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 the “Your Spellbook” sidebar).
Arcane Recovery
You have learned to regain some of your magical energy
by studying your spellbook. Once per day 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.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition,
shaping your practice of magic through one of eight
schools: Abjuration, Conjuration, Divination, Enchantment,
Evocation, Illusion, Necromancy, or Transmutation.
The school of Evocation is detailed at the end of the class
description; see the Player’s Handbook for information
on the other schools.
Your choice grants you features at 2nd level and again
at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.
Spell Mastery
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
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.
Arcane Traditions
The study of wizardry is ancient, stretching back to the
earliest mortal discoveries of magic. It is firmly established
in the worlds of D&D, with various traditions
dedicated to its complex study.
The most common arcane traditions in the multiverse
revolve around the schools of magic. Wizards through
the ages have cataloged thousands of spells, grouping
them into eight categories called schools, as described
in chapter 10. In some places, these traditions are literally
schools. Elsewhere, they are more like academic
departments, with rival faculties competing for students
and funding. Even wizards who train apprentices in the
solitude of their own towers use the division of magic
into schools as a learning device, since