As a wizard, you gain the following class features.

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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 t…

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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 Transmutatio…

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Equipment

You start with the following equipment, in addition to the equipment granted by your background:

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Hit Points

Hit Dice: 1d6 per wizard level

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Proficiencies

Armor: None

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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 pr…

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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 t…

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Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

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The Wizard

1st

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