard spells of your choice to your spell book for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spell book (see the “Your Spell book” sidebar)
class features:
Arcane Recovery:
You have learned to regain some of your magical energy by studying your spell book. 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 eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources
-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
-Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead
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 spell book. 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 spell book 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
subclass options:
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 you fail a 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 keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier
Power Surge:
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells
-You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counter spell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge
-Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level
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, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level
Level | Prof | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1 | +2 | Spell Casting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - |
15 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |