Wizard
Scholars, court mages, and backwater dabblers. Wizards study magical spells from other wizards, employing a massive variety of spells.
This version of the wizard class moves to a simpler method of spell selection, allowing for greater flexibility for players and removing the reliance on magic scrolls. The high level abilities are also reworked to give the greatest benefit at level 20. Existing 5e subclasses will all work mechanically with this form of the wizard class. Click here for a summary of changes.

Level 1 Wizards
When you create a level 1 wizard, follow these steps to add the following to your character:
Ability Scores
You can take one of these recommended ability score arrays, or you can roll or assign them yourself. You can switch any two ability scores, but you do not add any further bonuses (they're already included).
Strength: 9 Dexterity:14 Constitution: 14 Intelligence: 16 Wisdom: 14 Charisma: 8
Strength: 8 Dexterity:15 Constitution: 14 Intelligence: 17 Wisdom: 12 Charisma: 8
Feat
You gain a level 1 feat of your choice. You can choose from the feats available to all classes or choose a level 1 class-specific feat, if there is one available.
Hit Points
At First Level: 6 + Constitution Modifier
At Higher Levels: 1d6 (or 4) + Constitution Modifier
Hit Dice: 1d6 per wizard level
Proficiencies
Armor: none
Weapons: Clubs, Daggers, Darts, Light Hammers, Slings, Quarterstaffs
Tools: Calligrapher's Tools and one of: Alchemist's Tools, Navigator's Tools, Tinker's Tools
Saving Throws: Intelligence, Wisdom
Skill Proficiencies: Arcana and two of: History, Insight, Investigation, Medicine, Nature, and Religion
Languages: one magical language
Items
Multiclass Characters
Instead of leveling up in your original class, you can take a wizard level when you level up. When you do, you gain only a portion of what first level wizards gain.
Class Features
Class features here are sorted by level. When you reach a level as indicated by the icons on the left, you gain all feature or feature improvements listed between the red lines. For example, at first level wizards gain the Wizard Spellcasting and Arcane Tradition: School Specialization abilities.
Wizard Spellcasting
You studied magic in order to cast spells. Most wizards study from old tomes and magic scrolls, learning to mimic the abilities of more powerful spellcasters by repeating magical words of power, waving their hands in ritualistic fashion, and sprinkling magical components where they want their spells to take effect. Unfortunately, spells don't usually work the same way for everyone, so a great deal of trial and error is required for any wizard to find a version of the classic spells that works for them. This also means that some wizards find unorthodox ways of casting spells. Where most wizards write their painstaking processes in spellbooks, some wizards are able to channel magic through runestones, magical tattoos, or folk rituals. You use intelligence as your spellcasting ability for wizard spells, since all your spellcasting ability comes from your ability to memorize tons of tiny details in how you cast spells. A slight change in your procedure can change how effective your spell is, so the smartest wizards tend to have the most consistent results.
Wizards are known spellcasters. The Wizard Progression Table shows how many spell slots you have, as well as how many cantrips and spells you know. You can search the list of wizard spells here or see full spell descriptions here.
Spellcasting Focuses
You can use an arcane focus or component pouch as a spellcasting focus for casting wizard spells.
If you have one, your spellbook contains your spells, but it can also be used as a spellcasting focus. If you use a spellbook or something similar and you lose it, you can make a new one by using raw materials usually worth 50 gold and by taking 2 hours during a long rest or downtime.
Arcane Tradition
You commit yourself to a particular school of thought within wizardry. Your choice of arcane tradition represents your general specialization when it comes to casting spells. Your tradition grants you features at this level and again at 3rd, 6th, 10th, and 14th level, also listed below.
Arcane Traditions published elsewhere are compatible with this version of the wizard class.

Arcane Recovery
During a Short Rest - Self - 1/Long Rest - Magical
You have learned to regain some of your magical energy through rest. 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.
Skill Expertise
Choose any skill with which you have proficiency. You gain expertise (add double your proficiency bonus) with the chosen skill.

Arcane Tradition Feature
Your chosen Arcane Tradition grants you a new feature.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
You gain no new class features at this level. As always, see the Wizard Progression Table to see new spell slots. As usual, you learn two more spells.

Arcane Tradition Feature
Your chosen Arcane Tradition grants you a new feature.

You gain no new class features at this level. As always, see the Wizard Progression Table to see new spell slots. As usual, you learn two more spells.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
You gain no new class features at this level. As always, see the Wizard Progression Table to see new spell slots. As usual, you learn two more spells.

Arcane Tradition Feature
Your chosen Arcane Tradition grants you a new feature.

You gain no new class features at this level. As always, see the Wizard Progression Table to see new spell slots. As usual, you learn two more spells.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
You gain no new class features at this level. As always, see the Wizard Progression Table to see new spell slots. As usual, you learn two more spells.

Arcane Tradition Feature
Your chosen Arcane Tradition grants you a new feature.

You gain no new class features at this level. As always, see the Wizard Progression Table to see new spell slots. As usual, you learn two more spells.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
You gain no new class features at this level. As always, see the Wizard Progression Table to see new spell slots. As usual, you learn two more spells.

Signature Spells
Two of your simplest spells are now so easy for you to cast that you can cast them at will.
Choose a 1st-level wizard spell and a 2nd-level wizard spell you know. You can cast those spells 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.
These spells must:
Have a casting time of 1 Action.
Be on the standard wizard spell list. For example, a Necromancer cannot choose Healing Word, even though it is a necromancy spell they can learn.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same level.


Superior Ability
You increase one ability score of your choice by 2, to a maximum of 22.
Spell Mastery
You have a special reserve of energy reserved for bursts of powerful magic.
No Action Cost - Self - 1/Short Rest
On this turn, you can take one additional action or bonus action which can only be used to cast a spell. You also ignore the normal restrictions on the number of spells you can case in one turn, meaning you can cast a spell of 1st level or higher with this extra action, your normal action, and your bonus action this turn if desired.
