“What the grimoire holds, the mind must still recall.”
Description
What the class is, and what it becomes as the levels pass.
The Wizard is not just a bookworm. Magic, for them, is a discipline built through study: a grimoire that grows spell by spell, a mind trained to hold and recall the ones that matter most in the moment. Whether they devote themselves to a single path, spread their study across several, or collect from every school without discrimination, their power is proportional to what they have learned — and to what they can actually remember when it counts.
Hit die
d6
Primary ability
INT
Saving throws
INT · WIS
Armor proficiencies
None
Weapon proficiencies
Simple Weapons
Progression tree
Build your character: the tree then shows only the chosen branches. Tap a level to read its details.
Hover an item to read its description; expand a level to see everything at once. TS / SS = Technique / Spell Slots, by degree.
LevelClassOriginArchetypePaths
SpellcastingSpellcastingYou cast spells using Intelligence as your spellcasting ability. You have Spell Slots as given by the Full Caster Slots rule for your level.GrimoireGrimoireWhenever new spells become available to you, you learn a share of them equal to what a wizard devoted to a single path would learn, divided evenly across the paths open to you (with at least one spell from each). Spells already known are never lost, even if a later choice (such as an archetype) changes which paths you draw from.MemoryMemoryEach time you finish a Long Rest, choose from your grimoire a number of spells equal to 1.5 times your Intelligence modifier (rounded up) plus your wizard level, minimum 1: these are your memorized spells for the day, the only ones you can cast until your next Long Rest (subject to your available Spell Slots).Ritual AdeptRitual AdeptYou can cast any memorized spell that has the Ritual tag without expending a Spell Slot, taking 10 extra minutes to cast it this way.Arcane RecoveryArcane RecoveryOnce per day, during a Short Rest, you can recover expended Spell Slots with a combined level equal to half your wizard level (rounded up); none of the recovered slots can be of level 6 or higher.
Origin — choose 1 of 3Origin — choose 1 of 3Choose one of the origins: College of Syndoril, Arcane Tower of Oriane, University of Wyks.
Paths — 2 of 16Paths — 2 of 16Choose 2 paths among: Path of Water, Path of Fire, Path of Earth, Path of Air, Path of Lightning, Path of Acid, Path of Poison, Path of Arcane Scholarship, Path of Arcane Protection, Path of Arcane Destruction, Path of Temporal Arcana, Path of Blood, Path of Bone, Path of Shadow, Path of Death, Path of Non-Life.
Select 1 to 2 paths to show their techniques and spells.
ScholarScholarGain expertise (double proficiency bonus) in one skill you are proficient in, chosen from Arcana, History, Investigation, Nature, or Religion.
Archetype — choose 1 of 3Archetype — choose 1 of 3Choose one of the archetypes: Ascetic, Scholastic, Epicurean.Ascetic · Total MasteryAscetic — Total MasteryThe wizard chooses a single path of magic when they gain this archetype; whenever a new spell belonging to that path is added to the codex, the wizard automatically learns it, and gains access to a small pool of spells exclusive to Ascetics of that path.Scholastic · Threefold StudyScholastic — Threefold StudyThe wizard chooses three paths of magic when they gain this archetype. Whenever new spells become available across those paths, the wizard learns a third of them, always including at least one spell from each path (their choice which).Epicurean · Boundless CuriosityEpicurean — Boundless CuriosityThe wizard may learn spells from any path without restriction. Whenever new spells become available to a wizard's grimoire, the Epicurean learns the same number as a wizard devoted to a single path would, but may draw them from any path of their choosing.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Memorize SpellMemorize SpellDuring a Short Rest, you can replace one of your memorized spells with another from your grimoire.
Ascetic · Focused PowerAscetic — Focused PowerSpells the wizard casts from their chosen path deal or restore more (the GM sets the exact bonus per spell).Scholastic · Arcane InsightScholastic — Arcane InsightOnce per Short Rest, before making an Arcana test or a saving throw against a spell, the wizard can double their proficiency bonus for that roll.Epicurean · Second LookEpicurean — Second LookOnce per Short Rest, the wizard can replace one spell in their grimoire with a different spell of the same level that is available to them.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Ascetic · Sole DisciplineAscetic — Sole DisciplineOnce per rest, the wizard can cast a spell from their chosen path without expending the resource that would normally be spent.Scholastic · Unified CastingScholastic — Unified CastingOnce per rest, the wizard can cast two spells, each from a different one of their three chosen paths, as part of the same action, provided the second spell has a casting time of an action or less; both spells still expend their normal resources.Epicurean · Ghost SpellsEpicurean — Ghost SpellsA number of times per Long Rest equal to their Intelligence modifier (minimum 1), the wizard can cast a spell from their grimoire that isn't currently memorized, as though it were, provided they have a Spell Slot of the appropriate level to spend.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Spell MasterySpell MasteryChoose one 1st-level and one 2nd-level spell from your grimoire: you can cast each of them at will, without expending a Spell Slot.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Signature SpellsSignature SpellsChoose two 3rd-level spells from your grimoire as signature spells. You can cast each of them once without expending a Spell Slot, regaining this ability for both after a Short or Long Rest.