Pícaro
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Atributos básicos de pícaro
| Campo | Valor |
|---|---|
| Característica principal | Destreza |
| Dado de puntos de golpe | 1d8 por nivel de pícaro |
| Competencias en tiradas de salvación | Destreza e Inteligencia |
| Competencias en habilidades | Elige cuatro: Acrobacias, Atletismo, Engaño, Intimidación, Investigación, Juego de manos, Percepción, Perspicacia, Persuasión o Sigilo |
| Competencias con armas | Armas sencillas, además de marciales que tengan las propiedades “ligera” o “sutil” |
| Competencias con herramientas | Herramientas de ladrón |
| Entrenamiento con armaduras | Armaduras ligeras |
| Equipo inicial | Elige A o B: (A) armadura de cuero, 2 dagas, espada corta, arco corto, 20 flechas, aljaba, herramientas de ladrón, paquete de ladrón y 8 po, o (B) 100 po |
Convertirse en pícaro
Como personaje de nivel 1
Obtienes todos los atributos de la tabla “Atributos básicos de pícaro”.
Obtienes los rasgos de nivel 1 de pícaro, que se muestran en la tabla “Rasgos de pícaro”.
Como personaje multiclase
Obtienes los siguientes atributos de la tabla “Atributos básicos de pícaro”: dado de puntos de golpe, competencia en una habilidad de tu elección de la lista de habilidades de pícaro, competencia con herramientas de ladrón y entrenamiento con armaduras ligeras.
Obtienes los rasgos de nivel 1 de pícaro, que se muestran en la tabla “Rasgos de pícaro”.
Rasgos de clase de pícaro
Como pícaro, obtienes los siguientes rasgos de clase cuando alcanzas los niveles de pícaro especificados. Estos rasgos se muestran en la tabla “Rasgos de pícaro”.
Rasgos de pícaro
| Nivel | Bonificador por competencia | Rasgos de clase | Ataque furtivo |
|---|---|---|---|
| 1 | +2 | Ataque furtivo, Jerga de ladrones, Maestría con armas, Pericia | 1d6 |
| 2 | +2 | Acción astuta | 1d6 |
| 3 | +2 | Puntería certera, subclase de pícaro | 2d6 |
| 4 | +2 | Mejora de característica | 2d6 |
| 5 | +3 | Esquiva asombrosa, Golpe astuto | 3d6 |
| 6 | +3 | Pericia | 3d6 |
| 7 | +3 | Evasión, Talentos fiables | 4d6 |
| 8 | +3 | Mejora de característica | 4d6 |
| 9 | +4 | Rasgo de subclase | 5d6 |
| 10 | +4 | Mejora de característica | 5d6 |
| 11 | +4 | Golpe astuto mejorado | 6d6 |
| 12 | +4 | Mejora de característica | 6d6 |
| 13 | +5 | Rasgo de subclase | 7d6 |
| 14 | +5 | Golpes taimados | 7d6 |
| 15 | +5 | Mente escurridiza | 8d6 |
| 16 | +5 | Mejora de característica | 8d6 |
| 17 | +6 | Rasgo de subclase | 9d6 |
| 18 | +6 | Elusivo | 9d6 |
| 19 | +6 | Don épico | 10d6 |
| 20 | +6 | Golpe de suerte | 10d6 |
Nivel 1: Ataque furtivo
Sabes cómo atacar sutilmente y aprovecharte de un enemigo distraído. Una vez por turno, puedes infligir 1d6 de daño adicional a una criatura a la que aciertes con una tirada de ataque si tienes ventaja en la tirada y si ha sido utilizando un arma sutil o a distancia. El daño adicional es del mismo tipo que el del arma.
No necesitas tener ventaja en la tirada de ataque si al menos uno de tus aliados está a 1,5 m o menos del objetivo, dicho aliado no tiene el estado de incapacitado y no sufres desventaja en la tirada de ataque.
El daño adicional aumenta conforme subes de nivel de pícaro, como se muestra en la columna “Ataque furtivo” de la tabla “Rasgos de pícaro”.
Nivel 1: Jerga de ladrones
Has aprendido varios idiomas en las comunidades donde empleabas tus talentos de pícaro. Conoces la jerga de ladrones y otro idioma de tu elección de las tablas de idiomas del capítulo “Creación de personajes”.
Nivel 1: Maestría con armas
Tu entrenamiento con armas te permite utilizar las propiedades de maestría con dos tipos de armas de tu elección con las que tengas competencia, como dagas y arcos cortos.
Tras finalizar un descanso largo, puedes cambiar los tipos de armas elegidas. Por ejemplo, podrías pasar a utilizar las propiedades de maestría con cimitarras y espadas cortas.
Nivel 1: Pericia
Ganas pericia en dos de tus competencias en manos y Sigilo si eres competente en ellas.
En el nivel 6 de pícaro ganas pericia en otras dos competencias en habilidades de tu elección.
Nivel 2: Acción astuta
Tu agilidad mental y tu rapidez te permiten moverte y actuar con presteza. En tu turno, puedes llevar a cabo una de las siguientes acciones como acción adicional: correr, destrabarse o esconderse.
Nivel 3: Puntería certera
Como acción adicional, te concedes ventaja en tu siguiente tirada de ataque del turno actual. Solo puedes usar este rasgo si no te has movido durante este turno y, después de usarlo, tu velocidad es 0 hasta el final del turno.
Nivel 3: Subclase de pícaro
Consigues una subclase de pícaro de tu elección. La subclase de ladrón se detalla tras la descripción de esta clase. Una subclase es una especialización que te proporciona rasgos cuando alcanzas ciertos niveles de pícaro. De aquí en adelante, obtienes todos los rasgos de tu subclase que sean de tu nivel de pícaro e inferiores.
Nivel 4: Mejora de característica
Obtienes la dote Mejora de característica (consulta el capítulo “Dotes”) u otra dote de tu elección para la que cumplas las condiciones. Vuelves a obtener este rasgo en los niveles 8, 10, 12 y 16 de pícaro.
Nivel 5: Golpe astuto
Has desarrollado formas astutas de usar tu Ataque furtivo. Cuando infliges daño de Ataque furtivo, puedes añadir uno de los siguientes efectos de Golpe astuto. Cada uno tiene un coste en dados que es la cantidad de dados de daño de Ataque furtivo a los que debes renunciar para añadir el efecto. Retiras la cantidad de dados antes de tirar y el efecto se produce inmediatamente después de que se cause el daño del ataque. Por ejemplo, si añades el efecto de veneno, quita 1d6 del daño de Ataque furtivo antes de tirar.
Si un efecto de Golpe astuto requiere una tirada de salvación, la CD es igual a 8 más tu modificador por Destreza y tu bonificador por competencia.
Para usar este efecto, debes llevar contigo unos útiles de envenenador.
Retirada (coste: 1d6).
Justo después del ataque, te mueves hasta la mitad de tu velocidad sin provocar ataques de oportunidad.
Tropiezo (coste: 1d6).
Si el objetivo es Grande o más pequeño, deberá superar una tirada de salvación de Destreza o tendrá el estado de derribado.
Veneno (coste: 1d6).
Añades una toxina a tu golpe, lo que obliga al objetivo a hacer una tirada de salvación de Constitución. Si la falla, tendrá el estado de envenenado durante 1 minuto. Al final de cada uno de sus turnos, el objetivo envenenado repetirá la tirada de salvación y, si tiene éxito, se librará del efecto.
Nivel 5: Esquiva asombrosa
Cuando un atacante que puedas ver te acierte con una tirada de ataque, puedes usar una reacción para reducir a la mitad el daño que te causa dicho ataque (redondeando hacia abajo).
Nivel 7: Evasión
Puedes esquivar con agilidad ciertos peligros. Cuando sufras un efecto que te permita hacer una tirada de salvación de Destreza para sufrir solo la mitad de daño, no recibes daño alguno si la superas y solo sufres la mitad si la fallas. No puedes usar este rasgo si tienes el estado de incapacitado.
Nivel 7: Talentos fiables
Cuando hagas una prueba de característica que utilice una de tus competencias en habilidades o con herramientas, puedes sustituir un resultado de 9 o menos en el d20 por un 10
Nivel 11: Golpe astuto mejorado
Puedes usar hasta dos efectos de Golpe astuto coste en dados por cada efecto.
Nivel 14: Golpes taimados
Has practicado nuevas formas de usar tu Ataque furtivo de forma artera. Entre las opciones de Golpe astuto se encuentran ahora los siguientes efectos.
Confundir (coste: 2d6).
El objetivo deberá superar una tirada de salvación de Constitución. Si no lo hace, en su próximo turno solo podrá moverse, realizar una acción o realizar una acción adicional.
Noquear (coste: 6d6).
El objetivo deberá superar una tirada de salvación de Constitución o tendrá el estado de inconsciente durante 1 minuto o hasta recibir daño. El objetivo inconsciente repetirá la tirada de salvación al final de cada uno de sus
Ofuscar (coste: 3d6).
El objetivo deberá superar una tirada de salvación de Destreza o tendrá el estado de cegado hasta el final de su siguiente turno.
Nivel 15: Mente escurridiza
Tu mente astuta es excepcionalmente difícil de
Nivel 18: Elusivo
Eres tan escurridizo que será raro que un atacante pueda golpearte con facilidad. Ninguna tirada de ataque contra ti tendrá ventaja a menos que tengas el estado de incapacitado.
Nivel 19: Don épico
Obtienes una dote de don épico (consulta el capítulo “Dotes”) u otra dote de tu elección para la que cumplas las condiciones. Se recomienda Don del espíritu de la noche.
Nivel 20: Golpe de suerte
Has desarrollado una capacidad asombrosa para tener éxito justo cuando lo necesitas. Si fallas una prueba con d20, puedes convertir el resultado de la tirada en un 20.
Cuando uses este rasgo, no podrás volver a hacerlo hasta que finalices un descanso corto o largo.
Subclase de pícaro: Ladrón
Busca tesoros como los aventureros clásicos.
Mezcla de ladrón, cazatesoros y explorador, de mejorar tu agilidad y sigilo, también aprendes habilidades útiles para explorar ruinas y sacarles el máximo provecho a los objetos mágicos que encuentras en ellas.
Nivel 3: Manos rápidas
Como acción adicional, puedes hacer una de las cuando inflijas daño de Ataque furtivo pagando el siguientes cosas:
Juego de manos.
Haz una prueba de Destreza (Juego de manos) para robarle a alguien o usar herramientas de ladrón para forzar una cerradura o desarmar una trampa.
Usar un objeto.
Emplea la acción de utilizar o la acción de magia para usar un objeto mágico que necesite una acción.
Nivel 3: Balconero
Te has entrenado para llegar a lugares especialmente difíciles de alcanzar, lo que te otorga los siguientes beneficios.
Escalador.
Obtienes una velocidad trepando igual a tu velocidad.
Saltador.
Puedes determinar tu distancia de salto turnos y, si tiene éxito, se librará del efecto.empleando tu Destreza en lugar de tu Fuerza.
Nivel 9: Sigilo supremo
Obtienes la siguiente opción de Golpe astuto.
Ataque sigiloso (coste: 1d6).
Si tienes el estado de invisible por una acción de esconderse, este ataque no pone fin a ese estado si terminas el turno tras una cobertura tres cuartos o cobertura completa.
Nivel 13: Usar objetos mágicos
Has aprendido a sacarles el máximo provecho a los objetos mágicos, lo que te otorga los siguientes beneficios.
Cargas.
Siempre que uses una propiedad de objeto mágico que gaste cargas, tira 1d6. Si sacas un 6, usa la propiedad sin gastar cargas.
Pergaminos.
Puedes usar cualquier
pergamino
de conjuro
empleando la Inteligencia como aptitud mágica para el conjuro. Si el conjuro es de nivel 1 o un truco, puedes lanzarlo de forma fiable. Si el pergamino contiene un conjuro de mayor nivel, primero deberás superar una prueba de Inteligencia (Conocimiento arcano) con CD 10 más el nivel desde el pergamino. Si la fallas, el pergamino se desintegrará.
Sintonización.
Puedes sintonizarte con hasta cuatro objetos mágicos a la vez.
Nivel 17: Reflejos de ladrón
Eres experto en tender emboscadas y escapar rápidamente del peligro. Puedes actuar dos turnos durante el primer asalto de cualquier combate. Llevarás a cabo tu primer turno según tu iniciativa normal y el segundo en tu iniciativa menos 10. representas el paradigma del aventurero. Además
Core Wizard Traits
| Trait | Details |
|---|---|
| Primary Ability | Intelligence |
| Hit Point Die | D6 per Wizard level |
| Saving Throw Proficiencies | Intelligence and Wisdom |
| Skill Proficiencies | Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion |
| Weapon Proficiencies | Simple weapons |
| Armor Training | None |
| Starting Equipment | Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP |
Becoming a Wizard …
As a Level 1 Character
-
Gain all the traits in the Core Wizard Traits table.
-
Gain the Wizard’s level 1 features, which are listed in the Wizard Features table.
Wizard Features
As a Multiclass Character
-
Gain the Hit Point Die from the Core Wizard Traits table.
-
Gain the Wizard’s level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots.
Wizard Class Features
As a Wizard, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.
Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
Wizard Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Ritual Adept, Arcane Recovery | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2 | +2 | Scholar | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3 | +2 | Wizard Subclass | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | +3 | Memorize Spell | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | +3 | Subclass feature | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | +3 | — | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | +3 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | +4 | — | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | +4 | Subclass feature | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | +4 | — | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | +4 | Ability Score Improvement | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | +5 | — | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | +5 | Subclass feature | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | +5 | — | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | +5 | Ability Score Improvement | 5 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | +6 | — | 5 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Spell Mastery | 5 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 5 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Signature Spells | 5 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a Wizard level after 1, 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 in the Wizard Features table. The spells are the culmination of arcane research you do regularly. Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots. The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook. If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook. Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells. Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Level 1: Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can’t do so again until you finish a Long Rest.
Level 2: Scholar
While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
Level 3: Wizard Subclass
You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class’s description. A subclass is a specialization that grants
you features at certain Wizard levels. For the rest The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook. Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook. Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.
of your career, you gain each of your subclass’s features that are of your Wizard level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
Level 5: Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
Level 18: Spell Mastery
You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot. Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.
Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20: Signature Spells
Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can’t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.
Wizard Spell List
This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
Spell List
| Level | Spell | School | Special |
|---|---|---|---|
| Cantrips (Level 0 Wizard Spells) | Acid Splash | Evocation | — |
| Cantrips (Level 0 Wizard Spells) | Chill Touch | Necromancy | — |
| Cantrips (Level 0 Wizard Spells) | Dancing Lights | Illusion | C |
| Cantrips (Level 0 Wizard Spells) | Elementalism | Transmutation | — |
| Cantrips (Level 0 Wizard Spells) | Fire Bolt | Evocation | — |
| Cantrips (Level 0 Wizard Spells) | Light | Evocation | — |
| Cantrips (Level 0 Wizard Spells) | Mage Hand | Conjuration | — |
| Cantrips (Level 0 Wizard Spells) | Mending | Transmutation | — |
| Cantrips (Level 0 Wizard Spells) | Message | Transmutation | — |
| Cantrips (Level 0 Wizard Spells) | Minor | Illusion | Illusion — |
| Cantrips (Level 0 Wizard Spells) | Poison Spray | Necromancy | — |
| Cantrips (Level 0 Wizard Spells) | Prestidigitation | Transmutation | — |
| Cantrips (Level 0 Wizard Spells) | Ray of Frost | Evocation | — |
| Cantrips (Level 0 Wizard Spells) | Shocking Grasp | Evocation | — |
| Cantrips (Level 0 Wizard Spells) | True Strike | Divination | — |
| Level 1 Wizard Spells | Alarm | Abjuration | R |
| Level 1 Wizard Spells | Burning Hands | Evocation | — |
| Level 1 Wizard Spells | Charm Person | Enchantment | — |
| Level 1 Wizard Spells | Chromatic Orb | Evocation | M |
| Level 1 Wizard Spells | Color Spray | Illusion | — |
| Level 1 Wizard Spells | Comprehend Languages | Divination | R |
| Level 1 Wizard Spells | Detect Magic | Divination | C, R |
| Level 1 Wizard Spells | Disguise Self | Illusion | — |
| Level 1 Wizard Spells | Expeditious Retreat | Transmutation | C |
| Level 1 Wizard Spells | False Life | Necromancy | – |
| Level 1 Wizard Spells | Feather Fall | Transmutation | — |
| Level 1 Wizard Spells | Find Familiar | Conjuration | R, M |
| Level 1 Wizard Spells | Floating Disk | Conjuration | R |
| Level 1 Wizard Spells | Fog Cloud | Conjuration | C |
| Level 1 Wizard Spells | Grease | Conjuration | — |
| Level 1 Wizard Spells | Hideous Laughter | Enchantment | C |
| Level 1 Wizard Spells | Ice Knife | Conjuration | — |
| Level 1 Wizard Spells | Identify | Divination | R, M |
| Level 1 Wizard Spells | Illusory Script | Illusion | R, M |
| Level 1 Wizard Spells | Jump | Transmutation | — |
| Level 1 Wizard Spells | Longstrider | Transmutation | — |
| Level 1 Wizard Spells | Mage Armor | Abjuration | — |
| Level 1 Wizard Spells | Magic Missile | Evocation | — |
| Level 1 Wizard Spells | Protection from Evil and Good | Abjuration | C, M |
| Level 1 Wizard Spells | Ray of Sickness | Necromancy | — |
| Level 1 Wizard Spells | Shield | Abjuration | — |
| Level 1 Wizard Spells | Silent Image | Illusion | C |
| Level 1 Wizard Spells | Sleep | Enchantment | C |
| Level 1 Wizard Spells | Thunderwave | Evocation | — |
| Level 1 Wizard Spells | Unseen Servant | Conjuration | R |
| Level 2 Wizard Spells | Acid Arrow | Evocation | — |
| Level 2 Wizard Spells | Alter Self | Transmutation | C |
| Level 2 Wizard Spells | Arcane Lock | Abjuration | M |
| Level 2 Wizard Spells | Arcanist’s Magic Aura | Illusion | — |
| Level 2 Wizard Spells | Augury | Divination | R, M |
| Level 2 Wizard Spells | Blindness/Deafness | Transmutation | — |
| Level 2 Wizard Spells | Blur | Illusion | C |
| Level 2 Wizard Spells | Continual Flame | Evocation | M |
| Level 2 Wizard Spells | Darkness | Evocation | C |
| Level 2 Wizard Spells | Darkvision | Transmutation | — |
| Level 2 Wizard Spells | Detect Thoughts | Divination | C |
| Level 2 Wizard Spells | Dragon’s Breath | Transmutation | C |
| Level 2 Wizard Spells | Enhance Ability | Transmutation | C |
| Level 2 Wizard Spells | Enlarge/Reduce | Transmutation | C |
| Level 2 Wizard Spells | Flaming Sphere | Evocation | C |
| Level 2 Wizard Spells | Gentle Repose | Necromancy | R, M |
| Level 2 Wizard Spells | Gust of Wind | Evocation | C |
| Level 2 Wizard Spells | Hold Person | Enchantment | C |
| Level 2 Wizard Spells | Invisibility | Illusion | C |
| Level 2 Wizard Spells | Knock | Transmutation | — |
| Level 2 Wizard Spells | Levitate | Transmutation | C |
| Level 2 Wizard Spells | Locate Object | Divination | C |
| Level 2 Wizard Spells | Magic Mouth | Illusion | R, M |
| Level 2 Wizard Spells | Magic Weapon | Transmutation | — |
| Level 2 Wizard Spells | Mind Spike | Divination | C |
| Level 2 Wizard Spells | Mirror Image | Illusion | — |
| Level 2 Wizard Spells | Misty Step | Conjuration | — |
| Level 2 Wizard Spells | Ray of Enfeeblement | Necromancy | C |
| Level 2 Wizard Spells | Rope Trick | Transmutation | — |
| Level 2 Wizard Spells | Scorching Ray | Evocation | — |
| Level 2 Wizard Spells | See Invisibility | Divination | — |
| Level 2 Wizard Spells | Shatter | Evocation | — |
| Level 2 Wizard Spells | Spider Climb | Transmutation | C |
| Level 2 Wizard Spells | Suggestion | Enchantment | C |
| Level 2 Wizard Spells | Web | Conjuration | C |
| Level 3 Wizard Spells | Animate Dead | Necromancy | — |
| Level 3 Wizard Spells | Bestow Curse | Necromancy | C |
| Level 3 Wizard Spells | Blink | Transmutation | — |
| Level 3 Wizard Spells | Clairvoyance | Divination | C, M |
| Level 3 Wizard Spells | Counterspell | Abjuration | — |
| Level 3 Wizard Spells | Dispel Magic | Abjuration | — |
| Level 3 Wizard Spells | Fear | Illusion | C |
| Level 3 Wizard Spells | Fireball | Evocation | — |
| Level 3 Wizard Spells | Fly | Transmutation | C |
| Level 3 Wizard Spells | Gaseous Form | Transmutation | C |
| Level 3 Wizard Spells | Glyph of Warding | Abjuration | M |
| Level 3 Wizard Spells | Haste | Transmutation | C |
| Level 3 Wizard Spells | Hypnotic Pattern | Illusion | C |
| Level 3 Wizard Spells | Lightning Bolt | Evocation | — |
| Level 3 Wizard Spells | Magic Circle | Abjuration | M |
| Level 3 Wizard Spells | Major Image | Illusion | C |
| Level 3 Wizard Spells | Nondetection | Abjuration | M |
| Level 3 Wizard Spells | Phantom Steed | Illusion | R |
| Level 3 Wizard Spells | Protection from Energy | Abjuration | C |
| Level 3 Wizard Spells | Remove Curse | Abjuration | — |
| Level 3 Wizard Spells | Sending | Divination | — |
| Level 3 Wizard Spells | Sleet Storm | Conjuration | C |
| Level 3 Wizard Spells | Slow | Transmutation | C |
| Level 3 Wizard Spells | Speak with Dead | Necromancy | — |
| Level 3 Wizard Spells | Stinking Cloud | Conjuration | C |
| Level 3 Wizard Spells | Tiny Hut | Evocation | R |
| Level 3 Wizard Spells | Tongues | Divination | — |
| Level 3 Wizard Spells | Vampiric Touch | Necromancy | C |
| Level 3 Wizard Spells | Water Breathing | Transmutation | R |
| Level 4 Wizard Spells | Arcane Eye | Divination | C |
| Level 4 Wizard Spells | Banishment | Abjuration | C |
| Level 4 Wizard Spells | Black Tentacles | Conjuration | C |
| Level 4 Wizard Spells | Blight | Necromancy | — |
| Level 4 Wizard Spells | Charm Monster | Enchantment | — |
| Level 4 Wizard Spells | Confusion | Enchantment | C |
| Level 4 Wizard Spells | Conjure Minor Elementals | Conjuration | C |
| Level 4 Wizard Spells | Control Water | Transmutation | C |
| Level 4 Wizard Spells | Dimension Door | Conjuration | — |
| Level 4 Wizard Spells | Fabricate | Transmutation | — |
| Level 4 Wizard Spells | Faithful Hound | Conjuration | — |
| Level 4 Wizard Spells | Fire Shield | Evocation | — |
| Level 4 Wizard Spells | Greater Invisibility | Illusion | C |
| Level 4 Wizard Spells | Hallucinatory Terrain | Illusion | — |
| Level 4 Wizard Spells | Ice Storm | Evocation | — |
| Level 4 Wizard Spells | Locate Creature | Divination | C |
| Level 4 Wizard Spells | Phantasmal Killer | Illusion | C |
| Polymorph | Transmutation | C | |
| Private Sanctum | Abjuration | — | |
| Resilient Sphere | Abjuration | C | |
| Secret Chest | Conjuration | M | |
| Stone Shape | Transmutation | — | |
| Stoneskin | Transmutation | C, M | |
| Vitriolic Sphere | Evocation | — | |
| Wall of Fire | Evocation | C | |
| Level 5 Wizard Spells | Animate Objects | Transmutation | C |
| Level 5 Wizard Spells | Arcane Hand | Evocation | C |
| Level 5 Wizard Spells | Cloudkill | Conjuration | C |
| Level 5 Wizard Spells | Cone of Cold | Evocation | — |
| Level 5 Wizard Spells | Conjure Elemental | Conjuration | C |
| Level 5 Wizard Spells | Contact Other Plane | Divination | R |
| Level 5 Wizard Spells | Creation | Illusion | — |
| Level 5 Wizard Spells | Dominate Person | Enchantment | C |
| Level 5 Wizard Spells | Dream | Illusion | — |
| Level 5 Wizard Spells | Geas | Enchantment | — |
| Level 5 Wizard Spells | Hold Monster | Enchantment | C |
| Level 5 Wizard Spells | Legend Lore | Divination | M |
| Level 5 Wizard Spells | Mislead | Illusion | C |
| Level 5 Wizard Spells | Modify Memory | Enchantment | C |
| Level 5 Wizard Spells | Passwall | Transmutation | — |
| Level 5 Wizard Spells | Planar Binding | Abjuration | M |
| Level 5 Wizard Spells | Scrying | Divination | C, M |
| Level 5 Wizard Spells | Seeming | Illusion | — |
| Level 5 Wizard Spells | Summon Dragon | Conjuration | C, M |
| Level 5 Wizard Spells | Telekinesis | Transmutation | C |
| Level 5 Wizard Spells | Telepathic Bond | Divination | R |
| Level 5 Wizard Spells | Teleportation Circle | Conjuration | M |
| Level 5 Wizard Spells | Wall of Force | Evocation | C |
| Level 5 Wizard Spells | Wall of Stone | Evocation | C |
| Level 6 Wizard Spells | Chain Lightning | Evocation | — |
| Level 6 Wizard Spells | Circle of Death | Necromancy | M |
| Level 6 Wizard Spells | Contingency | Abjuration | M |
| Level 6 Wizard Spells | Create Undead | Necromancy | M |
| Level 6 Wizard Spells | Disintegrate | Transmutation | — |
| Level 6 Wizard Spells | Eyebite | Necromancy | C |
| Level 6 Wizard Spells | Flesh to Stone | Transmutation | C |
| Level 6 Wizard Spells | Freezing Sphere | Evocation | — |
| Level 6 Wizard Spells | Globe of Invulnerability | Abjuration | C |
| Level 6 Wizard Spells | Guards and Wards | Abjuration | M |
| Level 6 Wizard Spells | Instant Summons | Conjuration | R, M |
| Level 6 Wizard Spells | Irresistible Dance | Enchantment | C |
| Level 6 Wizard Spells | Magic Jar | Necromancy | M |
| Level 6 Wizard Spells | Mass Suggestion | Enchantment | — |
| Level 6 Wizard Spells | Move Earth | Transmutation | C |
| Level 6 Wizard Spells | Programmed | Illusion | Illusion M |
| Level 6 Wizard Spells | Sunbeam | Evocation | C |
| Level 6 Wizard Spells | True Seeing | Divination | M |
| Level 6 Wizard Spells | Wall of Ice | Evocation | C |
| Level 7 Wizard Spells | Arcane Sword | Evocation | C, M |
| Level 7 Wizard Spells | Delayed Blast Fireball | Evocation | C |
| Level 7 Wizard Spells | Etherealness | Conjuration | — |
| Level 7 Wizard Spells | Finger of Death | Necromancy | — |
| Level 7 Wizard Spells | Forcecage | Evocation | C, M |
| Level 7 Wizard Spells | Magnificent Mansion | Conjuration | M |
| Level 7 Wizard Spells | Mirage Arcane | Illusion | — |
| Level 7 Wizard Spells | Plane Shift | Conjuration | M |
| Level 7 Wizard Spells | Prismatic Spray | Evocation | — |
| Level 7 Wizard Spells | Project Image | Illusion | C, M |
| Level 7 Wizard Spells | Reverse Gravity | Transmutation | C |
| Level 7 Wizard Spells | Sequester | Transmutation | M |
| Level 7 Wizard Spells | Simulacrum | Illusion | M |
| Level 7 Wizard Spells | Symbol | Abjuration | M |
| Level 7 Wizard Spells | Teleport | Conjuration | — |
| Level 8 Wizard Spells | Antimagic Field | Abjuration | C |
| Level 8 Wizard Spells | Antipathy/Sympathy | Enchantment | — |
| Level 8 Wizard Spells | Befuddlement | Enchantment | — |
| Level 8 Wizard Spells | Clone | Necromancy | M |
| Level 8 Wizard Spells | Control Weather | Transmutation | C |
| Level 8 Wizard Spells | Demiplane | Conjuration | — |
| Level 8 Wizard Spells | Dominate Monster | Enchantment | C |
| Level 8 Wizard Spells | Incendiary Cloud | Conjuration | C |
| Level 8 Wizard Spells | Maze | Conjuration | C |
| Level 8 Wizard Spells | Mind Blank | Abjuration | — |
| Level 8 Wizard Spells | Power Word Stun | Enchantment | — |
| Level 8 Wizard Spells | Sunburst | Evocation | — |
| Level 9 Wizard Spells | Astral Projection | Necromancy | M |
| Level 9 Wizard Spells | Foresight | Divination | — |
| Level 9 Wizard Spells | Gate | Conjuration | C, M |
| Level 9 Wizard Spells | Imprisonment | Abjuration | M |
| Level 9 Wizard Spells | Meteor Swarm | Evocation | — |
| Level 9 Wizard Spells | Power Word Kill | Enchantment | — |
| Level 9 Wizard Spells | Prismatic Wall | Abjuration | — |
| Level 9 Wizard Spells | Shapechange | Transmutation | C, M |
| Level 9 Wizard Spells | Time Stop | Transmutation | — |
| Level 9 Wizard Spells | True Polymorph | Transmutation | C |
| Level 9 Wizard Spells | Weird | Illusion | C |
| Level 9 Wizard Spells | Wish | Conjuration | — |
Wizard Subclass: Evoker
Create Explosive Elemental Effects
Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.
Level 3: Evocation Savant
Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Potent Cantrip
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Level 6: Sculpt Spells
You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Level 10: Empowered Evocation
Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.
Level 14: Overchannel
You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. 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 slot immediately after you cast it. This damage ignores Resistance and Immunity. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.