Arch Wizard (5e Class)

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Arch Wizard[edit]

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class tends to be different from the regular mechanics of D&D 5e
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class uses Spell Points mechanics DMG pg 288


<!-Introduction Leader->[edit]

Creating a Arch Wizard[edit]


Quick Build

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Class Features

As a Arch Wizard you gain the following class features.

Hit Points

Hit Dice: 1d6 per Arch Wizard level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Arch Wizard level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

Table: The Arch Wizard

Level Proficiency
Bonus
Features Cantrips Known Spell Points Max Spell Level
1st +2 Spellcasting, Arcane Recovery 3 4 1st
2nd +2 Arcane Tradition 3 6 1st
3rd +2 3 14 2nd
4th +2 Ability Score Improvement 4 17 2nd
5th +3 4 27 3rd
6th +3 Arcane Tradition 4 32 3rd
7th +3 4 38 4th
8th +3 Ability Score Improvement 4 44 4th
9th +4 4 57 5th
10th +4 Arcane Tradition 5 64 5th
11th +4 5 73 6th
12th +4 Ability Score Improvement 5 73 6th
13th +5 5 83 7th
14th +5 Arcane Tradition 5 83 7th
15th +5 5 94 8th
16th +5 Ability Score Improvement 5 94 8th
17th +6 5 107 9th
18th +6 Spell Mastery 5 114 9th
19th +6 Ability Score Improvement 5 123 9th
20th +6 Signature Spell 5 133 9th


Spellcasting[edit]

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

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Arch Wizard table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of spell points equal to the spell's level point cost, as shown in the table below. You regain all expended spell points when you finish a long rest.

You prepare the list of Arch wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Arch wizard level (minimum of one spell). The spells mus be of a level up to the Max Spell Level column from the Arch Wizard table.

For example, if you're a 3rd-level wizard, you can cast up to a 2nd-level spell. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it as a 1st-level or a 2nd-level spell. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. 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.

Spell Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Spellcasting Ability

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 save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a arch wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level up to the Max Spell Level column as shown on the Arch Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Arcane Recovery[edit]

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 to regain spell points. You can regain up to a number of spell points equal to your Arch Wizard level, rounded up to the nearest even number. You cannot exeed your Spell Points pool this way.

For example, if you're a 5th-level Arch wizard, you can recover up to 5 spell points. 2 spell points at 1st and 2nd level, 4 at 3rd and 4th level, and so on.

<!-Subclass Feature->[edit]

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Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.

Spell Mastery[edit]

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 their lowest level without expending a spell points when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell points as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells[edit]

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 prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

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<!-Class Option 2->[edit]

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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