Wizard, Variant (5e Class)
From D&D Wiki
- 1 Wizard
- 1.1 Creating a Wizard
- 1.2 Class Features
- 1.3 Spellcasting
- 1.4 Hogwarts House
- 1.5 Fighting Style
- 1.6 Ability Score Increase
- 1.7 Magical Studies
- 1.7.1 School of Conjuration
- 1.7.2 School of Divination
- 1.7.3 School of Evocation
- 1.7.4 School of Illusion
- 1.7.5 School of Necromancy
- 1.8 Spell Mastery
- 1.9 Deflect Spells
- 1.10 Choose
- 1.11 Signature Spells
- 1.12 Master of Spells
- 1.13 Multiclassing
Wizardkind are beings that are born with the ability to perform magic. An individual male human with magical ability is known as a wizard (plural: wizards), and an individual female human with magical ability is known as a witch (plural: witches), though "wizard" is sometimes used as a gender-neutral singular noun like "man". In childhood, wizards and witches may exhibit random bursts of magic, called accidental magic, which are honed and controlled as they progress to maturity. The physiology of wizards is subtly different from that of non-wizards. As such, wizards would react differently to the effects of contact with a magical creature, such as being attacked by a murtlap. Wizards also by nature could not be fooled by certain types of magic or magical barriers. It was, for example, possible to hide certain magic from Muggles via Muggle-Repelling Charms, which naturally would have no effect on wizards.
Creating a Wizard
"Wizards represent all that the true 'Muggle' most fears: They are plainly outcasts and comfortable with being so. Nothing is more unnerving to the truly conventional than the unashamed misfit!" —J. K. Rowling
Intelligence should be your highest score followed by Constitution.
Wizards need vast intelligence score and must be able to control dispel magic, lighting strike and , if have scorching spear, would be a sorcerer supreme.
As a Wizard you gain the following class features.
- Hit Points
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Intimidation, and Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- a wand
- (a) a dungeoneer’s pack or (b) a scholar’s pack
- (a) an owl or (b) a cat or (c) a toad
- 3 sets of plain work robes (black), a plain pointed hat (black) for day wear, a pair of protective gloves (dragon hide), a winter cloak (black, with silver fastenings), a cauldron (pewter, standard size), 3 glass phials
- PARENTS ARE REMINDED THAT FIRST YEARS ARE NOT ALLOWED THEIR OWN BROOMSTICK
- If you are using starting wealth, you have 5d4X10gp in funds.
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||4||7||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||12||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement, Magical Studies Feature||5||16||4||3||3||3||2||1||—||—||—|
|13th||+5||Spell Mastery Feature||5||17||4||3||3||3||2||1||1||—||—|
|14th||+5||Magical Studies Feature||5||17||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement, Choose||6||18||4||3||3||3||2||1||1||1||—|
|17th||+6||Spell Mastery Feature||6||19||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement, Signature Spells||6||21||4||3||3||3||3||2||1||1||1|
|20th||+6||Master of Spells||6||22||4||3||3||3||3||2||2||1||1|
If you are playing as a Hogwarts student, your spells known is altered.
- At 1st level: 0 spells
- At 2nd level: 1 1st level
- At 3rd level: 2 1st level
- At 4th level: 3 1st level
- At 5th level: 4 1st level, 1 2nd level
- At 6th level: 4 1st level, 2 2nd level
- At 7th level: 4 1st level, 3 2nd level, 2 3rd level
- At 8th level: 4 1st level, 3 2nd level, 3 3rd level
- At 9th level: 4 1st level, 3 2nd level, 3 3rd level, 2 4th level
- At 10the level: follow the table
As a student at Hogwarts, you will learn everything you need to know to fight against the dark forces within the magical community. You choose cantrips and spells from the Harry Potter spell list.
At first level, you know one cantrip of your choice from the Harry Potter spell list. You learn additional Harry Potter cantrips of your choice at higher levels, as shown in the Cantrips Known column of the wizard table.
The wizard 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.
For example, if you know the 1st-level spell Aguamenti and have a 1st-level and a 2nd-level spell slot available, you can cast Aguamenti using either slot.
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 attack modifier = your proficiency bonus + your Intelligence modifier
Every aspect of a Wizard’s wand will affect the way they cast spells. As the Wand chooses the Wizard, you must roll to determine the Wood, Length, Core and Rigidity of your Wand. You use your wand as a spellcasting focus.
Roll a d6 to determine what kind of wood your wand is made of.
Roll a d6 to determine what kind of core is inside your wand.
|5||White River Monster Spine|
All new students at Hogwarts are sorted into one of four houses by The Sorting Hat. While The Hat gazes into your mind and decides what he feels to be the best fit for you, The Hat will also allow you to choose which house you would like to be in. At 2nd level, you chose a Hogwarts House. Choose between Gryffindor, Hufflepuff, Ravenclaw, or Slytherin.
Gryffindors are associated with daring, bravery, nerve and chivalry. Gryffindors can be cocky and reckless; they are more prone to saying something or getting into a hairy situation before thinking it through than other Hogwarts houses.
House Featured Skills
When you are placed in this house you may choose to gain expertise in one of the following skills: Arcana, Athletics, History, Intimidation, Performance, Persuasion, Religion, or Survival.
Starting at 2nd level, you have advantage on saving throws against being frightened, charmed or knocked prone.
Hufflepuffs are associated with trustworthiness, loyalty and a strong work ethic. Hufflepuff has produced the fewest Dark witches and wizards of any house.
House Featured Skills
When you are placed in this house you may choose to gain expertise in one of the following skills: Animal Handling, Arcana, Athletics, Investigation, Medicine, Nature, Perception, or Persuasion.
Comrades by Your Side
When you are placed in this house you gain the ability to choose to, as a bonus action, allow everyone within 10 feet of you to have advantage on Attack rolls for the next minute. Once you use this feature you cannot use it again until you complete a long rest.
Ravenclaws possess the traits of cleverness, wisdom, wit, intellectual ability and creativity. Ravenclaws are so competitive when it comes to academic success that they are known to back stab each other, and likely other students, in order to get top marks.
House Featured Skills
When you are placed in this house you may choose to gain expertise in one of the following skills: Arcana, History, Insight, Investigation, Medicine, Nature, Perception, or Religion.
Starting at 2nd level, you become proficient in Constitution saving throws.
Slytherins are associated with cunning, ambition and a tendency to look after their own. Slytherin has produced its share of Dark witches and wizards, but members are not afraid to admit it. Slytherins are always striving to be the best, something they have in common with Ravenclaws. However, Slytherins will never leave their own behind.
House Featured Skills
When you are placed in this house you may choose to gain expertise in one of the following skills: Arcana, Deception, History, Intimidation, Performance, Persuasion, Sleight of Hand, or Stealth.
When you are placed in this house, twice per long rest, when you hit with an attack you may add your charisma modifier to the damage.
At 5th level, you adopt a style of fighting as your specialty. Choose one of the following options.
You gain advantage on an attack roll once every long rest.
You gain a +2 bonus to damage rolls once every long rest.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a weapon (not a wand or unarmed attack), you can reroll the die and must use the new roll.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Ability Score Increase
When you reach 6th level, and again at 9th, and 15th 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. You can also gain a feat instead of increasing ability scores.
When you reach 7th level, you choose a magical study, giving you specific practices of magic through one of five schools: Conjuration, Divination, Evocation, Illusion, or Necromancy. Your choice grants you features at 6th level and again at 12th level and 14th level.
School of Conjuration
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
At 7th level, 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 or deals any damage.
Starting at 12th level, any creature that you summon or create with Minor Conjuration has 10 temporary hit points.
Starting at 14th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
School of Divination
The counsel of a diviner is sought by all who seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
At 7th level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 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 Third Eye
Starting at 12th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
- Darkvision: You gain darkvision out to a range of 60 feet.
- Greater Comprehension: You can read almost every language.
- See Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Starting at 14th level, you roll 3d20 for your Portent feature, rather than two.
School of Evocation
You focus your study on magic that creates powerful elemental effects. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Starting at 7th level, when a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Beginning at 12th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
Starting at 14th level, when you cast a spell of 5th level or lower (excluding cantrips) that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
School of Illusion
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters w ho use their spells to entertain. Others are more sinister masters o f deception, using their illusions to frighten and fool others for their personal gain.
Beginning at 7th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can't use it again until you finish a short or long rest.
By 12th level, when you cast a cantrip, 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. 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.
At 14th level, when you cast a cantrip during battle, you can alter one creature's memories for 1 round.
School of Necromancy
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
At 7th level, once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level. You don't gain this benefit for killing constructs or undead.
Inured to Undeath
Beginning at 12th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Starting at 14th level, 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 becomes friendly to you and obeys your commands until you use this feature again. 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.
At 10th level, you have mastered the use of a spell. Choose one 1st-level spell that you can cast once without expending a spell slot. You must finish a long rest before you can do so again. At 14th level, a rest is no longer required. At 13th level, you have achieved such mastery over certain spells that you can cast them at will. Choose two spells 3rd-level or lower. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. At 17th level, you have mastered the use of most spells. You now no longer need to verbalize spells under 6th-level. Because of this, you have gained one extra attack when using a spell of 5th-level or under, or one extra bonus action when using spells 6th-level or higher.
Starting at 11th level, you can use your reaction to deflect spells when your wand is out. When you do so, the damage you take from the attack is reduced by 1d12 + your Dexterity modifier. If you reduce the damage to 0, you can choose to harness the spell and divert it to a hostile within range as a bonus action.
When you reach 16th level, tensions are high and the Second Wizarding War seems imminent. Because of this, you must choose a side. You can either to be a member of Dumbledore's Army/Order of the Phoenix or join the Death Eaters. Choosing a side isn't about being good or evil. It's about what your character believes is right. Once you have chosen a side, don't let other characters know. You might receive a side mission that requires help from your party or you could receive one that you must tackle alone. Part of the fun is working together and being turned on when the war starts. You never know what might happen. Could someone choose to change sides? Could someone be a spy for the other side? Your choice grants you features at 16th level and again at 18th level.
Dumbledore's Army/Order of the Phoenix
Dumbledore and his followers truly believe that they are equal to muggles. They choose to stay in hiding because they believe that if the rest of the world knew about magic, there would be chaos. They are sympathetic towards muggles and think it is their resposibility to keep them safe.
Starting at 16th level, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been cursed with dark magic. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Starting at 18th level, whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. You and friendly creatures within 10 feet of you can’t be frightened while you are conscious as well.
Voldemort and his followers believe that they shouldn't be hiding who they are. Although some want equality between themselves and muggles, others do take the extreme route where they believe that they are better than muggles.
Starting at 16th level, when you hit a creature with an attack, you can add 3d8 damage, in addition to the damage by the attack. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
When you reach 18th level, you swear an unbreakable vow that binds you to a promise until the promise is fulfilled. Work with your DM to determine your unbreakable vow.
When you reach 19th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two of your spells that you know as your signature spells. These spells can now be cast without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Master of Spells
At 20th level, you can draw on your inner reserve of mystical power to regain expended spell slots. You can spend 1 minute concentrating to regain all your expended spell slots. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. During your concentration, you can only use bonus actions if you are in battle.
Multiclassing is not allowed with this class.