Wizard
“Knowledge is the only true currency. Everything else, gold, steel, blood, is just an exchange rate.”
d6
Intelligence
Intelligence
Full caster
Proficiencies
Starting Equipment
- A quarterstaff or a dagger
- a component pouch or an arcane focus
- a scholar's pack or an explorer's pack
- a spellbook
Class Features by Level
| Level | Features |
|---|---|
| 1 | Arcane Recovery, Cantrips, Spellbook |
| 2 | Arcane Tradition |
| 3 | -- |
| 4 | Ability Score Improvement |
| 5 | -- |
| 6 | Tradition Feature |
| 7 | -- |
| 8 | Ability Score Improvement |
| 9 | -- |
| 10 | Tradition Feature |
| 11 | -- |
| 12 | Ability Score Improvement |
| 13 | -- |
| 14 | Tradition Feature |
| 15 | -- |
| 16 | Ability Score Improvement |
| 17 | -- |
| 18 | Spell Mastery |
| 19 | Ability Score Improvement |
| 20 | Signature Spells |
Core Features
Cantrips
Level 1You know 3 cantrips from the Wizard spell list. You learn additional cantrips at levels 4 and 10.
Spellbook
Level 1Your spellbook contains six 1st-tier spells of your choice from the Wizard spell list. When you find a spell scroll or another wizard's spellbook, you can copy spells into your own (2 hours and 50 gm per spell tier). When you gain a Wizard level, you add two Wizard spells of a tier you can cast to your spellbook for free.
Arcane Recovery
Level 1Once per long rest, during a short rest, you can recover mana equal to half your Wizard level (rounded up) + your Intelligence modifier.
Spell Mastery
Level 18Choose one 1st-tier and one 2nd-tier Wizard spell in your spellbook. You can cast them at their base tier without spending mana, as long as they are prepared.
Signature Spells
Level 20Choose two 3rd-tier Wizard spells in your spellbook. They are always prepared and don't count against your prepared limit. You can cast each once at their base tier without spending mana. Regain these free casts on a short rest.
Subclasses
School of Entropy
All things decay. I simply accelerate the process.
Entropic Ward
When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage. If the attack misses, you gain advantage on your next attack roll against that creature before the end of your next turn. Uses: Intelligence modifier per long rest.
Decay Touch
As an action, you touch a nonmagical object no larger than a 5-foot cube. It ages, rusts, and deteriorates significantly. Metal corrodes, wood rots, stone crumbles. If used on a weapon or armor mid-combat, the target takes a permanent -1 penalty to attack/damage rolls (weapon) or AC (armor) until repaired. Uses: proficiency bonus per long rest.
Unravel Magic
When you successfully cast *Dispel Magic* or *Counterspell*, you recover mana equal to the tier of the spell you countered or dispelled.
Cascade Failure
When you deal damage with a Wizard spell, you can force the target to make a Constitution saving throw. On a failure, the target becomes vulnerable to the damage type of that spell until the end of your next turn. Uses: 1 per long rest.
School of the Pale
The line between life and death is a door. I hold the key.
Grim Harvest
Once per turn, when you kill a creature with a spell, you regain hit points equal to twice the mana spent on the spell (three times if it was a necromancy spell). This cannot heal you above your hit point maximum. Does not work on constructs or undead.
Undead Thralls
When you cast a spell that raises undead (such as *Animate Dead*), the cost is 1 mana less (minimum 1). Additionally, undead you create have the following benefits: their maximum HP increases by an amount equal to your Wizard level, and they add your proficiency bonus to their damage rolls.
Inured to Undeath
You have resistance to necrotic damage, and your hit point maximum can't be reduced.
Command Undead
As an action, you target one undead creature you can see within 60 feet. It must make a Charisma saving throw. On a failure, it is under your control for 24 hours or until you use this ability again. Undead with INT 8+ get advantage; INT 12+ can repeat the save every hour.