Wizard
​A wizard in Dungeons & Dragons is a character class that casts arcane magic through intense study and intellect, unlike other casters who may have innate or charismatic power. Wizards are versatile but physically fragile, relying on their vast spell knowledge for offense, defense, and utility, with their spellcasting ability tied to their high Intelligence score. They are known for learning spells from spellbooks and ancient tomes, and regaining all their spell slots after a long rest.
Wizard

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
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Wizards are magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Novice
Skills
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Proficiency in saving throws Intelligence +2 and Wisdom +2
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Proficiency in Arcana +2 and Investigation +2
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Are NOT proficient with any kind of Armor/Shield
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Proficiency in Daggers, darts, slings, quarterstaffs, light crossbows
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Health increase of 6 per rank.
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Spellcasting Ability: Intelligence
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Spell Save DC: 8 + Proficiency Bonus + Intelligence modifier
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Spells (Regain after Long Rest):
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4 spell slots 1st level​
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2 spell slots 2nd level​
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​Arcane Recovery:
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Once per short rest, you can regain 1 first-level spell slot and 1 second-level spell slot.
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Wizard Savant:
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You gain a +2 bonus to your spell attack rolls and spell save DC.​
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Adept
Skills
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​Improved Arcane Recovery:
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Once per short rest, you can regain 1 first-level, 1 second-level, and 1 third-level spell slot.
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Enhanced Wizard Savant:
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Your bonus to spell attack rolls and spell save DC increases to +3.​
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Spells:​
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4 spell slots 1st level​​
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3 spell slots 2nd level​
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3 spell slots 3rd level
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Expert
Skills
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​Additional Skills:
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Arcana and Investigation increase by another +2 points. (+4 Total)
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Spells:​
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4 spell slots 1st level​​
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3 spell slots 2nd level​
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3 spell slots 3st level​
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3 spell slots 4th level
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1 spell slots 5th level
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Specialist
Skills
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​Spell Mastery:
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When you cast a wizard spell that requires a spell attack roll, you gain a +2 bonus to the attack roll. When you cast a wizard spell that requires a saving throw, you gain +2 bonus to the dc. You can use this twice per long rest.
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Spells:​
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4 spell slots 1st level​​
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3 spell slots 2nd level​
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3 spell slots 3st level​
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3 spell slots 4th level
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2 spell slots 5th level
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School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
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Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
Novice
Skills
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​Arcane Shield:
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You gain a +1 bonus to AC.
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Adept
Skills
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​Arcane Ward:
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You create a magical ward. The ward has hit points equal to 6 + your Intelligence modifier, increasing your health. The ward lasts until your next long rest.
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Expert
Skills
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Projected Ward:
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When a creature you can see within 6 tiles takes damage, you can use your reaction to transfer your Arcane Ward to that creature. The ward absorbs damage for that creature instead of you.
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Improved Arcane Ward:
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Your Arcane Ward now has hit points equal to 9 + your Intelligence modifier.
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Specialist
Skills
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Spell Resistance:
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You gain +3 on charisma, intelligence, and wisdom saving throws. (+6 Total for Cha and Int)
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Superior Arcane Ward:
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Your Arcane Ward now has hit points equal to 12 + your Intelligence modifier.
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School of Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future.
As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
Novice
Skills
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​Portent:
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You can glimpse the future. Once per long rest, you can give a creature you can see -2 to their attack rolls and -2 to their dc till the end of their turn.
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Adept
Skills
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​Augury:
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Once per long rest, you can cast the Augury spell as a ritual without expending a spell slot. This provides you with insight into potential outcomes of a course of action. Used for dm events.
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Expert
Skills
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Expert Divination:
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Twice per long rest, you can regain two expended 1st-level spell slots as a bonus action.
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Improved Portent:
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You can use your Portent feature twice per long rest.
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Specialist
Skills
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The Third Eye:
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You can use your action to increase your senses, gaining one of the following benefit for 5 rounds. You can use this feature twice per long rest.
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See Invisibility: You can see invisible creatures and objects within 2 tiles of you as if they were visible.
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Greater Comprehension:
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You can read any language. This does not mean you can speak or understand any spoken language.
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School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid.
Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar.
Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Novice
Skills
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​Destructive Mastery:
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As a bonus action, when you cast a spell that deals damage, you can add your intelligence modifier to the damage roll. You can use this feature once per long rest.
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Adept
Skills
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​Sculpt Spells:
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When you cast an evocation spell, you can designate one ally within the spell's area. That ally takes no damage from the spell. You can use this feature once per long rest. (Target will modify HP manually)
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Expert
Skills
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Potent Cantrip:
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You can cast two cantrips on your turn instead of one. You can use this feature twice per long rest.
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Controlled Destruction:
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You can add your Intelligence modifier to damage rolls of any wizard evocation spell you cast.
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Specialist
Skills
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​Overwhelming Spells:
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When a creature fails a saving throw against one of your evocation spells, you can use your reaction to force that creature to take additional damage equal to your Intelligence modifier + 5. You can use this feature a number of twice per long rest.
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School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
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Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
Novice
Skills
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​Grim Harvest:
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Once per turn, when you reduce a hostile creature to 0 hit points, you regain hit points equal to your intelligence modifier. You don't gain this benefit from reducing constructs or undead to 0 hit points.
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Adept
Skills
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​Deathly Resilience:
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You gain resistance to necrotic damage.
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Expert
Skills
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Death's Grasp:
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When you deal damage, you can curse one target hit by the spell. For 5 turns, the cursed creature takes an additional 1d6 necrotic damage whenever you hit it with an attack or spell. You can use this feature twice per long rest.
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Entropic Shield:
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As a reaction when you take damage, you can surround yourself with necromantic energy. You gain resistance to all damage until the end of your next turn. You can use this feature twice per long rest.
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Specialist
Skills
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Inured to Undeath:
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You have become so infused with the magic of death that you can stave off necrotic energy. You become immune to necrotic damage.
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Master of Death:
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When you use your Grim Harvest feature, you regain twice as many hit points.
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