Class Features
As a spell caster, you gain the following class features.
Hit Points
- Hit Dice: 1d6 per Spell Caster level
- Hit Points at 1st Level: 6+your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Spell Caster level after 1st
Proficiencies
- Armor: Light Armor
- Weapons: simple weapons
- 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 addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a scholar’s pack or (b) an explorer’s pack
- a Writ Aranum (if taken at first level)
Spellcasting
As a student of magic, you learn to power your Writ and to cast spells. It takes a lot a training over to time to do this successfully. You must practice a lot of different hand motions, and other movements to achieve your effect. You do not need a spell book, but many casters create tomes to help them remember the different spells over time. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips
At 1st level, you know three cantrips of your choice from your spell caster traditions spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spell Caster table.
Preparing and Casting Spells
The Spell Caster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that are available for you to cast. To do so. choose a number of spells from your spell list equal to your Intelligence modifier + your caster level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level caster, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your list. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spells 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.
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
Note: Some Arcane traditions can modify Spell DC and/or Spell Attack modifier.
Energy Attunement
6d | Type |
1 | Acid |
2 | Lightning |
3 | Fire |
4 | Poison |
5 | Cold |
6 | Thunder |
Arcane Tradition
At 1st level, you choose an arcane tradition, shaping your practice of magic through the different types or features of magic. All of the arcane traditions are detailed at the end of the class description. Your choice grants you a unique spell list and different features at 1st level and again at 2nd 6th, 10th, and 14th level. Arcane Traditions: Chaotic Mage, Healing Mage, Nature Mage, Summoner Mage, and War Mage.
Arcane Tradition Spells
Each tradition has a somewhat unique list of spells. This is the limited number of spells available to you as part of your tradition.
Access to a Writ Aranum
If you take this class at first level, you have somehow gained a Writ Aranum. It is not possible to cast spells without it, so anyone that starts as caster has one. If you multiclass into a Spell Caster, you must first acquire one.
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. As an option, you can choose to take any Feat that you are qualified to take. See the Feat List.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that are in your spell list. 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. This can be done even without a Writ.
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 spells in your spell list 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. This can be done even without a Writ.
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.