There is a Legacy version
here.
Wizard
Source Player Core pg. 192 2.0You are an eternal student of the secrets of the universe, using your mastery of magic to cast powerful spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient tomes to discover and understand arcane magic. Yet magical theory is vast, and there's no way you can study it all. Most wizards learn through formal schooling, with their curriculum informing a specific rubric, although particularly driven researchers sometimes piece together their own theories
.Key Attribute: INTELLIGENCEAt 1st level, your class gives you an attribute boost to Intelligence.
Hit Points: 6 plus your Constitution modifierYou increase your maximum number of HP by this number at 1st level and every level thereafter.
Roleplaying the Wizard
During Combat Encounters...
You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like
invisibility or
flight, you answer with spells like
glitterdust or
earth bind, leveling the field for your allies.
During Social Encounters...
You provide a well of knowledge about arcane matters and solve arguments with logic.
While Exploring...
You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.
In Downtime...
You learn new spells, craft magic items, or scribe scrolls for your party, and seek out new and exciting formulas in addition to spells. You might even forge scholarly connections and establish a school or guild of your own.
You Might...
- Have an unquenchable intellectual curiosity about how everything in the world around you works—magic in particular.
- Look for ways to apply the teachings of your school to any situation, seeing problems through the lens of the spells you've devoted your life to learning.
- Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on other people.
Others Probably...
- Consider you to be incredibly powerful and potentially dangerous.
- Fear what your magic can do to their minds, bodies, and souls, and ask that you avoid casting spells in polite company, as few can identify whether one of your spells is harmless or malevolent until it’s too late.
- Assume you can easily solve all their problems, from dangerous weather to poor crop yields, and ask you for spells that can help them get whatever they desire.
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Perception
Trained in Perception
Saving Throws
Trained in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in
Arcana Trained in a number of additional skills equal to 2 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in unarmed attacks
Defenses
Untrained in all armor
Trained in unarmored defense
Class DC
Trained in wizard class DC
Spells
Trained in spell attack modifier
Trained in spell DC
Class Features
You gain these features as a Wizard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your Level | Class Features |
1 | Ancestry and background, attribute boosts, initial proficiencies, wizard spellcasting, arcane thesis, arcane school, arcane bond |
2 | Skill feat, wizard feat |
3 | 2nd-rank spells, general feat, skill increase |
4 | Skill feat, wizard feat |
5 | 3rd-rank spells, attribute boosts, ancestry feat, reflex expertise, skill increase |
6 | Skill feat, wizard feat |
7 | 4th-rank spells, expert spellcaster, general feat, skill increase |
8 | Skill feat, wizard feat |
9 | 5th-rank spells, ancestry feat, magical fortitude, skill increase |
10 | Attribute boosts, skill feat, wizard feat |
11 | 6th-rank spells, general feat, perception expertise, skill increase, wizard weapon expertise |
12 | Skill feat, wizard feat |
13 | 7th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization |
14 | Skill feat, wizard feat |
15 | 8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase |
16 | Skill feat, wizard feat |
17 | 9th-rank spells, ancestry feat, prodigious will, skill increase |
18 | Skill feat, wizard feat |
19 | Archwizard’s spellcraft, general feat, legendary spellcaster, skill increase |
20 | Attribute boosts, skill feat, wizard feat |
Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
1 | 5 | 2 | — | — | — | — | — | — | — | — | — |
2 | 5 | 3 | — | — | — | — | — | — | — | — | — |
3 | 5 | 3 | 2 | — | — | — | — | — | — | — | — |
4 | 5 | 3 | 3 | — | — | — | — | — | — | — | — |
5 | 5 | 3 | 3 | 2 | — | — | — | — | — | — | — |
6 | 5 | 3 | 3 | 3 | — | — | — | — | — | — | — |
7 | 5 | 3 | 3 | 3 | 2 | — | — | — | — | — | — |
8 | 5 | 3 | 3 | 3 | 3 | — | — | — | — | — | — |
9 | 5 | 3 | 3 | 3 | 3 | 2 | — | — | — | — | — |
10 | 5 | 3 | 3 | 3 | 3 | 3 | — | — | — | — | — |
11 | 5 | 3 | 3 | 3 | 3 | 3 | 2 | — | — | — | — |
12 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | — | — |
13 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — | — | — |
14 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | — |
15 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — | — |
16 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — |
17 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — |
18 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — |
19 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
20 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
* The archwizard’s spellcraft class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots. |
Ancestry and Background
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.
Attribute Boosts
In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.
At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.
Initial Proficiencies
At 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.
Wizard Spellcasting
Through dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the
Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life.
At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook, as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school (page 196). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Wizard Spells per Day table.
Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.
Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up— this is usually equal to the highest rank of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-rank spells, and as a 5th-level wizard, your cantrips are 3rd-rank spells.
Spellbook
Every arcane spell has a written version, which you record in your personalized book of spells. You start with a
spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like
The Tome of Silent Shadows or something more academic, like
Advanced Pyromantic Applications of Jalmeri Elemental Theory.
The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list (page 304) or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school).
Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via
Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school's curriculum (unless it's the school of unified magical theory).
Arcane Thesis
During your studies to become a full-fledged wizard, you produced a thesis of unique magical research. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “
On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”
Arcane School
Most wizards acquire their knowledge of spells from a formal educational institution, such as the Arcanamirium or the Magaambya. At 1st level, you choose your arcane school, which grants you magical abilities.
You gain additional spells and spell slots from the curriculum taught at the school you attended. Arcane schools are described in detail on page 198. Some wizards follow the school of unified magical theory, which attempts to forge a new school by studying independently and drawing information from a multitude of texts and tutors. Though a wizard with this approach lacks the focus of formal training, they have greater flexibility.
Arcane Bond
You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.
Arcane Wizard Source Player Core pg. 197 2.0Frequency once per day
Requirements Your bonded item is on your person.
You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.
Skill FeatsLevel 2
At 2nd level and every 2 levels thereafter, you gain a
skill feat. You must be trained or better in the corresponding skill to select a skill feat.
Wizard FeatsLevel 2
At 2nd level and every even-numbered level thereafter, you gain a
wizard class feat.
General FeatsLevel 3
At 3rd level and every 4 levels thereafter, you gain a
general feat.
Skill IncreasesLevel 3
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
Ancestry FeatsLevel 5
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.
Reflex ExpertiseLevel 5
You've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.
Expert SpellcasterLevel 7
Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Magical FortitudeLevel 9
Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.
Perception ExpertiseLevel 11
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Weapon ExpertiseLevel 11
Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Defensive RobesLevel 13
The flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.
Weapon SpecializationLevel 13
You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
Master SpellcasterLevel 15
You command superlative spellcasting ability. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Prodigious WillLevel 17
Your mind is simply too complex and sophisticated to be tampered with. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
Archwizard's SpellcraftLevel 19
You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-rank spell slot and can prepare a spell in that slot using wizard spellcasting. Unlike with other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the
Archwizard's Might feat to gain a second slot.
Legendary SpellcasterLevel 19
You are a consummate spellcaster, blending both arcane theory and practical spellcraft. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.