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Dungeons and Dragons Beyond (5.5e) Players Handbook

Wizard

See Dungeons and Dragons Beyond (5.5e) Players Handbook

hit dice: d6 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
armor proficiencies: None
weapon proficiencies: Simple weapons
tools: None
saving throws: Intelligence, Wisdom
skills: Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
starting 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 component pouch or (b) an arcane focus


(a) a scholar’s pack or (b) an explorer’s pack


A spellbook



spellcasting:

Wizard Spells (Arcane)

class features:

Spellcasting, Arcane Recovery, Arcane Tradition (Wizard Subclass), Arcane Tradition Feature (2,6,10,14), Ability Score Improvement (4,8,12,16,19), Spell Mastery, Signature Spells

subclass options:

Level

Features

1

Spellcasting (Wizard Spells-Arcane), Arcane Recovery

2

Arcane Tradition (Wizard Subclass),

3

Arcane Tradition Feature

4

Ability Score Improvement

5

6

Arcane Tradition Feature

7

8

Ability Score Improvement

9

10

Arcane Tradition Feature

11

12

Ability Score Improvement

13

14

Arcane Tradition Feature

15

16

Ability Score Improvement

17

18

Spell Mastery

19

Ability Score Improvement

20

Signature Spells


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