Level Proficiency Bonus Features Cantrips Known Maximum Spell Level Spell Points
1st +3 Spellcasting 2 1 10
2nd +3 3 1 12
3rd +3 Critical Evocations 4 2 14
4th +3 4 2 17
5th +4 Spellspear 4 3 27
6th +4 4 3 32
7th +4 4 4 38
8th +4 Improved Familiar 4 4 44
9th +4 Mana Funneling Familiar 4 5 57
10th +5 +1 AP 4 5 64
11th +5 +2 AP 5 6 73
12th +5 +1 AP 5 6 73
13th +6 +2 AP 5 7 83
14th +6 +1 AP 5 7 83
15th +6 +2 AP 5 8 94
16th +6 +1 AP 5 8 94
17th +6 +2 AP 5 9 107
18th +6 +1 AP 5 9 114
19th +6 +2 AP 5 9 123
20th +6 +2 AP 5 9 113

Class Features

As a wizard, you gain the following class features

Hit Points

Hit Dice: 1d6 per Wizard level
Hit Points at 1st Level: 16 + your Constiitution modifier
Hit Points at Higher Levels: 4 + your Constitution modifier per level after 1st


Armor: None
Weapons: Simple weapons
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Insight, Investigation, Medicince, and Religion



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.


At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice selected from the Wizard Spell List.

Preparing & Casting Spells

The Wizard table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend spell points of the spell’s level. You regain all expended spell points when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so. choose a number of wizard spells from your spellbook equal to 5 + your Proficiency Bonus. You may not prepare or cast a spell of a spell level higher than your Maximum Spell Level.

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.

Spellscasting 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 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 (found in chapter 5) 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. 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 (see the “Your Spellbook” sidebar on page 114 of the Player’s Handbook).

Critical Evocations

Starting at 3rd level, roll 1d20 whenever you cast an evocation spell. On a roll of ‘20’, double all initial damage dice rolled for the spell. This applies to all creatures effected by the spell. This does not apply to any ongoing or continuous damage the spell may apply on subsequent turns/rounds.


Starting 5th level, you may use a Bonus Action to double the range of the next single target evocation spell you cast on the same turn.

Mana Funneling Familiar

Starting at 9th level, whenever your familiar is within 10’ of you continuously for an hour, you regain a number of spell points equal to your Proficiency Bonus at the end of the hour. Your familiar must be on the same dimension/plane of existing another otherwise not confined away from physical contact with you during that time.

Advancement Points

Starting at 10th level, you being to accrue Advancement Points (AP). When you gain a level, you may spend your AP to purchase Advanced Abilities for which you meet the qualifications. Unspent AP is maintained between levels, added to newly acquired AP when you gain a future level, and can then be spent when you gain another level.


Antonica DevonGoda