Wizard



You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes to discover and understand how magic works. Yet magical theory is vast, and there’s no way you can study it all. You either specialize in one of the eight schools of magic, gaining deeper understanding of the nuances of those spells above all others, or favor a broader approach that emphasizes the way all magic comes together at the expense of depth.



Roleplaying the Wizard

During Combat Encounters...

You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like invisibility or flight, you answer with spells like glitterdust or earth bind, leveling the field for your allies.

During Social Encounters...

You provide a well of knowledge about arcane matters and solve arguments with logic.

While Exploring...

You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.

In Downtime...

You learn new spells, craft magic items, or scribe scrolls for your party, and seek out new and exciting formulas in addition to spells. You might even forge scholarly connections and establish a school or guild of your own.



Key Ability: INTELLIGENCE

At 1st level, your class gives you an ability boost to Intelligence.

Hit Points: 6 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude & Reflex

Expert in Will

Skills

Trained in Arcana, a Lore of your choice, and a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in unarmed attacks, the club, crossbow, dagger, heavy crossbow, and staff

Defenses

Trained in unarmored defense

Spells

Trained in arcane spell attacks and arcane spell DCs

Starting Gear

Price 3 gp; Bulk 2 Bulk, 2 light; Money Left Over 12 gp
Weapons staff
Gear backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, a waterskin, a material component pouch, and a writing set
Options crossbow with 20 bolts (3 gp, 2 sp)




Class Features

You gain these features as a Wizard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level
Class Feature

1

Initial proficiencies, arcane spellcasting, arcane school, arcane bond, arcane thesis

2

Wizard feat, sagacity, skill feat

3

2nd-level spells, general feat, skill increase

4

Wizard feat, devastating attacks (two dice), sagacity, skill feat

5

3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase

6

Wizard feat, sagacity, skill feat

7

4th-level spells, expert spellcaster, general feat, skill increase

8

Wizard feat, sagacity, saving throw potency +1, skill feat

9

5th-level spells, ancestry feat, magical fortitude, skill increase

10

Ability boosts, wizard feat, sagacity, skill feat

11

6th-level spells, alertness, general feat, skill increase, wizard weapon expertise

12

Wizard feat, devastating attacks (three dice), sagacity, skill feat

13

7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization

14

Wizad feat, sagacity, saving throw potency +2, skill feat

15

8th-level spells, ability boosts, general feat, master spellcaster, skill increase

16

Wizard feat, sagacity, skill feat

17

9th-level spells, ancestry feat, resolve, skill increase

18

Wizard feat, sagacity, skill feat

19

Archwizard's spellcraft, devastating attacks (four dice), general feat, legendary spellcaster, skill increase

20

Ability boosts, wizard feat, sagacity, saving throw potency +3, skill feat


Arcane Bond

You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.

Drain Bonded Item [FA]

Wizard
Arcane

Frequency once per day


You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

 

Arcane School

Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school.

If you don’t choose a school, you’re a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater fiexibility.


Arcane Spellcasting

Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells).

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase, shown in Wizard Spells per Day table.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. Details on calculating these statistics appear in Spell Attack Rolls.

Wizard Spells per Day

Your Level
Cantrips
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

1

5

2

--

--

--

--

--

--

--

--

--

2

5

3

--

--

--

--

--

--

--

--

--

3

5

3

2

--

--

--

--

--

--

--

--

4

5

3

3

--

--

--

--

--

--

--

--

5

5

3

3

2

--

--

--

--

--

--

--

6

5

3

3

3

--

--

--

--

--

--

--

7

5

3

3

3

2

--

--

--

--

--

--

8

5

3

3

3

3

--

--

--

--

--

--

9

5

3

3

3

3

2

--

--

--

--

--

10

5

3

3

3

3

3

--

--

--

--

--

11

5

3

3

3

3

3

2

--

--

--

--

12

5

3

3

3

3

3

3

--

--

--

--

13

5

3

3

3

3

3

3

2

--

--

--

14

5

3

3

3

3

3

3

3

--

--

--

15

5

3

3

3

3

3

3

3

2

--

--

16

5

3

3

3

3

3

3

3

3

--

--

17

5

3

3

3

3

3

3

3

3

2

--

18

5

3

3

3

3

3

3

3

3

3

--

19

5

3

3

3

3

3

3

3

3

3

1*

20

5

3

3

3

3

3

3

3

3

3

1*

*The archwizard's spellcraft class feature gives you a 10th-level spell slot that works a bit differently than other spell slots.


Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.


Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-level spells, and as a 5th-level wizard, your cantrips are 3rd-level spells.


Spellbook

Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the arcane spell list from this book or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Crimson Libram, or something more academic, like A Field Study in Practical Transmutation.

Each time you gain a level, you add two more arcane spells to your spellbook, of any level for which you have spell slots. You can also use the Arcana skill to add other spells that you find in your adventures (See Learn a Spell).


Sample Spellbook

You can fill your spellbook with whichever spells you like, but the list below covers a good selection of starter spells for a 1st-level wizard. These are the exact spells found in Structure and Interpretation of Arcane Magic, a basic spellbook used by arcane academies and master wizards to teach apprentices good habits in arcane research.

Cantrips: Acid splash, detect magic, electric arc, light, mage hand, message, prestidigitation, ray of frost, read aura, and shield.

1st Level: Burning hands, color spray, grease, mage armor, and magic missile, plus one spell of your school if you’re a specialist wizard.


Arcane Thesis

During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.” 


Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.


Wizard Feats (Level 2)

At 2nd level and every 2 levels thereafter, you gain a wizard class feat.


Sagacity (Level 2)

At 2nd level and every 2 levels thereafter, you gain a skill increase that you can only use on knowledge-based Lore skills. You can use this increase to become trained in one knowledge-based Lore skill that you are untrained in.

Once you are 3rd level or higher, you can use this skill increase to increase a knowledge-based Lore skill you are already trained in to expert. You can use any of these skill increases you gain at 7th level or higher to become a master in a knowledge-based Lore skill in which you’re already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a knowledge-based Lore skill in which you’re already a master.


Skill Feats (Level 2)

At 2nd level and every 2 levels thereafter, you gain a skill feat (skill feats have the skill trait). You must be trained or better in the corresponding skill to select a skill feat.


General Feats (Level 3)

At 3rd level and every 4 levels thereafter, you gain a general feat.


Skill Increases (Level 3)

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.

You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you’re already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a skill in which you’re already a master.


Devastating Attacks (Level 4)

At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.


Ability Boosts (Level 5)

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.


Ancestry Feats (Level 5)

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.


Lightning Reflexes (Level 5)

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.


Expert Spellcaster (Level 7)

Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.


Saving Throw Potency (Level 8)

At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.


Magical Fortitude (Level 9)

Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.


Alertness (Level 11)

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.


Wizard Weapon Expertise (Level 11)

Through a combination of magic and training, you’ve learned how to wield wizard weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, staff, and unarmed attacks.


Defensive Robes (Level 13)

The flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.


Weapon Specialization (Level 13)

You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.


Master Spellcaster (Level 15)

You command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.


Resolve (Level 17)

You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.


Archwizard's Spellcraft (Level 19)

You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using arcane spellcasting. You can't use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots. Unlike with other spell slots, you don't gain more 10th-level spells as you level up, though you can take the Archwizard's Might feat to gain a second slot.


Legendary Spellcaster (Level 19)

You are a consummate spellcaster, with a comprehensive understanding of both arcane theory and practical spellcraft. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to legendary.

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