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Wizard

All classes · Multiclassing · Rules Glossary

Wizard

Core Wizard Traits

Primary Ability Intelligence
Hit Point Die D6 per Wizard level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies Simple weapons
Armor Training None
Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP

Becoming a Wizard ...

As a Level 1 Character

  • Gain all the traits in the Core Wizard Traits table.
  • Gain the Wizard's level 1 features, which are listed in the Wizard Features table.

As a Multiclass Character

  • Gain the Hit Point Die from the Core Wizard Traits table.
  • Gain the Wizard's level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.

Wizard Class Features

As a Wizard, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.

Wizard Features

Level Proficiency Bonus Class Features
1 +2 Spellcasting, Ritual Adept, Arcane Recovery
2 +2 Scholar
3 +2 Wizard Subclass
4 +2 Ability Score Improvement
5 +3 Memorize Spell
6 +3 Subclass feature
7 +3 -
8 +3 Ability Score Improvement
9 +4 -
10 +4 Subclass feature
11 +4 -
12 +4 Ability Score Improvement
13 +5 -
14 +5 Subclass feature
15 +5 -
16 +5 Ability Score Improvement
17 +6 -
18 +6 Spell Mastery
19 +6 Epic Boon
20 +6 Signature Spells
-Spell Slots per Spell Level-
Level Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9
1 3 4 2 - - - - - - - -
2 3 5 3 - - - - - - - -
3 3 6 4 2 - - - - - - -
4 4 7 4 3 - - - - - - -
5 4 9 4 3 2 - - - - - -
6 4 10 4 3 3 - - - - - -
7 4 11 4 3 3 1 - - - - -
8 4 12 4 3 3 2 - - - - -
9 4 14 4 3 3 3 1 - - - -
10 5 15 4 3 3 3 2 - - - -
11 5 16 4 3 3 3 2 1 - - -
12 5 16 4 3 3 3 2 1 - - -
13 5 17 4 3 3 3 2 1 1 - -
14 5 18 4 3 3 3 2 1 1 - -
15 5 19 4 3 3 3 2 1 1 1 -
16 5 21 4 3 3 3 2 1 1 1 -
17 5 22 4 3 3 3 2 1 1 1 1
18 5 23 4 3 3 3 3 1 1 1 1
19 5 24 4 3 3 3 3 2 1 1 1
20 5 25 4 3 3 3 3 2 2 1 1

Level 1: Spellcasting

As a student of arcane magic, you have learned to cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description.

Cantrips. You know three Wizard cantrips of your choice. Light , Mage Hand , and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.

When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.

Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone castingIdentify . You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.

The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic , Feather Fall , Mage Armor , Magic Missile , Sleep , and Thunderwave are recommended.

Whenever you gain a Wizard level after 1, 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 in the Wizard Features table. The spells are the culmination of arcane research you do regularly.

Expanding And Replacing A Spellbook

The Spells You Add To Your Spellbook As You Gain Levels Reflect Your Ongoing Magical Research, But You Might Find Other Spells During Your Adventures That You Can Add To The Book. You Could Discover A Wizard Spell On A Spell Scroll , For Example, And Then Copy It Into Your Spellbook.

Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.

Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you 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 Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.

The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.

If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.

Your Spellbook: Additional Reference

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.

Level 1: Ritual Adept

You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.

Level 1: Arcane Recovery

You can 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 equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher.

For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.

Once you use this feature, you can't do so again until you finish a Long Rest.

Level 2: Scholar

While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

Level 3: Wizard Subclass

You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass's features that are of your Wizard level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.

Level 5: Memorize Spell

Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

Level 18: Spell Mastery

You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.

Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.

Level 19: Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Level 20: Signature Spells

Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.

Wizard Spell List

This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, Rmeans it's a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0 Wizard Spells)

Spell School Special
Acid Splash Evocation -
Chill Touch Necromancy -
Dancing Lights Illusion C
Elementalism Transmutation -
Fire Bolt Evocation -
Light Evocation -
Mage Hand Conjuration -
Mending Transmutation -
Message Transmutation -
Minor Illusion Illusion -
Poison Spray Necromancy -
Prestidigitation Transmutation -
Ray of Frost Evocation -
Shocking Grasp Evocation -
True Strike Divination -

Level 1 Wizard Spells

Spell School Special
Alarm Abjuration R
Burning Hands Evocation -
Charm Person Enchantment -
Chromatic Orb Evocation M
Color Spray Illusion -
Comprehend Languages Divination R
Detect Magic Divination C, R
Disguise Self Illusion -
Expeditious Retreat Transmutation C
False Life Necromancy -
Feather Fall Transmutation -
Find Familiar Conjuration R, M
Floating Disk Conjuration R
Fog Cloud Conjuration C
Grease Conjuration -
Hideous Laughter Enchantment C
Ice Knife Conjuration -
Identify Divination R, M
Illusory Script Illusion R, M
Jump Transmutation -
Longstrider Transmutation -
Mage Armor Abjuration -
Magic Missile Evocation -
Protection from Evil and Good Abjuration C, M
Ray of Sickness Necromancy -
Shield Abjuration -
Silent Image Illusion C
Sleep Enchantment C
Thunderwave Evocation -
Unseen Servant Conjuration R

Level 2 Wizard Spells

Spell School Special
Acid Arrow Evocation -
Alter Self Transmutation C
Arcane Lock Abjuration M
Arcanist's Magic Aura Illusion -
Augury Divination R, M
Blindness/Deafness Transmutation -
Blur Illusion C
Continual Flame Evocation M
Darkness Evocation C
Darkvision Transmutation -
Detect Thoughts Divination C
Dragon's Breath Transmutation C
Enhance Ability Transmutation C
Enlarge/Reduce Transmutation C
Flaming Sphere Evocation C
Gentle Repose Necromancy R, M
Gust of Wind Evocation C
Hold Person Enchantment C
Invisibility Illusion C
Knock Transmutation -
Levitate Transmutation C
Locate Object Divination C
Magic Mouth Illusion R, M
Magic Weapon Transmutation -
Mind Spike Divination C
Mirror Image Illusion -
Misty Step Conjuration -
Ray of Enfeeblement Necromancy C
Rope Trick Transmutation -
Scorching Ray Evocation -
See Invisibility Divination -
Shatter Evocation -
Spider Climb Transmutation C
Suggestion Enchantment C
Web Conjuration C

Level 3 Wizard Spells

Spell School Special
Animate Dead Necromancy -
Bestow Curse Necromancy C
Blink Transmutation -
Clairvoyance Divination C, M
Counterspell Abjuration -
Dispel Magic Abjuration -
Fear Illusion C
Fireball Evocation -
Fly Transmutation C
Gaseous Form Transmutation C
Glyph of Warding Abjuration M
Haste Transmutation C
Hypnotic Pattern Illusion C
Lightning Bolt Evocation -
Magic Circle Abjuration M
Major Image Illusion C
Nondetection Abjuration M
Phantom Steed Illusion R
Protection from Energy Abjuration C
Remove Curse Abjuration -
Sending Divination -
Sleet Storm Conjuration C
Slow Transmutation C
Speak with Dead Necromancy -
Stinking Cloud Conjuration C
Tiny Hut Evocation R
Tongues Divination -
Vampiric Touch Necromancy C
Water Breathing Transmutation R

Level 4 Wizard Spells

Spell School Special
Arcane Eye Divination C
Banishment Abjuration C
Black Tentacles Conjuration C
Blight Necromancy -
Charm Monster Enchantment -
Confusion Enchantment C
Conjure Minor Elementals Conjuration C
Control Water Transmutation C
Dimension Door Conjuration -
Divination Divination R, M
Fabricate Transmutation -
Faithful Hound Conjuration -
Fire Shield Evocation -
Greater Invisibility Illusion C
Hallucinatory Terrain Illusion -
Ice Storm Evocation -
Locate Creature Divination C
Phantasmal Killer Illusion C
Polymorph Transmutation C
Private Sanctum Abjuration -
Resilient Sphere Abjuration C
Secret Chest Conjuration M
Stone Shape Transmutation -
Stoneskin Transmutation C, M
Vitriolic Sphere Evocation -
Wall of Fire Evocation C

Level 5 Wizard Spells

Spell School Special
Animate Objects Transmutation C
Arcane Hand Evocation C
Cloudkill Conjuration C
Cone of Cold Evocation -
Conjure Elemental Conjuration C
Contact Other Plane Divination R
Creation Illusion -
Dominate Person Enchantment C
Dream Illusion -
Geas Enchantment -
Hold Monster Enchantment C
Legend Lore Divination M
Mislead Illusion C
Modify Memory Enchantment C
Passwall Transmutation -
Planar Binding Abjuration M
Scrying Divination C, M
Seeming Illusion -
Summon Dragon Conjuration C, M
Telekinesis Transmutation C
Telepathic Bond Divination R
Teleportation Circle Conjuration M
Wall of Force Evocation C
Wall of Stone Evocation C

Level 6 Wizard Spells

Spell School Special
Chain Lightning Evocation -
Circle of Death Necromancy M
Contingency Abjuration M
Create Undead Necromancy M
Disintegrate Transmutation -
Eyebite Necromancy C
Flesh to Stone Transmutation C
Freezing Sphere Evocation -
Globe of Invulnerability Abjuration C
Guards and Wards Abjuration M
Instant Summons Conjuration R, M
Irresistible Dance Enchantment C
Magic Jar Necromancy M
Mass Suggestion Enchantment -
Move Earth Transmutation C
Programmed Illusion Illusion M
Sunbeam Evocation C
True Seeing Divination M
Wall of Ice Evocation C

Level 7 Wizard Spells

Spell School Special
Arcane Sword Evocation C, M
Delayed Blast Fireball Evocation C
Etherealness Conjuration -
Finger of Death Necromancy -
Forcecage Evocation C, M
Magnificent Mansion Conjuration M
Mirage Arcane Illusion -
Plane Shift Conjuration M
Prismatic Spray Evocation -
Project Image Illusion C, M
Reverse Gravity Transmutation C
Sequester Transmutation M
Simulacrum Illusion M
Symbol Abjuration M
Teleport Conjuration -

Level 8 Wizard Spells

Spell School Special
Antimagic Field Abjuration C
Antipathy/Sympathy Enchantment -
Befuddlement Enchantment -
Clone Necromancy M
Control Weather Transmutation C
Demiplane Conjuration -
Dominate Monster Enchantment C
Incendiary Cloud Conjuration C
Maze Conjuration C
Mind Blank Abjuration -
Power Word Stun Enchantment -
Sunburst Evocation -

Level 9 Wizard Spells

Spell School Special
Astral Projection Necromancy M
Foresight Divination -
Gate Conjuration C, M
Imprisonment Abjuration M
Meteor Swarm Evocation -
Power Word Kill Enchantment -
Prismatic Wall Abjuration -
Shapechange Transmutation C, M
Time Stop Transmutation -
True Polymorph Transmutation C
Weird Illusion C
Wish Conjuration -

Wizard Subclass: Evoker

Create Explosive Elemental Effects

Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.

Level 3: Evocation Savant

Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Level 6: Sculpt Spells

You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Level 10: Empowered Evocation

Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.

Level 14: Overchannel

You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1-5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.

Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.

Additional Bible5e Class Spell Options

These additional class-list options are retained for Bible5e campaigns. They are not automatically prepared; use this class's normal spell preparation rules.

Additional Level 3 Spells

Spell School Special
Induce Envy Enchantment C
Induce Gluttony Enchantment C, M
Induce Greed Enchantment C, M
Induce Lust Enchantment C, M
Induce Pride Enchantment C, M
Induce Sloth Enchantment C, M
Induce Wrath Enchantment C

Additional Level 4 Spells

Spell School Special
Pillar of Fire Evocation C

Additional Level 5 Spells

Spell School Special
Create Golem Transmutation M
Unum in Christo Transmutation M
Walk in Shadow Transmutation C

Additional Level 6 Spells

Spell School Special
A Glass Darkly Divination —
Mark of Cain Necromancy C
Pillar of Cloud Divination C
Summon Angel Conjuration M
Visitation Conjuration M

Additional Level 7 Spells

Spell School Special
Transubstantiation Transmutation —

Additional Level 8 Spells

Spell School Special
Weave Sin Necromancy M

Bible5e custom subclass options

Wizard Subclass: Order of the Magi

The frail old frame of Caspar darts to and fro in his observatory with an unnatural speed and dexterity for his age. Barking orders to his assistant in excited tones, he makes a few hurried notes in the margins of his star map and heads for the door. Trouble is brewing on the horizon.

Balthazar flicks his wrist, causing a wall of fire to spring to life, surrounding the caravan. A group of bandits stop in their tracks, unsure of what to do. Balthazar searches the group to identify the leader and locks eyes with him. "Your move," the Magus sneers.

In the dark recesses of a cave in Essene territory, a figure sits hunched over an Egyptian codex and a pile of Hebrew scrolls. Melchior, senior record keeper of the Magi, takes a sip of cold coffee and makes another note in his spellbook by the light of a single candle.

The Magi, translated as "wise men" or "kings" in some versions of the Bible, belong to an order of scribes and mystics from ancient Media, and were the most respected leaders of their time. After Media fell to foreign invaders, the Magi scattered across the map, becoming scavengers of esoteric knowledge. As followers of the Zoroastrian faith, they believe in one God, but this faith manifests itself through the study of the stars, alchemy, and ancient magic, rather than through prayer, meditation, or ritual. For the Magi, there is no one, right way to learn, and any two Magi will have vastly different skill sets and areas of interest.

The Magi are renowned for their practice of Namburbu, an ancient fusion of divination and abjuration. By watching the cosmos for signs of future events, the Magi have developed ways to harness these omens and guide the flow of destiny toward more favorable outcomes. For the Magi, fate is not something unavoidable; it is as fluid and ever-changing as the night sky.

Subclass Progression

Level Feature
3rd Written in the Stars, Gift of the Magi
6th Omens Foretold
10th Fate Unraveled
14th Destiny Reshaped

Level 3: Written in the Stars

When you choose this arcane tradition at 3rd level, you have learned to employ special tools in your study of the planets and stars, and special dice called Omen Dice, that you use manipulate the flow of fate.

Tools of the Trade. You can use the following objects as a spellcasting focus for your wizard spells. Choose one from the table below or roll to determine it randomly.

d6 Magi Spellcasting Focus
1 An olive wood staff, with star charts engraved into every inch of its surface
2 A magnifying lens with small etchings that line up with the constellations
3 A Babylonian astrolabe
4 A gnomon inscribed with Akkadian calculations
5 An "Ivory Prism" used to calculate and predict the trajectories of planets and stars
6 A sphere of polished onyx that reflects the night sky

While you are holding your spellcasting focus, you know the Guidance cantrip. If your spellcasting focus is lost or destroyed, you can create a replacement after spending a Short Rest observing the night sky.

Namburbu. You are now a practitioner of an ancient arcane discipline known as "Namburbu." By watching the stars for omens, you can discern truths about the universe and even use your knowledge to prevent certain evil futures from becoming reality.

Omen Dice. Your Omen dice represent your prowess in the discipline of Namburbu. You have three Omen dice, which are d4s. An Omen die is expended when you use it. You regain all of your expended Omen dice when you finish a long rest.

Your Omen dice become d6s at 6th level, and d8s at 14th level. You gain an extra Omen die at 10th level and one more at 14th level.

Level 3: Gift of the Magi

Starting when you choose this arcane tradition at 3rd level, you learn to recognize two Namburbu signs of your choice from the "Namburbu" section below.

Level 6: Omens Foretold

At 6th level, your travels have unlocked a variety of secret knowledge. You gain the following benefits.

  • Your Omen dice turn into d6s.
  • You learn one additional Namburbu sign of your choice.

Level 10: Fate Unraveled

At 10th level, you gain the following benefits.

  • You gain an additional Omen die.
  • When you use your Arcane Recovery feature to recover spell slots, you also recover one Omen die.
  • You learn one additional Namburbu sign of your choice.

Level 14: Destiny Reshaped

At 14th level, your study of ancient prophecies and secret magic begins to manifest itself in your subconscious. You gain the following benefits.

  • You gain an additional Omen die.
  • Your Omen dice turn into d8s.
  • You learn two additional Namburbu signs of your choice.

Namburbu Options

The signs associated with the omens of the Namburbu are listed in the order of the minimum wizard level at which you can choose them.

Sign of the Crooked Path. (Prerequisite: Wizard level 3) Certain signs in the stars offer advice on how to handle delicate situations. As an action, you can expend one Omen die and give special instructions to a creature you can see within 30 feet. The creature adds your Omen Die to all Charisma and Wisdom checks for the next hour.

Sign of the Stag. (Prerequisite: Wizard level 3) You decipher a warning of danger in the near future. As an action, you can expend one Omen die and give a warning to a number of creatures equal to your proficiency bonus that can hear you within 30 feet. These creatures add your Omen Die to an initiative roll made in the next hour.

Sign of the Overseer. (Prerequisite: Wizard level 3) An omen appears in the sky over a creature you choose within 30 feet. As an action, you can expend one Omen die and anoint this creature with oil from the Myrrh tree. The anointed creature adds your Omen die to all saving throws. This effect lasts until the bonus from your Omen Die causes the anointed creature to succeed on a saving throw, or until dawn the following day.

Sign of the Twin. (Prerequisite: Wizard level 6) A mysterious constellation teaches you how to conserve your energy during the day. As an action, you can expend one Omen die and recover a spell slot of 3rd level or lower.

Sign of the Scimitar. (Prerequisite: Wizard level 6) You have learned to watch for signs that teach you how and when to strike down your enemy most efficiently. When a creature who can hear you within 60 feet makes an attack roll, you can use your reaction and expend one Omen die to call out a special word of guidance. The creature may add your Omen die to its attack roll. If the attack hits, it deals extra damage of the weapon's damage type equal to one roll of your Omen die.

Sign of the Scorpion. (Prerequisite: Wizard level 6) A new sign appears in the heavens that shows the perfect moment to strike at your enemy's weakness. When an enemy you can see within 60 feet makes a saving throw, you can use your reaction to expend any number of Omen dice, subtracting them from the enemy's saving throw. You must choose how many Omen dice to expend after the enemy's roll, but before you learn whether the roll succeeds or fails.

Sign of the Star. (Prerequisite: Wizard level 10) You expend three Omen dice and speak the name of a creature, object, or location such as "the Queen of Sheba," "the Temple of Fire," or "the nearest tavern." A star appears on the horizon, hovering above the creature or thing you named. The star is only visible when you have a clear view of the sky. If the creature or object moves, the stars moves with it. The star remains for 24 hours, or until you use this feature again.

Sign of Balance. (Prerequisite: Wizard level 10) You learn how to synchronize your spellcasting with the movement of the cosmos. When you cast a spell that requires material components, you can expend one of your Omen die in place of a single material component with a gold cost of 1,000 gp or less.

Sign of the Scroll. (Prerequisite: Wizard level 10) The movement of the heavenly bodies reveals hidden truths to the observant eye. If you spend a short rest in a place within view of the night sky, you can expend any number of Omen dice in exchange for answers from the cosmos. You may ask the GM a number of yes/no questions equal to the number of Omen dice expended, to which the GM will offer a truthful reply.