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Wizard Class Features and Abilities Guide

The document outlines the features and abilities of a wizard character, including skills, spells, and unique traits such as Cunning Intuition and Shape Shadows. It also details the School of Divination, including benefits like Portent and Expert Divination, as well as the use of an Arcane Grimoire for spellcasting. Additionally, it introduces Metamagic options from the sorcerer class, allowing for enhanced spellcasting capabilities.

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0% found this document useful (0 votes)
20 views3 pages

Wizard Class Features and Abilities Guide

The document outlines the features and abilities of a wizard character, including skills, spells, and unique traits such as Cunning Intuition and Shape Shadows. It also details the School of Divination, including benefits like Portent and Expert Divination, as well as the use of an Arcane Grimoire for spellcasting. Additionally, it introduces Metamagic options from the sorcerer class, allowing for enhanced spellcasting capabilities.

Uploaded by

tomas.tichy007
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows


Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine,
and Religion

 Cunning Intuition. Whenever you roll a Dexterity (Stealth) check or a


Charisma (Performance) check, roll a d4 and add the number rolled to
the total ability check.
 Shape Shadows. You know the Minor Illusion cantrip. Starting at 3rd
level, you can also cast the Invisibility spell with this trait. Once you
cast either spell with this trait, you can't cast that spell again until you
finish a long rest. Charisma is your Spellcasting Ability for these
spells.
 Spells of the Mark. If you have the Spellcasting or Pact Magic class
features, the spells on the Mark of Shadow Spells table are added to
the spell list of your spellcasting class.

At 3rd level, you have scribed a set of arcane formulas in your spellbook that
you can use to formulate a cantrip in your mind. Whenever you finish a long
rest and consult those formulas in your spellbook, you can replace one wizard
cantrip you know with another cantrip from the wizard spell list.

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.
School of Divination
Divination Savant
Beginning when you select this school at 2nd level, the gold and time you
must spend to copy a Divination spell into your spellbook is halved.
Portent
Starting at 2nd level when you choose this school, glimpses of the future begin
to press in on your awareness. When you finish a long rest, roll two d20s and
record the numbers rolled. You can replace any attack roll, saving throw, or
ability check made by you or a creature that you can see with one of these
foretelling rolls. You must choose to do so before the roll, and you can replace
a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you
lose any unused foretelling rolls.
Expert Divination
Beginning at 6th level, casting divination spells comes so easily to you that it
expends only a fraction of your spellcasting efforts. When you cast a
divination spell of 2nd level or higher using a spell slot, you regain one
expended spell slot. The slot you regain must be of a level lower than the spell
you cast and can't be higher than 5th level.

Arcane grimoire
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a
wizard)
While you are holding this leather-bound book, you can use it as a
spellcasting focus for your wizard spells, and you gain a bonus to spell attack
rolls and to the saving throw DCs of your wizard spells. The bonus is
determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane
Recovery feature, you can increase the number of spell slot levels you regain
by 1.

You've learned how to exert your will on your spells to alter how they
function:
 You learn two Metamagic options of your choice from the sorcerer
class. You can use only one Metamagic option on a spell when you
cast it, unless the option says otherwise. Whenever you reach a level
that grants the Ability Score Improvement feature, you can replace
one of these Metamagic options with another one from the sorcerer
class.
 You gain 2 sorcery points to spend on Metamagic (these points are
added to any sorcery points you have from another source but can be
used only on Metamagic). You regain all spent sorcery points when
you finish a long rest.
 Quickened Spell. When you cast a spell that has a casting time of 1
action, you can spend 2 sorcery points to change the casting time to 1
bonus action for this casting.
 Twinned Spell. When you cast a spell that targets only one creature
and doesn't have a range of self, you can spend a number of sorcery
points equal to the spell's level to target a second creature in range
with the same spell (1 sorcery point if the spell is a cantrip). To be
eligible, a spell must be incapable of targeting more than one creature
at the spell's current level. For example, magic missile and scorching ray
aren't eligible, but ray of frost and chromatic orb are.

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