Level Proficiency Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 Spellcasting, Arcane Recovery 3 2 - - - - - - - -
2 2 Wizard Archetype 3 3 - - - - - - - -
3 2 - 4 4 2 - - - - - - -
4 2 Ability Score Improvement 4 4 3 - - - - - - -
5 3 - 4 4 3 2 - - - - - -
6 3 Wizard Archetype Feature 4 4 3 3 - - - - - -
7 3 - 4 4 3 3 1 - - - - -
8 3 Ability Score Improvement 4 4 3 3 2 - - - - -
9 4 - 4 4 3 3 3 1 - - - -
10 4 Wizard Archetype Feature 5 4 3 3 3 2 - - - -
11 4 - 5 4 3 3 3 2 1 - - -
12 4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13 5 - 5 4 3 3 3 2 1 1 - -
14 5 Wizard Archetype Feature 5 4 3 3 3 2 1 1 - -
15 5 - 5 4 3 3 3 2 1 1 1 -
16 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17 6 - 5 4 3 3 3 2 1 1 1 1
18 6 Spell Mastery 5 4 3 3 3 2 1 1 1 1
19 6 Ability Score Improvement 5 4 3 3 3 2 2 1 1 1
20 6 Signature Spells 5 4 3 3 3 2 2 2 1 1

Hit Points

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

Proficiencies

Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Saving Throws: Intelligence, Wisdom
Skills: Choose one of the following: Arcana, Religion, Medicine, Investigation, Insight, and History

Arcane Recovery Level: 1

You have learned to regain some of your magical energy by studying your spellbook. When you finish a short rest, you can choose expended spell slots to recover. The spell slots 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.

Once you use this feature, you must complete a long rest before you can use it again.

Spellcasting Level: 1

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

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.

Spellbook

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 many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots 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 your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. 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 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 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 (see “Your Spellbook”).

Wizard Archetype Level: 2

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic. The arcane traditions are described in the official source material, as well as detailed below. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Spell Mastery Level: 18

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells Level: 20

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Spell List

  • Cantrips
    • Acid Splash
    • Chill Touch
    • Dancing Lights
    • Light
    • Mage Hand
    • Mending
    • Message
    • Minor Illusion
    • Prestidigitation
    • Ray of Frost
    • Shocking Grasp
    • True Strike
    • Create bonfire (EE)
    • Control flames (EE)
    • Frostbite (EE)
    • Gust (EE)
    • Mold earth (EE)
    • Shape water (EE)
    • Thunderclap (EE)
    • Booming Blade (SCA)
    • Green-Flame Blade (SCA)
    • Lightning Lure (SCA)
    • Sword Burst (SCA)
  • 1st Level
    • Alarm
    • Burning Hands
    • Charm Person
    • Color Spray
    • Comprehend Languages
    • Detect Magic
    • Disguise Self
    • Expeditious Retreat
    • False Life
    • Feather Fall
    • Floating Disk
    • Fog Cloud
    • Grease
    • Hideous Laughter
    • Identify
    • Illusory Script
    • Jump
    • Longstrider
    • Mage Armor
    • Magic Missile
    • Protection from Evil and Good
    • Shield
    • Silent Image
    • Sleep
    • Thunderwave
    • Unseen Servant
    • Absorb elements (EE)
    • Catapult (EE)
    • Ice knife (EE)
    • Earth tremor (EE)
  • 2nd Level
    • Acid Arrow
    • Alter Self
    • Arcane Lock
    • Arcanist’s Magic Aura
    • Blindness/Deafness
    • Blur
    • Continual Flame
    • Darkness
    • Darkvision
    • Detect Thoughts
    • Enlarge/Reduce
    • Flaming Sphere
    • Gentle Repose
    • Gust of Wind
    • Hold Person
    • Invisibility
    • Knock
    • Levitate
    • Locate Object
    • Magic Mouth
    • Magic Weapon
    • Mirror Image
    • Misty Step
    • Ray of Enfeeblement
    • Rope Trick
    • Scorching Ray
    • See Invisibility
    • Shatter
    • Spider Climb
    • Suggestion
    • Web
    • Aganazzar’s scorcher (EE)
    • Dust devil (EE)
    • Earthbind (EE)
    • Maximilian’s earthen grasp (EE)
    • Pyrotechnics (EE)
    • Skywrite (EE)
    • Snilloc’s snowball swarm (EE)
  • 3rd Level
    • Animate Dead
    • Bestow Curse
    • Blink
    • Clairvoyance
    • Dispel Magic
    • Fear
    • Fireball
    • Fly
    • Gaseous Form
    • Glyph of Warding
    • Haste
    • Hypnotic Pattern
    • Lightning Bolt
    • Magic Circle
    • Major Image
    • Nondetection
    • Phantom Steed
    • Protection from Energy
    • Remove Curse
    • Sending
    • Sleet Storm
    • Slow
    • Stinking Cloud
    • Tiny Hut
    • Tongues
    • Vampiric Touch
    • Water Breathing
    • Erupting earth (EE)
    • Flame arrows (EE)
    • Melf’s minute meteors (EE)
    • Tidal wave (EE)
    • Wall of sand (EE)
    • Wall of water (EE)
  • 4th Level
    • Arcane Eye
    • Banishment
    • Black Tentacles
    • Blight
    • Confusion
    • Conjure Minor Elementals
    • Control Water
    • Dimension Door
    • Fabricate Faithful Hound
    • Fire Shield
    • Greater Invisibility
    • Hallucinatory Terrain
    • Ice Storm
    • Locate Creature
    • Phantasmal Killer
    • Polymorph
    • Private Sanctum
    • Resilient Sphere
    • Secret Chest
    • Stone Shape
    • Stoneskin
    • Wall of Fire
    • Elemental bane (EE)
    • Storm sphere (EE)
    • Vitriolic sphere (EE)
    • Watery sphere (EE)
  • 5th Level
    • Animate Objects
    • Arcane Hand
    • Cloudkill
    • Cone of Cold
    • Conjure Elemental
    • Contact Other Plane
    • Creation
    • Dominate Person
    • Dream
    • Geas
    • Hold Monster
    • Legend Lore
    • Mislead
    • Modify Memory
    • Passwall
    • Planar Binding
    • Scrying
    • Seeming
    • Telekinesis
    • Telepathic Bond
    • Teleportation Circle
    • Wall of Force
    • Wall of Stone
    • Control winds (EE)
    • Immolation (EE)
    • Transmute rock (EE)
  • 6th Level
    • Chain Lightning
    • Circle of Death
    • Contingency
    • Create Undead
    • Disintegrate
    • Eyebite
    • Flesh to Stone
    • Freezing Sphere
    • Globe of Invulnerability
    • Guards and Wards
    • Instant Summons
    • Irresistible Dance
    • Magic Jar
    • Mass Suggestion
    • Move Earth
    • Programmed Illusion
    • Sunbeam
    • True Seeing
    • Wall of Ice
    • Investiture of flame (EE)
    • Investiture of ice (EE)
    • Investiture of stone (EE)
    • Investiture of wind (EE)
  • 7th Level
    • Arcane Sword
    • Delayed Blast
    • Fireball
    • Etherealness
    • Finger of Death
    • Forcecage
    • Magnificent Mansion
    • Mirage Arcane
    • Plane Shift
    • Prismatic Spray
    • Project Image
    • Reverse Gravity
    • Sequester
    • Simulacrum
    • Symbol
    • Teleport
    • Whirlwind (EE)
  • 8th Level
    • Antimagic Field
    • Antipathy/Sympathy
    • Clone
    • Control Weather
    • Demiplane
    • Dominate Monster
    • Feeblemind
    • Incendiary Cloud
    • Maze
    • Mind Blank
    • Power Word Stun
    • Sunburst
    • Abi-Dalzim’s horrid wilting (EE)
  • 9th Level
    • Astral Projection
    • Foresight
    • Gate
    • Imprisonment
    • Meteor Swarm
    • Power Word Kill
    • Prismatic Wall
    • Shapechange
    • Time Stop
    • True Polymorph
    • Weird
    • Wish
Select an archetype above to view it's features

Wizards who have studied the school of infusion are strong believers that while magic holds great strength and power, even magic can be improved upon. They believe that magic is strongest when it has been imbued into other objects as a medium to deliver the impact of the spell.

Master of Range Level: 2

Beginning when you select this school at 2nd level, you gain proficiency with all simple and martial ranged weapons.

Cantrip Shot Level: 2

When you choose this school at 2nd level, you gain the ability to enhance your ammunition by strengthening them with magic. When you make a ranged weapon attack you can replace the damage and effect of the ammunition with one of your damaging cantrips. If the cantrip would force a saving throw, that saving throw is made with disadvantage. You can do this only once per turn.

Quick Shot Level: 6

Starting at 6th level, you are able to quickly react after you fire a ranged weapon. After you take the attack action, you can make a ranged weapon attack as a bonus action. This ranged weapon attack can not be a cantrip shot or an imbued shot.

Imbued Shot Level: 10

Starting at 10th level, you gain the ability to channel your spells and magical power into ammunition.

Whenever you make a ranged weapon attack, you can cast a spell you have prepared into the ammunition, but before you make the attack roll. The spell casted into the ammunition must have a casting time of 1 action, and it must be able to either target one creature other than you, a point in the air, or has an area of effect originating from yourself.

On a hit, the spell triggers against the target. If the spell is an area of effect it triggers with the target at the center. If the spell normally originates from the caster, the target is the point of origination and the area of effect continues in the direction of the ammunition.

The spells effect triggers before the damage of the ammunition is applied to the target. If the the spell effect requires a dexterity saving throw, the target has disadvantage on the save.

Improved Shot Level: 14

Starting at 14th level, when you cast a spell into a piece of ammunition with Imbued Shot, you can treat the effect of that spell as being one spell level higher then you casted it. You can use this feature once per long rest.

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