The Variant Wizard Level Proficiency Bonus Features Cantrips Known Arcane Magic Slots Arcane Slot Level Experimental Slots Praxis Known 1st +2 Arcane Magic, Experimental Magic 3 1 1 1 — 2nd +2 Research Praxis, Tricks Up Your Sleeve 3 2 1 1 2 3rd +2 Arcane Tradition 3 3 1 2 2 4th +2 Ability Score Improvement 3 3 1 2,2 2 5th +3 ─ 4 3 2 3 3 6th +3 Arcane Tradition Feature 4 3 2 3,3 3 7th +3 ─ 4 3 3 4 4 8th +3 Ability Score Improvement 4 3 3 4 4 9th +4 ─ 4 3 4 5 5

10th +4 Arcane Tradition Feature 5 3 4 5 5 11th +4 ─ 5 3 5 6 5 12th +4 Ability Score Improvement 5 3 5 6 6 13th +5 ─ 5 3 5 6,7 6

14th +5 Arcane Tradition Feature 5 3 5 6,7 6

15th +5 ─ 5 3 5 6,7,8 7

16th +5 Ability Score Improvement 5 3 5 6,7,8 7 17th +6 ─ 5 4 5 6,7,8,9 7 18th +6 ─ 5 4 5 6,7,8,9 8 19th +6 Ability Score Improvement 5 4 5 6,7,8,9 8 20th +6 Arcane Master 5 4 5 6,7,8,9 8

Variant Wizard Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic. Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination. But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Creating A Wizard Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic? What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository 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 of danger.

Quick Build You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep. Class Features As a wizard, you gain the following class features. Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6+ your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, W isdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a quarterstaff or (b) a dagger • (a) a component pouch or (b) an arcane focus • (a) a scholar’s pack or (b) an explorer’s pack • A spellbook Spellbook: Learning & Preparing Spells As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of for the wizard spell list. At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. You prepare the list of wizard spells that are available for you to cast. To do so. choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots from either your arcane magic feature or your experimental magic feature. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your intelligence modifier

Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Arcane Focus You can use an arcane focus (found in chapter 5 of the PHB) as a spellcasting focus for your wizard spells. Learning Spells of 1st level or higher Each time you gain a wizard level, you can 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 on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook Arcane Magic The wizard table shows how many arcane magic spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your wizard spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have three 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell. Experimental Magic The wizard table shows you the experimental magic slots you have, indicating what level they these slots are. For example, at level 3 you have a single 2nd level spell slot from experimental magic, whereas at level 13 you have a single 6th level spell slot, and a single 7th level spell slot. You regain all expended spell slots when you finish a long rest. Tricks Up Your Sleeve Starting at 2nd level, your quick thinking allows you to throw out magical tricks to change the tide of battle. You can take a bonus action on each of your turns in combat. This action can be used only to cast a wizard cantrip that you know. If the cantrip targets a creature, or would require a creature to make a saving throw on this turn, the cantrip fails and you lose your bonus action for this turn. Research Praxis In your intense study of arcane lore, you mastered various research praxis, practical applications of lore that enhance your magical ability. At 2nd level, you gain two research praxis of your choice. Your praxis options are detailed at the end of the class description. When you gain certain wizard levels, you gain additional praxis of your choice, as shown in the praxis Known column of the Wizard table. Additionally, when you gain a level in this class, you can choose one of the praxis you know and replace it with another praxis that you could learn at that level. Arcane Tradition When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of seven ancient paths: Lore Master, Seer, Enchanter, Necromancer, Fabricator, Abjurer, and Alchemist, all detailed at the end of the class description. Your choice grants you features at 3rd 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. Arcane Master At 20th level, you can draw on your inner reserve of arcane power to regain expended spell slots granted by your arcane magic feature. You can spend 1 minute focusing and channeling arcane energy to regain all your expended spell slots from your Arcane Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. 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 Loremaster Thirst for Knowledge Starting at the 3rd level, add the Augury and Detect Thoughts spells to your spellbook. Augury counts as a wizard spell for you. You can cast detect thoughts as a ritual, and when you do it has a durration of "concentration, up to 10 minutes". The Language of Magic Starting at the 6th level, add dispel magic and tongues to your spellbook. You can cast these spells as rituals. Otherworldly Research Starting at the 10th level, add the divination and legend lore spells to your spellbook. Divination counts as a wizard spell for you and you may cast it once per day without expending any material components. You can cast legend lore as a ritual. Loremaster's Legend Lore Starting at the 14th level, when you cast legend lore, you also know what plane of existence the subject of the legend is on, and if it is on the same plane of existence as you, what direction it is in relative to you.

The Seer Enhanced Senses Starting at the 3rd level, add the see invisibility and locate object spells to your spellbook. You can cast these spells as rituals, and when you cast see invisibility on yourself you also gain 60ft dark vision, and have an advantage on saving throws against illusions and ability checks made to determine whether something is an illusion. Projected Mind Starting at the 6th level, add the clairvoyance and sending spells to your spellbook. You can cast these spells as rituals. World-Vision Starting at the 10th level, add the arcane eye, locate creature, and scrying spells to your spellbook. You can cast these spells as rituals. Portent Starting at the 14th level, 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. The Enchanter Magical Infiltration Starting at the 3rd level, add the detect thoughts and invisibility spells to your spellbook. You can cast these spells as rituals. When you cast detect thoughts as a ritual, it has a duration of “concentration, up to 10 minutes”. Enchanter's Major Image Starting at the 6th level, add the major image spell to your spellbook. You can cast this spell as a ritual, and when you do its duration is “until dispelled” Mind-Binder Starting at the 10th level, add the geas and dream spells to your spellbook. You can cast these spells as rituals. Illusory Reality Starting at the 14th level, when you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing, but you may only apply this effect to a given spell once. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone. The Necromancer Anti-Life Magic Starting at the 3rd level, whenever you cast a spell with a damage type other than necrotic, you may choose to have the spell deal necrotic damage instead. Undead Thralls Starting at the 6th level, add the animate dead spell to your spellbook. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits: • The creature’s hit point maximum is increased by an amount equal to your wizard level. • The creature adds your proficiency bonus to its weapon damage rolls. Rottten Magic Starting at the 10th level, add the blight and geas spells to your spellbook. You can cast these spells as rituals. Command Undead Starting at the 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becom es friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. The Fabricator Magnitude Fabrication Starting at the 3rd level, add the enlarge/reduce spell to your spellbook. You can cast this spell as a ritual, and when you do, its duration is “concentration, up to 10 minutes”. Enhanced Tiny Servant Starting at the 6th level, add the tiny servant spell to your spellbook. You can cast this spell as a ritual. When you cast this spell, you may target two objects instead of just one. Pure Fabrication Starting at the 10th level, add the fabricate, and creation spells to your spellbook. You may cast these spells as rituals. Magical Stonemasonry Starting at the 14th level, add the wall of stone, stone shape, and transmute rock spells to your spellbook. You may cast these spells as rituals. When you cast stone shape in this way, you may target a 10ft cube instead of a 5 foot cube. The Abjurer Lockdown Magic Starting at the 3rd level, add the arcane lock and web spells to your spellbook. You may cast these spells as rituals. You may cast arcane lock without expending material components.

Unfailing Protection Starting at the 6th level, add the magic circle and glyph of warding spells to your spellbook. You may cast these spells as rituals. You may cast glyph of warding without expending material components. Abjurer’s Magic Circle Starting at the 10th level, when you cast magic circle, you may additionally select beasts, monstrosities, and/or aberrations. Those outside of the circle cannot hear any noise that comes from inside the circle, all divination spells attempting to get information about those inside the circle fail, and those in the circle appears blurry to those outside it, such that the area is lightly obscured and that lip reading is impossible. Spell Resistance Starting at the 14th level, you have resistance to saving throws against magic. The Alchemist Alchemists’ Continual Flame Starting at the 3rd level, add continual flame to your spellbook. You may cast this spell as a ritual. You can use an action to convert any continual flame you’ve created into an ordinary non-magical flame. Immediately when you do this the flame grows ten times in volume, and then if no fuel source is present goes out. Magical Glue & Magical Solvent Starting at the 6th level, add the remove curse and glyph of warding spells to your spellbook. You may cast these spells as rituals. You may cast glyph of warding without expending material components. Alchemical Transformation Starting at the 10th level, add the creation and transmute rock spells to your spellbook. You may cast these spells as rituals. Elixer of Life Starting at the 14th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. Research Praxis Minor Conjuration You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage. This counts as a cantrip for the purposes of your Tricks Up Your Sleeve feature. Minor Alchemy You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you w ere concentrating on a spell), the material reverts to its original substance. Worldly Knowledge You gain proficiency with the History and Investigation skills, or if you are already proficient, your proficiency bonus is doubled when making Intelligence (History) and Intelligence (investigation) ability checks. Otherworldly Knowledge You gain proficiency with the Arcana and Religion skills, or if you are already proficient, your proficiency bonus is doubled when making Intelligence (Arcana) and Intelligence (Religion) ability checks. Mage Hand Legermain You gain the mage hand cantrip, or another cantrip of your choice, when you gain this invocation. This does not count against your number of cantrips known. When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: • You can stow one object the hand is holding in a container worn or carried by another creature. • You can retrieve an object in a container worn or carried by another creature. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by Tricks Up Your Sleeve to control the hand. Spell Mastery - Silent Image You can cast silent image at will, without expending a spell slot. Spell Mastery - Detect Magic You can cast detect magic at will, without expending a spell slot. Spell Mastery - Comprehend Languages You can cast comprehend languages at will, without expending a spell slot. Spell Mastery - Feather Fall You can cast feather fall at will, without expending a spell slot. Unseen Entourage You can cast unseen servant at will. While you have five or more unseen servants, you cannot use this praxis.