Wizards are arcane spellcasters that learn to harness the magic of the Weave through intensive research and study. This mastery manifests in the form of memorized incantations and gestures which allows them to unleash elemental forces or control the battlefield around them with ease. Every wizard possesses a spellbook filled with notes and esoteric sigils in which they document their arcane knowledge.

Class Features

As a wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st


Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Choose one from alchemist supplies, calligraphy supplies, or cartography tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion


You start with 160 gp, in addition to the equipment granted by your background. The following are good starting items for wizards:

Table: The Wizard
LevelFeaturesStudies KnownCantrips KnownMana PoolMax Spell Level
1stSpellcasting, Arcane Recovery341st
2ndArcane Tradition361st
3rdScholarly Excellence3142nd
4thAbility Score Improvement, Elective Studies14172nd
5thSignature Spells (1st-level)24273rd
6thArcane Tradition feature24323rd
7thSpell Study24384th
8thAbility Score Improvement24444th
9thWizard's Flair34575th
10thArcane Tradition feature35645th
12thAbility Score Improvement35736th
13thSignature Spells (2nd-level)45837th
14thArcane Tradition feature45837th
15thArcane Defenses45948th
16thAbility Score Improvement45948th
18thSignature Spells (3rd-level)551149th
19thAbility Score Improvement, Swift Signature551239th
Table: The Epic Level Wizard
LevelFeaturesStudies KnownCantrips KnownMana PoolMax Spell Level
21stEpic Ability Score Improvement, Arcane Tradition feature661429th
22ndFont of Arcana661429th
23rdSignature Spells (4th-level)661529th
24thDeep Memory661529th
25thEpic Ability Score Improvement, Arcane Tradition feature761639th
26thSpell Mastery771639th
27thSignature Spells (5th-level)771769th
28thArcane Tradition feature7719010th
29thEpic Ability Score Improvement, Improved Arcane Defenses8720511th
30thDominus Magicae8822212th


1st-level Wizard feature
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


At 1st level, you know three cantrips of your choice from the Wizard Spell List. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. In addition to these, you also know the prestidigitation cantrip.

Cantrip Formulas
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list. However, you cannot replace prestidigitation using this feature.


At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Wizard table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a long rest. The mana costs for spells can be found on the mana cost table.

You prepare the list of wizard spells that are available for you to cast. When you do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you can cast.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a wizard spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus or your spellbook as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Arcane Recovery

1st-level Wizard feature
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you may recover mana equal to your proficiency bonus + half your Wizard levels, rounded up.

Arcane Tradition

2nd-level Wizard feature
You choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, 21st, 25th, and 28th level.

AbjurerPlayer's Handbook. Altered.
BladesingerTasha's Cauldron of Everything. Epic level features added.
ChronurgistAs in Explorer's Guide to Wildemount except Convergent Future causes strife instead of exhaustion
ConjurerPlayer's Handbook. Altered.
DivinerPlayer's Handbook. Altered.
DynamicistReworked and setting agnostic Prismari UA
EnchanterPlayer's Handbook. Altered
EvokerPlayer's Handbook. Altered.
GraviturgistExplorer's Guide to Wildemount. Altered.
HemomancerTal'Dorei Campaign Setting Reborn. Altered.
IllusionistPlayer's Handbook. Altered
NecromancerPlayer's Handbook. Altered
OneiromancerROYal Brews. Altered.
OnomancerUnearthed Arcana. Altered.
PsionicistUnearthed Arcana. Altered.
RunecrafterAs in Unearthed Arcana.
ScribeAs in Tasha's Cauldron of Everything
TransmuterPlayer's Handbook. Altered
SynergeticistReworked and setting agnostic Quandrix UA
TechnomancerAltered and wording cleanup
TheurgistAs in Unearthed Arcana except Divine Inspiration and Arcane Initiate have been combined
War MageAs in Xanathar's Guide to Everything except cantrip-only restriction removed from Arcane Deflection

Scholarly Excellence

3rd-level Wizard feature
You have a particular set of skills that sets you a cut above a novice mage. Choose one of the following:


Choose one from Arcana, History, Nature, and Religion. You gain proficiency in the chosen skill. If you are already proficient in it, you gain expertise instead. In addition, by relying on facts and logic, you can use Intelligence when making Intimidation or Persuasion checks. The GM is the final arbiter on whether or not this ability would work on a particular creature.

Ritual Efficiency

When you cast a spell as a ritual, it only takes you a number of minutes equal to the level of the spell to cast it.

Rote Memorization

Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency modifier. You regain all expended uses of this feature when you finish a long rest, and can switch the cantrip associated with this feature each time you gain a wizard level.

Ability Score Improvement

4th-level Wizard feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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. In addition, you may select a single Feat you meet the prerequisites for.

You may also replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.

Lastly, you may do one of the following, representing a change of focus in your magical studies:

Elective Studies

4th-level Wizard feature
Your study of magic has uncovered unique ways to explore the world. You gain one elective study of your choice. Elective studies are detailed on the Elective Studies page. The Studies Known column of the Wizard table shows when you learn more elective studies. Unless otherwise noted, you can gain each study only once.

Additionally, when you gain a level in this class, you can choose one of the Elective Studies you know and replace it with another Elective Studies that you could learn at that level.

Signature Spells

5th-level Wizard feature
You have developed your spellcasting skill and honed it into spells that you consider to be your Signature Spells.

Choose one 1st-level wizard spell that is in your spellbook. You always have this spell prepared, it doesn’t count toward your maximum prepared spells, and you can cast this spell at its lowest level without expending a spell slot. If you want to cast it at a higher level, you must expend a spell slot as normal. Once you have cast a Signature Spell in this way, you must finish a short or long rest before you can do so again.

At higher levels, you gain additional Signature Spells, each of which you can cast once between rests. At 11th level, you can choose one 2nd-level Signature Spell. At 17th level, you can choose one 3rd-level Signature Spell. At 23rd level, you can choose one 4th-level Signature Spell. At 27th level, you can choose one 5th-level Signature Spell.

Each time you gain a level in this class, you can replace one of your Signature Spells with another of the same level.

Spell Study

7th-level Wizard feature
You learn to hone your magic and spells to new power levels thanks to your dedicated studies. Choose one Spell Study that reflects what you have dedicated your arcane studies to.

Detective Spell Study

You are adept at sensing magic and its effects. If there are active magical effects near you, such on an object or in the area, you automatically sense its presence. You don’t know what spell effects there are or where they are, but you can automatically sense the effect of magic in a 20-foot radius around you.

In addition, you have honed your detection spells. Add detect magic and detect thoughts to your spellbook if they weren’t already there. When you cast these spells, their effective ranges are increased to 60 feet.

Fauna and Flora

Your research into plants, wildlife, and the natural workings of magic grants you superior insights into the magic of living creatures and flora. You gain proficiency in the Nature skill. If you are already proficient in it, you gain expertise instead.

In addition, beast and plant creatures have disadvantage on saving throws against your spells.

Mystic Psychometry

When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast identify on it as an action without spending a spell slot, even if you don’t have the spell prepared.

In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed, and the GM will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).

Wizard's Flair

9th-level Wizard feature
You have created a flair that you use when casting spells. Choose a flair from the options below. When you finish a long rest, you may replace your flair with another.

Whenever you cast a spell of 1st level or higher, you can choose to cast it with your flair. You can do so again when you finish a short or long rest.

Awe and Wonder. Choose one creature affected by the spell. It must succeed on a Wisdom saving throw or be Charmed by you until the end of its next turn. While charmed in this way, it is incapacitated, has a movement speed of 0, and does nothing but stare blankly at the dazzling effects of your magic. If it takes any damage or is forced to make another saving throw, the charm effect ends.
Brilliance. Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Constitution saving throw or be Blinded until the end of its next turn.
Terror. Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Wisdom saving throw or become Frightened of you until the end of its next turn. While frightened in this way, it starts its turn by using its full movement to get away from you in the most direct manner possible, avoiding obvious hazards along the way.
Warding. After casting the spell, until the start of your next turn, a creature who attempts to attack you must make a Wisdom saving throw. On a failure, it must choose a new target or waste its attack.

Arcane Defenses

15th-level Wizard feature
Your training has granted you certain protections against magic. Choose one of the following:

Mental Discipline

Your mind is sheltered from intrusion. You have resistance to psychic damage, and you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature Type. Creatures can telepathically communicate with you only if you allow it. Additionally, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can choose to succeed instead. You can’t do so again until you finish a short or long rest.

Mystic Mantle

Magic layers upon you into a defensive ward that you can extend to even protect your allies. You have resistance against the damage of spells. If you already have this resistance, creatures within 10 feet of you gain it as well.

Superior Countermagic

When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell, you add your proficiency bonus to the roll. In addition, when you cast counterspell or dispel magic, treat the spell slot level of the spell as one level higher than the actual slot you spent.

Swift Signature

19th-level Wizard feature
You’re especially efficient with your Signature Spells. When you cast a spell that has a casting time of 1 action using your Signature Spell feature, you can cast it as a bonus action instead.


20th-level Wizard feature
You have achieved a rare level of achievement and prestige, gaining the following features.

Epic Level Wizard: Epic Ability Score Improvement

21st-level Wizard feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.

Epic Level Wizard: Font of Arcana

22nd-level Wizard feature
You can regain even more of your magical energy by studying your spellbook. You may use your Arcane Recovery class feature whenever you finish a short rest.

Epic Level Wizard: Deep Memory

24th-level Wizard feature
Using a Bonus Action, you can exchange one spell you have prepared for one you don’t have prepared. The new spell you prepare must be available to you in your spellbook.

You can use this feature twice. You regain all expended charges when you finish a long rest.

Epic Level Wizard: Spell Mastery

26th-level Wizard feature
You have achieved mastery over your signature spells. You can cast your signature spells at will, without spending mana. If you want to cast it at a higher level, you must expend mana as normal.

Epic Level Wizard: Improved Arcane Defenses

29th-level Wizard feature
Your training has granted you greater protections against magic. Choose a second option from the Arcane Defenses class feature. You gain the benefits from it.

Epic Level Wizard: Dominus Magicae

30th-level Wizard feature
You’ve mastered the arcane and gain the following features.