Page 107 - DnD_5e_Players_Handbook_(BnW_OCR)
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T h e W i z a r d
— Spells Slots per Spell Level —
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —
2nd +2 Arcane Tradition 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Arcane Tradition feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Arcane Tradition feature 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1
T h e L u r e o f K n o w l e d g e Q u i c k B u i l d
You can make a wizard quickly by following these
W izards’ lives are seldom mundane. The closest a
suggestions. First, Intelligence should be your highest
w izard is likely to com e to an ordinary life is working
ability score, followed by Constitution or Dexterity.
as a sage or lecturer in a library or university, teaching
If you plan to join the School of Enchantment, make
others the secrets of the multiverse. Other wizards sell
Charisma your next-best score. Second, choose the sage
their services as diviners, serve in military forces, or
background. Third, choose the mage hand, light, and
pursue lives of crime or domination.
ray of frost cantrips, along with the following 1st-level
But the lure o f knowledge and power calls even the
spells for your spellbook: burning hands, charm person,
most unadventurous wizards out of the safety of their
feather fall, mage armor, magic missile, and sleep.
libraries and laboratories and into crumbling ruins and
lost cities. M ost w izards believe that their counterparts
in ancient civilizations knew secrets of magic that have C lass F e a t u r e s
been lost to the ages, and discovering those secrets As a wizard, you gain the following class features.
could unlock the path to a power greater than any magic
available in the present age. H i t P o i n t s
Hit Dice: 1d6 per wizard level
C r e a t i n g a W i z a r d __________ Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Creating a wizard character demands a backstory
Constitution modifier per wizard level after 1st
dominated by at least one extraordinary event. How
did your character first com e into contact with magic?
P r o f i c i e n c i e s
How did you discover you had an aptitude for it? Do
Armor: None
you have a natural talent, or did you simply study
Weapons: Daggers, darts, slings, quarterstaffs,
hard and practice incessantly? Did you encounter a
light crossbow s
magical creature or an ancient tome that taught you the
Tools: None
basics of magic?
What drew you forth from your life of study? Did your Saving Throws: Intelligence, W isdom
first taste of m agical knowledge leave you hungry for Skills: Choose two from Arcana, History, Insight,
more? Have you received word of a secret repository Investigation, M edicine, and Religion
of knowledge not yet plundered by any other wizard?
Perhaps you’re simply eager to put your newfound
magical skills to the test in the face o f danger.

