zztrio.blogg.se

Dnd 5e wizard spells
Dnd 5e wizard spells







As normal, you can’t increase an ability score above 20 using this feature.Īt 18th level, you have achieved such mastery over certain spells that you can cast them at will. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or you can increase two ability scores of your choice by 1. Your choice grants you features at 2nd-level and again at 6th, 10th, and 14th level. You may also opt to choose study War Magic (Xanathar’s pgs 59-60). When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration (PHB pgs 115-116), Conjuration (PHB pg 116), Divination (PHB pgs 116-117), Enchantment (PHB pg 117), Evocation (PHB pg 117-118), Illusion (PHB pg 118), Necromancy (PHB pgs 118-119), or Transmutation (PHB pg 119).

dnd 5e wizard spells

You can recover either a 2nd-level spell slot or two 1st-level spell slots. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.įor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. Once per day when you finish a short rest, you can choose expended spell slots to recover. You have learned to regain some of your magical energy by studying your spellbook. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. You can use an arcane focus (see chapter 5, “Equipment”) as a spellcasting focus for your wizard spells.Įach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. You don’t need to have the spell prepared. You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.

dnd 5e wizard spells

Spell attack modifier = your proficiency bonus + your Intelligence modifier.Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.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. You use your Intelligence whenever a spell refers to your spellcasting ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. Preparing a new list of wizard spells requires time spent studying your spellbook 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. You can change your list of prepared spells when you finish a long rest. Casting the spell doesn’t remove it from your list of prepared spells. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. With an Intelligence of 16, your prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. The spells must be of a level for which you have spell slots.įor example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots.

dnd 5e wizard spells

To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). You prepare the list of wizard spells that are available for you to cast. You regain all expended spell slots when you finish a long rest. To cast one of these spells, you must expend a slot of the spell’s level or higher. The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.Īt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.Īt 1st level, you know three cantrips of your choice from the wizard spell list.

  • (a) a scholar’s pack or (b) an explorer’s packĪs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
  • (a) a component pouch or (b) an arcane focus.
  • You start with the following equipment, in addition to the equipment granted by your background: As a wizard, you gain the following class features.ġd6 (or 4) + your Constitution Modifier per wizard level after 1stĭaggers, darts, slings, quarterstaffs, light crossbowsĬhoose two from Arcana, History, Insight, Investigation, Medicine, and Religion









    Dnd 5e wizard spells