5th Edge Class
Wizard
Wizard is an arcane scholar built around Intelligence, magical study, and mastery of a spellbook. Collect magic, adapt your prepared spells, and shape your Arcane Tradition around a specialized school.
d6 Hit Die ✦ Intelligence
Arcane Tradition
Choose an Arcane Tradition at 1st level. Tradition rules and skill lists layer onto this base Wizard progression.
Wizard Class Table
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Book of Spells, Spellcasting, Arcane Tradition | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Arcane Recovery, Ritual Adept | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Arcane Training, Arcane Tradition Feature | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Reactive Casting | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Enhanced Concentration | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Improved Arcane Recovery | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Scholar | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Advanced Ritualist | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Signature Casting | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Memorized Spells | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Hit Points1st level+
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Proficiencies1st level+
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.
Equipment1st level+
You start with the following equipment, in addition to the equipment granted by your background:
• (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 spellbook
• (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 spellbook
Book of Spells1st level+
At 1st level, you possess a spellbook containing the Wizard spells you have learned. Your spellbook can also be used as an arcane focus for your Wizard spells.
Your spellbook can contain more spells than you can have prepared at one time. For each spell level you can cast, you can have a number of spells prepared equal to your Intelligence modifier, to a minimum of one spell of each level.
Whenever you finish a short or long rest, you can replace a number of your prepared Wizard spells equal to your Intelligence modifier with other spells contained in your spellbook.
Copying Spell Scrolls. You can attempt to add a spell contained on a spell scroll to your spellbook by making an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. A spell from another class's spell list can be copied only if its school of magic matches the school associated with your Arcane Tradition. On a success, the spell is permanently added to your spellbook, becomes a Wizard spell for you, and uses Intelligence as its spellcasting ability. Whether the attempt succeeds or fails, the spell scroll is consumed. Attempting to add a spell already contained in your spellbook provides no additional benefit.
Losing Your Spellbook. If your spellbook is lost or destroyed, you lose access to spells stored only within it. If you acquire another spellbook, spells can be transferred from one spellbook to another.
Your spellbook can contain more spells than you can have prepared at one time. For each spell level you can cast, you can have a number of spells prepared equal to your Intelligence modifier, to a minimum of one spell of each level.
Whenever you finish a short or long rest, you can replace a number of your prepared Wizard spells equal to your Intelligence modifier with other spells contained in your spellbook.
Copying Spell Scrolls. You can attempt to add a spell contained on a spell scroll to your spellbook by making an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. A spell from another class's spell list can be copied only if its school of magic matches the school associated with your Arcane Tradition. On a success, the spell is permanently added to your spellbook, becomes a Wizard spell for you, and uses Intelligence as its spellcasting ability. Whether the attempt succeeds or fails, the spell scroll is consumed. Attempting to add a spell already contained in your spellbook provides no additional benefit.
Losing Your Spellbook. If your spellbook is lost or destroyed, you lose access to spells stored only within it. If you acquire another spellbook, spells can be transferred from one spellbook to another.
Spellcasting1st level+
Cantrips. You know the number of Wizard cantrips shown in the Cantrips Known column of the Wizard table.
Spell Slots. The Wizard table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of your prepared spells, you expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spell Save DC: 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier: your proficiency bonus + your Intelligence modifier
Spell Slots. The Wizard table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of your prepared spells, you expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spell Save DC: 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier: your proficiency bonus + your Intelligence modifier
Arcane Tradition1st level+
At 1st level, you choose an Arcane Tradition, representing the magical discipline in which you specialize. Your Arcane Tradition determines your specialized school of magic and can affect which spells from outside the Wizard spell list you are capable of learning through spell scrolls.
Your Arcane Tradition grants additional features at 3rd, 7th, 11th, and 17th level.
Your Arcane Tradition grants additional features at 3rd, 7th, 11th, and 17th level.
Arcane Recovery2nd level+
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 equal to or less than half your Wizard level, rounded up, and none of the recovered 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 one 2nd-level spell slot or two 1st-level spell slots.
For example, if you're a 4th-level Wizard, you can recover up to two levels worth of spell slots. You can recover either one 2nd-level spell slot or two 1st-level spell slots.
Ritual Adept2nd level+
You can cast any spell as a ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.
Arcane Training3rd level+
At 3rd level, your Arcane Tradition grants you additional specialized training. You can choose two skills from the list provided by your Arcane Tradition. You gain expertise in these skills.
Reactive Casting5th level+
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at that creature instead of making an opportunity attack. The spell must have a casting time of 1 action and must target only the creature that provoked the opportunity attack.
Enhanced Concentration6th level+
You have advantage on Constitution saving throws you make to maintain concentration on a spell when you take damage.
Improved Arcane Recovery9th level+
Your Arcane Recovery improves. When determining the combined level of spell slots you can recover with Arcane Recovery, increase that amount by your proficiency bonus. You still cannot recover a spell slot of 6th level or higher using Arcane Recovery.
Scholar10th level+
When you make an Intelligence (Arcana) check, you can treat a d20 roll of 9 or lower as a 10.
Advanced Ritualist13th level+
At 13th level, your mastery of ritual magic allows you to cast ritual spells with exceptional speed and efficiency. When you cast a spell as a ritual from your spellbook, the additional casting time is reduced from 10 minutes to 1 minute.
Signature Casting14th level+
At 14th level, you learn one Wizard cantrip that requires an attack roll. This cantrip does not count against your number of cantrips known. When you deal damage with this cantrip, you add your Intelligence modifier to the damage dealt.
When you later gain Spell Mastery and Signature Spells, you also add your Intelligence modifier to the damage dealt by the spells chosen for those features.
When you later gain Spell Mastery and Signature Spells, you also add your Intelligence modifier to the damage dealt by the spells chosen for those features.
Memorized Spells15th level+
At 15th level, you can memorize a number of spells equal to your Intelligence modifier. Choose these spells from the spells contained in your spellbook. You retain access to these memorized spells even if your spellbook is lost or destroyed.
You also retain access to your cantrips if your spellbook is lost or destroyed. Memorized Spells do not remove the normal component requirements of the spell. If a spell requires an arcane focus or material component, you must still provide it.
You also retain access to your cantrips if your spellbook is lost or destroyed. Memorized Spells do not remove the normal component requirements of the spell. If a spell requires an arcane focus or material component, you must still provide it.
Spell Mastery18th level+
At 18th level, you have achieved such mastery over certain spells that you can cast them at will.
Choose one 1st-level Wizard spell and one 2nd-level Wizard spell contained in your spellbook. You can cast those spells at their lowest level without expending a spell slot.
If you cast either spell using a higher-level spell slot, you expend the spell slot as normal. By spending 8 hours in study, you can exchange one or both of your chosen spells for different spells of the same levels.
Choose one 1st-level Wizard spell and one 2nd-level Wizard spell contained in your spellbook. You can cast those spells at their lowest level without expending a spell slot.
If you cast either spell using a higher-level spell slot, you expend the spell slot as normal. By spending 8 hours in study, you can exchange one or both of your chosen spells for different spells of the same levels.
Signature Spells20th level+
At 20th level, you gain mastery over two powerful spells and can cast them with little effort.
Choose two 3rd-level Wizard spells contained in your spellbook as your Signature Spells. You can cast each chosen spell once at 3rd level without expending a spell slot.
Once you cast one of your Signature Spells in this way, you cannot cast that particular spell again without expending a spell slot until you finish a short or long rest. If you cast either spell using a higher-level spell slot, you expend the spell slot as normal.
Choose two 3rd-level Wizard spells contained in your spellbook as your Signature Spells. You can cast each chosen spell once at 3rd level without expending a spell slot.
Once you cast one of your Signature Spells in this way, you cannot cast that particular spell again without expending a spell slot until you finish a short or long rest. If you cast either spell using a higher-level spell slot, you expend the spell slot as normal.
