
SpellbookĪt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. CantripsĪt 1st level, you know three cantrips of your choice from the wizard spell list.

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st Proficiencies Hit Points at 1st Level: 6 + your Constitution modifier The WizardĪs a wizard, you gain the following class features. You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.

Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more. Wizards are supreme magic-users, defined and united as a class by the spells they cast.
