Wizard
All classes · Multiclassing · Rules Glossary
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.