Wizard

d6 Hit Die Primary: Intelligence Saves: Intelligence, Wisdom

Proficiencies

Armor

  • None

Weapons

  • Simple weapons

Skills

Choose 2 from: Arcana, History, Insight, Investigation, Medicine, Nature, Religion

Arcane Tradition (Subclasses)

At level 3, you choose a arcane tradition that shapes your class features.

School of Abjuration

Weave protective wards to absorb damage, shielding yourself and your allies from harm.

Source: PHB'24
School of Bladesinging

Enter a trance of combat focus, moving with supernatural speed and defense while casting spells.

Source: FRHOF
School of Chronurgy

Manipulate time to hinder foes and protect allies, bending the flow of events around you.

Source: EGW
School of Conjuration

Teleport across the battlefield and summon creatures or objects from thin air.

Source: PHB
School of Divination

Glimpse the future to replace dice rolls, ensuring success or failure at critical moments.

Source: PHB'24
School of Enchantment

Hypnotize foes with a gaze, redirecting attacks and charming multiple creatures at once.

Source: PHB
School of Evocation SRD

Sculpt spells to protect allies from your area effects while maximizing damage against enemies.

Source: SRD
School of Graviturgy

Adjust the weight of creatures and objects, moving them against their will and crushing them with gravity.

Source: EGW
School of Illusion

Create illusions so potent they become semi-real, altering the fabric of the battlefield.

Source: PHB'24
School of Necromancy

Harvest life energy from kills and raise powerful undead thralls to serve you.

Source: PHB
Order of Scribes

Awaken your spellbook's consciousness, casting spells remotely and changing damage types on the fly.

Source: TCE
School of Transmutation

Alter the physical properties of matter, granting buffs or transforming completely into a beast.

Source: PHB
School of War

React instantly to danger, boosting your defenses and surging with power after counterspelling.

Source: XGE
School of Abjuration

Specialize in protective magic, creating arcane wards that absorb damage and shield allies.

Source: PHB
Bladesinger

An elven tradition of martial wizardry, entering a bladesong that enhances speed, defense, and spellcasting in melee.

Source: SCAG
School of Divination

Peer into the future with portent dice, replacing attack rolls, saving throws, or ability checks with predetermined results.

Source: PHB
School of Evocation

Master the art of destructive magic, sculpting spells to protect allies while maximizing damage.

Source: PHB
School of Illusion

Craft increasingly realistic illusions, eventually making them partially real and reshaping them at will.

Source: PHB

Class Basics

Hit Die 1d6
Primary Ability Intelligence
Subclass Level 3
Spellcasting intelligence

Starting Equipment

Option A
  • Dagger (×2)
  • Robe
  • Spellbook
  • Scholar's Pack
  • plus 1 choices
Option B

Start with 55 GP