Wizards are magicians in the most traditional sense; the enigmatic and bookish scholar whose nose is buried in tomes of the ancients and locked in quiet research over scraps of arcane lore. Their pursuits are in libraries and laboratories, and into crumbling ruins for the last vestiges of power to be obtained from forgotten knowledge. As their reading list expands, so too does their personal wealth of knowledge and power.


  • Strength is not important for wizards, but it can be helpful for saving throws.

  • Dexterity is not important for wizards, but it can be helpful for the extra AC, and for using ranged or finesse weapons. It is also helpful for saving throws and for skill checks.

  • Constitution is not important for wizards, but it can be helpful extra HP, for concentration checks and for saving throws.

  • Intelligence is vital for wizards, as it is their primary spellcasting attribute. It can also be helpful for saving throws or for commonly associated skill checks (such as arcana or investigation).

  • Wisdom is not important for wizards, but it can be helpful for saving throws and for commonly associated skill checks (such as perception).

  • Charisma is not important for wizards, but it can be helpful for saving throws and for skill checks.


As a student of arcane magic, you have a Spellbook (see Spellbook below for more details) containing spells that show the first glimmerings of your true power. You can perform the Cast A Spell Action. The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Wizard spells, you must expend a slot of the spell's level. You regain all expended spell slots when you finish a long rest.


You may cast any spell at a higher level spell slot. When you cast a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if you cast Light using a 3rd-level spell slot, that Light is considered to be 3rd level. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.


Spell save DC = 8 + Proficiency Bonus + Intelligence modifier

Spell Attack modifier = Proficiency Bonus + Intelligence modifier

Spellcasting Ability Score modifier = Intelligence modifier


As a wizard, you keep a spellbook which gives you access to an additional 2 spells per spell level (8 spells per spell level compared to the 6 spells per spell level of the other spellcaster classes.)

Arcane Recovery

At 1st level, you have learned to regain some of your magical energy by studying your spellbook. Once you have finished a short rest, you may restore spell slots that 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.

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your Reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.


When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit

Starting at 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a spell, you can spend one or more power surge to deal extra force damage to that target. The extra damage equals your level times the number of surges spent. (For example, a level 6 wizard expending 2 surges would deal 12 extra force damage.)

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.