The 5e Wizard Class
Reworked
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.
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Navigation
Class Features by Level*
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*For abilities that appear at multiple levels, only the first case is listed. eg. Ability Score Improvement is only listed at level 4.
Spell Slots
Level 1 Wizards
When you create a level 1 wizard, follow these steps to add the following to your character:
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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).
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Strength: 9 Dexterity:14 Constitution: 14 Intelligence: 16 Wisdom: 14 Charisma: 8
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Strength: 8 Dexterity:15 Constitution: 14 Intelligence: 17 Wisdom: 12 Charisma: 8
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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.​
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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, Herbalism Tools, Navigator's Tools, Tinker's Tools
Saving Throws: Intelligence, Wisdom
Skills: two of: Arcana, History, Insight, Investigation, Medicine, and Religion
Languages: one magical language
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Items
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a sling and 20 bullets -OR- a quarterstaff -OR- a dagger
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calligrapher's tools and one set of tools, which you gained proficiency with as part of the wizard class
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a component pouch -OR- an arcane focus
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a scholar's pack -OR- an explorer's pack
Optionally:
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a spellbook -OR- an equivalent way of recording spells
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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.
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Multiclassing Ability Score Requirements
Taking levels in several classes requires exceptional ability. You must meet the multiclassing ability score requirements for both your original class and the class you are multiclassing into.
For wizards you must have:​
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Intelligence: 14
Hit Points
Per Level: 1d6 (or 4) + Constitution Modifier
Hit Dice: 1d6 per wizard level
Proficiencies
Weapons: Clubs, Daggers, Darts, Light Hammers, Slings, Quarterstaffs
Tools: one of: Alchemist's Tools, Calligrapher's Tools, Herbalism Tools, Navigator's Tools, Tinker's Tools
Languages: one magical language
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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.
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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.
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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.​​​​​
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Spellcasting Focuses
You can use an arcane focus or component pouch as a spellcasting focus for casting wizard spells. To do so, you need a free hand to hold your focus or access your components.
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.
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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.
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Arcane Traditions published elsewhere are compatible with this version of the wizard class.
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Evoker
Wizards who choose to become evokers specialize in spells from the school of evocation. Evokers are the most powerful wizards in terms of offensive magic, and are often employed in military organizations. Besides their raw offensive power, they are able to protect their allies from the destructive impact of their own spells.
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Evoker: Evocation Specialization
All evocation spells on all class lists are treated as being on the wizard spell list for you, and you can choose them when picking wizard spells. You can use evocation spell scrolls as if they are wizard spell scrolls.
This only applies to spells on one of the class spell lists. Eg. no wizard can choose Divine Smite, because it is a class feature and not on any spell list.​
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Illusionist
Wizards who choose to become illusionists specialize in spells from the school of illusion. Illusionists lack the raw power of most other wizards but rely instead on trickery and creativity to overcome their enemies. Unlike other wizards, an illusionist can count on their illusions deceiving most creatures, and can even add magical force to their illusions to directly harm and hinder their enemies.
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Illusionist: Illusion Specialization
All illusion spells on all class lists are treated as being on the wizard spell list for you, and you can choose them when picking wizard spells. You can use illusion spell scrolls as if they are wizard spell scrolls.
This only applies to spells on one of the class spell lists. Eg. no wizard can choose Divine Smite, because it is a class feature and not on any spell list.​
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Illusionist: Bonus Spell
You learn the Silent Image spell, which doesn't count against the number of wizard spells you know. When you cast this spell, it doesn't require concentration.
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Necromancer
Wizards who choose to become necromancers specialize in spells from the school of necromancy. Necromancers are some of the only wizards that can use healing magic, but they are best known for raising the dead, undead or otherwise. Skilled necromancers raise a graveguard to serve as their devoted servant. Unfortunately, being followed around by the undead is often the reason they are feared or stigmatized.
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Necromancer: Necromancy Specialization
All necromancy spells on all class lists are treated as being on the wizard spell list for you, and you can choose them when picking wizard spells. You can use necromancy spell scrolls as if they are wizard spell scrolls.
This only applies to spells on one of the class spell lists. Eg. no wizard can choose Divine Smite, because it is a class feature and not on any spell list.​
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Other Tradition: School Specialization
Choose this option if you'd like to use an Arcane Tradition that comes from a source that isn't Elkan 5e. If you choose an arcane tradition that has you specialize in a school of magic, all spells of that school of magic are treated as being on the wizard spells for you, you can choose them when picking wizard spells, and you can use spell scrolls from that spell school as if they are wizard spell scrolls. This replaces the savant features, such as 'Evocation Savant'. If you chose an arcane tradition that doesn't specialize in a school of magic, you don't gain any features until level 3.
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This only applies to spells on one of the class spell lists. Eg. no wizard can choose Divine Smite, because it is a class feature and not on any spell list.
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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.
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Expertise
Choose any two of your skills. You have expertise (you add double your proficiency bonus) with checks made with these skills.
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Evoker: Sculpt Spells
You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell, you can choose up to five creatures. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
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Illusionist: Phantom Force
You can add a small amount of magical force to the illusion to allow it to directly affect other creatures, even if they know it's an illusion.
Bonus Action - 1 Creature - Magical
When you have an illusory image of 1st level or higher active, you can make it touch or attack a creature. The sensation feels realistic, and if you want, you can make it attack a creature.
You can make a melee or ranged attack:
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Melee Spell Attack
Target a creature within the image's area or within 5 ft. of it.
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Hit: Force damage equal to 1d8 per level of the spell that created the illusory image.
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Ranged Spell Attack
Target a creature within the image's area or within 60 ft. of it. A creature within the illusion's area or within 5 ft. of the illusion imposes disadvantage on this image's ranged attack rolls.
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Hit: Force damage equal to 1d8 per level of the spell that created the illusory image.
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Necromancer: Graveguard
All necromancers can raise the dead, but those who specialize in its magic are usually accompanied by a graveguard, an undead servant who willingly bound their undying soul to the necromancer. They could be a loyal follower, a dead friend or lover, or even a childhood pet.
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You raise a graveguard to serve you. This undead creature will level up when you level up as a wizard, and will be your graveguard until you die or until you raise a new graveguard during a long rest. If you change to a new graveguard, your old graveguard dies.​​​
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Your graveguard’s proficiency bonus is equal to yours.
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Your graveguard understands all languages you do, and can speak whatever languages they had while alive.
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When you and your graveguard take a short rest together and you expend hit dice to regain hit points, your graveguard regains the same number of hit points.
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When a graveguard reaches 0, they die, leaving their body or residue behind. A graveguard remains dead until their necromancer finishes a long rest, or until healed by the necromancer, at which point their body (or spectral form) instantly reforms.
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Your graveguard acts on their own initiative in combat, but you control them.
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You can make one of three difference kinds of graveguard, which changes what they can do.
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Cadaverous
A cadaverous graveguard is a powerful zombie with more intelligence than normal.
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Strength: 14 Dexterity: 10 Constitution: 14 Intelligence: 8 Wisdom: 10 Charisma: 8
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Hit Points: 5 + your graveguard’s constitution modifier (default 7 total), multiplied by your wizard level.
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Size: Small or Medium
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Walking Speed: 30 ft.
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Senses: Darkvision 60 ft.
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Skill: Athletics
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Saving Throws: Constitution, Wisdom
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Proficiencies: Simple Weapons and Light, Medium, and Heavy Armor.
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Items: a club and chain mail.
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You (the necromancer) can attune to items the cadaverous graveguard wields or wears to grant them the benefit of the item.
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Damage Resistance: Poison
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Condition Immunity: Charmed
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Undead Fortitude
If the graveguard is reduced to 0 hit points, they can attempt to stay standing.
No Action Cost - Self - Magical
This ability cannot be used against radiant damage or critical hits. The DC for this save is 5+ the damage taken.​
Constitution Saving Throw
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Success: The graveguard drops to 1 hit point instead of 0.
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Failure: No effect.
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Skeletal
A skeletal graveguard is a powerful skeleton with more intelligence than normal.
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Strength: 10 Dexterity: 14 Constitution: 12 Intelligence: 10 Wisdom: 10 Charisma: 8
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Hit Points: 5 + your graveguard’s constitution modifier (default 6 total), multiplied by your wizard level.
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Size: Small or Medium
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Walking Speed: 30 ft.
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Senses: Darkvision 60 ft.
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Saving Throws: Dexterity, Wisdom
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Proficiencies: Simple Weapons and Light and Medium Armor.
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Items: a dagger, a sling, a chain shirt, and a small shield​.
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You (the necromancer) can attune to items the skeletal graveguard wields or wears to grant them the benefit of the item.
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Damage Resistance: Piercing
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Damage Immunity: Poison
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Condition Immunity: Charmed, Drained, Poisoned
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Spectral
A spectral graveguard is an incorporeal spirit, bound by your will rather than unfinished business or powerful emotion.
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Strength: 3 Dexterity: 14 Constitution: 12 Intelligence: 10 Wisdom: 10 Charisma: 14
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Hit Points: 3 + your graveguard’s constitution modifier (default 4 total), multiplied by your wizard level.
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​Size: Small or Medium
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Armor Class: 12 + dexterity modifier
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A spectral graveguard cannot hold or wear items.
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Flying Speed: 30 ft.
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Senses: Darkvision 60 ft.
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Saving Throws: Dexterity, Wisdom
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Damage Resistance: Acid, Cold, Fire, Electric, Sonic
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Damage Resistance: Bludgeoning, Piercing, and Slashing from weapons that are neither magic nor cold iron
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Damage Immunity: Necrotic, Poison
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Condition Immunity: Charmed, Drained, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
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Life Drain
The graveguard touches a creature, their hand moving through armor to drain the target's life force.
Action - 1 Creature (5 ft.) - Magical
This ability counts as an attack. The DC for this ability equals 8 + proficiency bonus + charisma modifier (whichever is higher).
Dexterity Saving Throw
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Failure: Target takes 1d6 + charisma modifier necrotic damage and their hit points are drained by the same amount.
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Success: No damage.
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Incorporeal Movement​​​​​
The graveguard can move through solid objects. For every 5 ft. the graveguard travels where some of its body is inside a solid object, the graveguard takes 1d10 force damage.​
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Other Tradition: Level 3 Feature
At this level, your Arcane Tradition grants you one or more new features. If using a tradition not from Elkan 5e, your tradition's feature is likely listed at level 2.
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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.
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Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
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You gain no new class features at this level. As always, see the Wizard Table to see new spell slots. As usual, you learn two more spells.
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Evoker: Empowered Evocation
You add your intelligence modifier to the damage of any damaging spell (including cantrips). A creature can only take this extra damage once per turn.
Some class features from other 5e sources might allow you to add your ability modifier to the damage of cantrips. You cannot gain this benefit at the same time as equivalent features.
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Illusionist: Phantom Barrage
Bonus Action - 1 Creature (60 ft.) - 1 Round - Magical
When you have an illusory image of 1st level or higher active, you can make it blast and hinder a creature.
Ranged Spell Attack
A creature within the illusion's area or within 5 ft. of the illusion imposes disadvantage on this attack roll.
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Hit: Force damage equal to 1d8 per level of the spell that created the illusory image. Target's speed is halved.
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If the spell creating the illusory image ends, the target's speed is no longer halved.
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Illusionist: Phantom Grasp
Bonus Action - 1 Creature - Magical
When you have an illusory image of 1st level or higher active, you can make it grab a creature.
Melee Spell Attack
Target a creature within the image's area or within 5 ft. of it.
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Hit: Force damage equal to 1d8 per level of the spell that created the illusory image.
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If the target is of the image's size or smaller, they must make a strength save.
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Strength Save
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Failure: Target is grappled by the illusory image. The illusory image releases the target if the image moves. Target rolls again at end of their turns, ending effect on success.
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Success: No effect.
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If the spell creating the illusory image ends, the target is no longer grappled.
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Necromancer: Deathtouched
Death magic has a hard time clinging to you, and your body starts to take on some of the features of being undead.​
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You are immune to the drained condition and magical aging.
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Necromancer: Graveguard Ability Score Improvement
You can increase one of your graveguard’s ability scores 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. Unlike with player characters, you do not gain a feat.
Necromancer: Graveguard Specialization
Your graveguard gains new abilities, either as they learn from their new life or remember what they could do while alive. Choose one of the following options:
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Level 1 Feat
Your graveguard gains a level 1 feat. You can choose any level 1 feat except Combat Casting or Find Familiar. Cadaverous and skeletal graveguards often have the Weapon Training feat.
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Skill Training
​Your graveguard gains proficiency in two skills.​
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Spectral Empowerment
Spectral Graveguard Only
The spectral graveguard's attack now deals 1d8 + charisma modifier damage (up from 1d6).​
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Other Tradition: Level 6 Feature
At this level, your Arcane Tradition grants you one or more new features.
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You gain no new class features at this level. As always, see the Wizard Table to see new spell slots. As usual, you learn two more spells.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat of your choice.
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You gain no new class features at this level. As always, see the Wizard Table to see new spell slots. As usual, you learn two more spells.
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Evoker: Finishing Blast
After battering your target with a vicious spell, you follow up with yet another assault, drawing on your reserves of remaining energy.
Bonus Action - 1 Creature - 1/Short Rest - Magical
You can use this ability after damaging a creature with a spell of 1st level or higher. You choose one target that took damage from your spell.​​​
Dexterity Save
Failure: Target takes damage equal to 4d10 + your intelligence modifier. The damage type can be acid, cold, electric, fire, or sonic.
Success: Target takes half damage.
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Illusionist: Floating Magician
No Action Cost - Magical​
Your illusory image spells of 1st level or higher grant you a flying speed of 10 ft. when:​
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You cast an illusory image spell on yourself, such as with Disguise Self.
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You are within the area of an illusory image spell you cast, such as Silent Image.
If your spell ends or you are no longer within the area of your image, you immediately lose the fly speed and fall.
Shadow Clone allows your clone to fly this way but not yourself.
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Illusionist: Forceful Image
No Action Cost - Magical​
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When you damage a creature with Phantom Barrage or Phantom Force, you push the target 10 ft. in a direction of your choice.
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When you damage a creature with Phantom Grasp, you can drag the target 10 ft. or lift the target 10 ft. into the air, holding the target prone. If your illusory image moves for any other reason, it still drops a target it is grappling.
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Necromancer: Graveguard Ability Score Improvement
You can increase one of your graveguard’s ability scores 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. Unlike with player characters, you do not gain a feat.
Necromancer: Mastery of Soul
No Action Cost - Self or Graveguard (120 ft.) - 1 Minute - Magical
Whenever you cast a necromancy spell of 1st level or higher, you can give temporary hit points to either yourself or your graveguard. This temporarily revives your graveguard if they are dead. The temporary hit points equal three times the spell's level, to a maximum total of 15. These temporary hit points last for 1 minute.
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Other Tradition: Level 10 Feature
At this level, your Arcane Tradition grants you one or more new features.
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You gain no new class features at this level. As always, see the Wizard Table to see new spell slots. As usual, you learn two more spells.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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You gain no new class features at this level. As always, see the Wizard Table to see new spell slots. As usual, you learn two more spells.
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Evoker: Overchannel
When you cast a wizard spell that deals damage using a spell slot of up to 5th level, you can deal maximum damage with that spell.
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The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 damage for each level of the spell immediately after you cast it. Each time you use this feature again before finishing a long rest, the damage per spell level increases by 1d12. This damage cannot be reduced or avoided.
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Illusionist: Illusionist's Eye
You have truesight of 120 ft.
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Illusionist: Illusory Reality
Your illusions now go beyond simply affecting the perception of creatures. You manipulate light, energy, and even the density of the air to make your illusions extremely difficult to detect.
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A creature with truesight cannot automatically disbelieve your illusory images or otherwise ignore the effects of your illusion spells.
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Necromancer: Graveguard Ability Score Improvement
You can increase one of your graveguard’s ability scores 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. Unlike with player characters, you do not gain a feat.
Necromancer: Necromantic Surge
No Action Cost - Self or Graveguard - Magical
Whenever you cast a necromancy spell of 1st level or higher and use Mastery of Soul, you can use Necromantic Surge, with different benefits depending on whether you Mastery of Soul on yourself or your graveguard.
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If targeting your graveguard: your graveguard can use their reaction to make an attack or move up to their speed.
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If targeting yourself: you end one of the following conditions on yourself: blinded, deafened, poisoned, or weakened. Alternatively, you can remove one level of exhaustion from yourself.
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Other Tradition: Level 14 Feature
At this level, your Arcane Tradition grants you one or more new features.
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You gain no new class features at this level. As always, see the Wizard Table to see new spell slots. As usual, you learn two more spells.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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You gain no new class features at this level. As always, see the Wizard Table to see new spell slots. As usual, you learn two more spells.
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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:
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Have a casting time of 1 Action.
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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.
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By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same level.
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Superior Ability
You increase one ability score of your choice by 2, to a maximum of 22.
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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.
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