System	
  Reference	
   Document	
  5.1 	
   52	
  
Wizard 
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,	
  Wisdom 	
  
Skills:	
  Choose	
  two	
  from	
  Arcana,	
  History,	
  Insight,	
  
Investigation,	
  Medicine,	
  and	
  Religion 	
  
Equipment 
You	
  start	
  with	
  the	
  following	
  equipment,	
  in	
  add ition	
  
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
The	
  Wizard	
  
Proficiency	
   Cantrips	
   —Spell	
  Slots	
  per	
  Spell	
  Level —	
  
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	
  
Spellcasting 
As	
  a	
  student	
  of	
  arcane	
  magic,	
  you	
  have	
  a	
  spellbook	
  
containing	
  spells	
  that	
  show	
  the	
  first	
  glimmerings	
  of	
  
your	
  true	
  power. 	
  
Cantrips 
At	
  1st	
  level,	
  you	
  know	
  three	
  cantrips	
  of	
  your	
  choice	
  
from	
  the	
  wizard	
  spell	
  list.	
  You	
  learn	
  additional	
  
wizard	
  cantrips	
  of	
  your	
  choic e	
  at	
  higher	
  levels,	
  as	
  
shown	
  in	
  the	
  Cantrips	
  Known	
  column	
  of	
  the	
  Wizard	
  
table.	
  
Spellbook 
At	
  1st	
  level,	
  you	
  have	
  a	
  spellbook	
  containing	
  six	
  1st -­‐‑
level	
  wizard	
  spells	
  of	
  your	
  choice.	
  Your	
  spellbook	
  is	
  
the	
  repository	
  of	
  the	
  wizard	
  spells	
  you	
  know,	
  except	
  
your	
  cantrips,	
  which	
  are	
  fixed	
  in	
  your	
  mind. 	
  