CHARACTER NAME — Traits & Class Features

Wizard  ·  Arcane Tradition — Evocation  ·  Campaign  ·  CY 596

Level Progression

Current level highlighted. Links jump to the matching trait below. Red = Tom’s Rules  ·  Blue = Arcane Tradition  ·  Gold = Feat

Level Ct Spell Slots per Spell Level Class Features (PHB) Class Features (Tom’s Rules) Notes
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2 Spellcasting
Arcane Recovery
Spellcasting, Arcane Recovery
2nd 3 3 Arcane Tradition Chose specialist school of magic
3rd 3 4 2 Bonus School Spells
Potent Cantrip
Tradition Benefits
Bonus school spell/lvl · Cantrip die+1
Miss 1+Spell Level targets · Sculpt Spells · ½ cost/time evocation in spellbook
4th 4 4 3 Ability Score Improvement
5th 4 4 3 2
6th 4 4 3 3 Arcane Tradition Feature
(Potent Cantrip)
School Savant
Tome Mastery
Evocation: cantrip does ½ dam on save
Replace evok 1/rnd 1/LR · Cast from book using lvl+1 slot
7th 4 4 3 3 1
8th 4 4 3 3 2 Ability Score Improvement Potent Spellcasting Add Int bonus to cantrip damage
9th 4 4 3 3 3 1 Embrace the Weave
Extra Arcane Recovery
Add Spell Lvl + Int Mod to damage 1/SR · 2× Arcane Recovery
10th 5 4 3 3 3 2 Arcane Tradition Feature
(Empowered Evocation)
The Knack Add Int to 1 die of evocation spell damage
Athletics prof to open things (Int)
11th 5 4 3 3 3 2 1
12th 5 4 3 3 3 2 1 Ability Score Improvement Extra 2nd Level Slot
Defy Spells
Extra 2nd slot · Add ½ Prof to one save 1/LR
13th 5 4 3 3 3 2 1 1
14th 5 4 3 3 3 2 1 1 Arcane Tradition Feature
(Overchannel)
Extra 3rd Level Slot
Arcane Rebuke
Extra 3rd slot · 4d10+Int + Save or pushed/prone
Max dam once; penalty worsens on repeat
15th 5 4 3 3 3 2 1 1 1
16th 5 4 3 3 3 2 1 1 1 Ability Score Improvement Extra 4th Level Slot Extra 4th slot
17th 5 4 3 3 3 2 1 1 1 1
18th 5 4 3 3 3 3 1 1 1 1 Spell Mastery Arcane Rebuke 2/SR Cast 1 each of 1st & 2nd spells for free
19th 5 4 3 3 3 3 2 1 1 1 Ability Score Improvement
20th 5 4 3 3 3 3 2 2 1 1 Signature Spells Cast 2 × 3rd spells for free

Wizard Class Features — PHB & Tom’s Rules Combined

ARCANE RECOVERY 1st level PHB

Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.


LEARNING SPELLS OF 1ST LEVEL AND HIGHER 1st level PHB

Each time you gain a 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 for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook.


SPELLCASTING 1st level PHB

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 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. You prepare the list of wizard spells available for you to cast by choosing a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum 1). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest (at least 1 minute per spell level for each spell on your list).

Ritual Casting. You can cast a wizard spell as a ritual if it 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.


Spellcasting Ability: Intelligence
Spell save DC: 8 + proficiency bonus + Intelligence modifier
Spell attack modifier: proficiency bonus + Intelligence modifier
SPELL CHANGE ON SHORT REST 1st level Tom's Rules

A wizard may change one spell in memory during a short rest.


ARCANE TRADITION 2nd level PHB

When you reach 2nd level, you choose an arcane tradition shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.


SCULPT SPELLS 2nd level Evoc (PHB)

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.


EVOCATION SAVANT 2nd level Evoc (PHB)

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

You may take an action to change one spell in memory of your chosen school to any other spell of that school. Once you have done this you may not do so again until you take a short rest.


BONUS SPELLS — SPECIALIST SCHOOL 3rd level Tom's Rules

A wizard may have one extra spell known of their specialist school for each spell level they are able to cast.


POTENT CANTRIP 3rd level Evoker — Tom's Rules

Change this ability: any evocation cantrip you cast does damage as one die step higher than normal.


ARCANE TRADITION BENEFITS 3rd level Evoker — Tom's Rules

When you use Embrace the Weave, you gain a benefit based on the type of spell cast. For an Evocation wizard — the damage done to one creature affected by your next evocation spell is increased by the level of the spell plus your Intelligence bonus (this increase is unaffected by resistance or a successful save).


ABILITY SCORE IMPROVEMENT 4th / 8th / 12th / 16th / 19th level PHB

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 each. As normal, you can’t increase an ability score above 20 using this feature.


POTENT CANTRIP 6th level Evoc (PHB)

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.


TOME MASTERY 6th level Tom's Rules

Choose to cast a spell that you have in your spellbook but not in memory by using a spell slot one level higher than the required caster level. At 12th level you no longer need to use a higher level spell slot. You may use this ability once per short rest.


POTENT SPELLCASTING 8th level Tom's Rules

Add your Intelligence modifier to the damage you deal with any wizard cantrip.


SCHOOL SAVANT 8th / 12th / 16th / 20th level Tom's Rules

At 8th level one of your 2nd level or lower spells from your arcane tradition that you have in memory does not count against the number of spells you may have in memory. At 12th level one additional such spell of 4th level or lower does not count. At 16th level one other of 6th level or lower does not count. At 20th level one such spell of each level you can cast does not count.


EMBRACE THE WEAVE 9th level Tom's Rules

Once per short rest you can siphon off some of the magic used in casting a spell and gain a small benefit based on the type of spell you cast. At 14th level you may use this ability twice per short rest.

Evocation: the damage done to one creature affected by your next evocation spell is increased by the level of the spell plus your Intelligence bonus (unaffected by resistance or a successful save).


EXTRA ARCANE RECOVERY 9th level Tom's Rules

You may benefit from Arcane Recovery on two occasions between long rests.


EMPOWERED EVOCATION 10th level Evoc (PHB)

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.


THE KNACK 10th level Tom's Rules

When dealing with something stuck or locked you can use your Intelligence to make a single attempt to open it by hitting it in just the right spot where otherwise a Strength roll would be needed. If the roll would be a Strength (Athletics) roll you are treated as proficient. If the roll fails you may not try again on that object.


BONUS SPELL SLOTS 12th / 14th / 16th level Tom's Rules

Wizards gain extra spell slots beyond the standard table:


DEFY SPELLS 12th level Tom's Rules

Your understanding of magic makes you more able to resist magic. At the end of a long rest you can choose one saving throw type where you are not proficient and add half your proficiency bonus to saves of this type against spells or magical effects. You may change the saving throw type at the end of any kind of rest.


ARCANE REBUKE 14th level Tom's Rules

You may take a reaction to rebuke someone who damages you in melee combat. They take 4d10 plus your Intelligence modifier in force damage and are pushed 10′ away from you and knocked prone. They may make a Strength save against your spell DC at disadvantage to take half damage and avoid being pushed or knocked prone. You cannot use this ability again until you take a short rest. From 18th level you may use this ability twice per short rest.


OVERCHANNEL 14th level Evoc (PHB)

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.


SPELL MASTERY 18th level PHB

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 slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells for different spells of the same levels.


SIGNATURE SPELLS 20th level PHB

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.


Feats

Elf Racial Traits

ELF TRAITS Racial

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Age. An elf typically claims adulthood around the age of 100 and can live to be 750 years old.
  • Alignment. Elves love freedom, variety, and self-expression, leaning strongly toward chaos. They value and protect others’ freedom as well as their own, and are more often good than not.
  • Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
  • Keen Senses. You have proficiency in the Perception skill.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Trance. Elves don’t need to sleep. Instead, they meditate deeply for 4 hours a day. After resting in this way, you gain the same benefit as a human does from 8 hours of sleep.
  • Languages. You can speak, read, and write Common and Elvish.
  • Subrace. Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves (drow). Choose one.

HIGH ELF Subrace

As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many D&D worlds there are two kinds of high elves: the haughty and reclusive (gray elves, valley elves, Silvanesti, sun elves); and the more common and friendly (high elves of Greyhawk, Qualinesti, moon elves).

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Extra Language. You can speak, read, and write one extra language of your choice.

Wizard Class Features — PHB

HIT POINTS 1st level
Hit Dice: 1d6 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

PROFICIENCIES 1st level
Armour: 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 1st level

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

THE WIZARD Reference Table
Level Prof. Features Cantrips 1st2nd3rd4th 5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32
2nd+2Arcane Tradition33
3rd+2342
4th+2Ability Score Improvement443
5th+34432
6th+3Arcane Tradition feature4433
7th+344331
8th+3Ability Score Improvement44332
9th+4443331
10th+4Arcane Tradition feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Arcane Tradition feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spell5433332211

SPELLCASTING 1st level

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 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. You prepare the list of wizard spells available for you to cast by choosing a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum 1). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest (at least 1 minute per spell level for each spell on your list).

Ritual Casting. You can cast a wizard spell as a ritual if it 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.

Spellcasting Ability: Intelligence
Spell save DC: 8 + proficiency bonus + Intelligence modifier
Spell attack modifier: proficiency bonus + Intelligence modifier

LEARNING SPELLS OF 1ST LEVEL AND HIGHER 1st level

Each time you gain a 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 for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook.


ARCANE RECOVERY 1st level

Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.


ARCANE TRADITION 2nd level

When you reach 2nd level, you choose an arcane tradition shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.


ABILITY SCORE IMPROVEMENT 4th / 8th / 12th / 16th / 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 each. As normal, you can’t increase an ability score above 20 using this feature.


SPELL MASTERY 18th level

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 slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells for different spells of the same levels.


SIGNATURE SPELLS 20th level

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.


Arcane Tradition — Evocation — PHB

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

EVOCATION SAVANT 2nd level — Arcane Tradition: Evocation

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.


SCULPT SPELLS 2nd level — Arcane Tradition: Evocation

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.


POTENT CANTRIP 6th level — Arcane Tradition: Evocation

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.


EMPOWERED EVOCATION 10th level — Arcane Tradition: Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.


OVERCHANNEL 14th level — Arcane Tradition: Evocation

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.


Wizard Class Features — Tom’s Rules

SPELL CHANGE ON SHORT REST 1st level  ·  Tom’s Rules

A wizard may change one spell in memory during a short rest.


BONUS SPELLS — SPECIALIST SCHOOL 3rd level  ·  Tom’s Rules

A wizard may have one extra spell known of their specialist school for each spell level they are able to cast.


SCHOOL SAVANT (Tom’s Rules) 6th level  ·  Tom’s Rules

Change the school savant ability for all schools to be: “You may take an action to change one spell in memory of your chosen school to any other spell of that school. Once you have done this you may not do so again until you take a short rest.”

At 8th level one of your 2nd level or lower spells from your arcane tradition that you have in memory does not count against the number of spells you may have in memory. At 12th level one additional such spell of 4th level or lower does not count. At 16th level one other of 6th level or lower does not count. At 20th level one such spell of each level you can cast does not count.


TOME MASTERY 6th level  ·  Tom’s Rules

Choose to cast a spell that you have in your spellbook but not in memory by using a spell slot one level higher than the required caster level. At 12th level you no longer need to use a higher level spell slot. You may use this ability once per short rest.


POTENT SPELLCASTING (Tom’s Rules) 8th level  ·  Tom’s Rules

Add your Intelligence modifier to the damage you deal with any wizard cantrip.


EMBRACE THE WEAVE 9th level  ·  Tom’s Rules

Once per short rest you can siphon off some of the magic used in casting a spell and gain a small benefit based on the type of spell you cast. At 14th level you may use this ability twice per short rest.


EXTRA ARCANE RECOVERY 9th level  ·  Tom’s Rules

You may benefit from Arcane Recovery on two occasions between long rests.


THE KNACK 10th level  ·  Tom’s Rules

When dealing with something stuck or locked you can use your Intelligence to make a single attempt to open it by hitting it in just the right spot where otherwise a Strength roll would be needed. If the roll would be a Strength (Athletics) roll you are treated as proficient. If the roll fails you may not try again on that object.


BONUS SPELL SLOTS 12th / 14th / 16th level  ·  Tom’s Rules

Wizards gain extra spell slots beyond the standard table:

  • 12th level: gain an extra 2nd level spell slot.
  • 14th level: gain an extra 3rd level spell slot.
  • 16th level: gain an extra 4th level spell slot.

DEFY SPELLS 12th level  ·  Tom’s Rules

Your understanding of magic makes you more able to resist magic. At the end of a long rest you can choose one saving throw type where you are not proficient and add half your proficiency bonus to saves of this type against spells or magical effects. You may change the saving throw type at the end of any kind of rest.


ARCANE REBUKE 14th level  ·  Tom’s Rules

You may take a reaction to rebuke someone who damages you in melee combat. They take 4d10 plus your Intelligence modifier in force damage and are pushed 10′ away from you and knocked prone. They may make a Strength save against your spell DC at disadvantage to take half damage and avoid being pushed or knocked prone. You cannot use this ability again until you take a short rest. From 18th level you may use this ability twice per short rest.


Arcane Tradition — Evocation — Tom’s Rules

POTENT CANTRIP (Tom’s Rules) 3rd level

Change this ability: any evocation cantrip you cast does damage as one die step higher than normal.


ARCANE TRADITION BENEFITS (Tom’s Rules) 3rd level

When you use Embrace the Weave, you gain a benefit based on the type of spell cast. For an Evocation wizard:

  • Abjuration: Gain temporary hit points equal to your Intelligence modifier plus 2× the level of the spell cast.
  • Conjuration: Slip briefly through dimensions, moving up to 15′ to a point you choose.
  • Divination: Gain a d4 to be added or subtracted from an ability check, save, attack, or damage roll made within 30′ of you before the end of your next turn. You can nominate after the roll is made but before success or failure is known.
  • Enchantment: You are protected by a Sanctuary spell until the start of your next turn.
  • Evocation: The damage done to one creature affected by your next evocation spell is increased by the level of the spell plus your Intelligence bonus (this increase is unaffected by resistance or a successful save).
  • Illusion: You may create a minor illusion effect emanating from a spot within 60′, which may be of a creature instead of an object. The illusion cannot move from the spot it was created and lasts 3 rounds.
  • Necromancy: Gain resistance to necrotic damage for a number of rounds equal to half your Intelligence modifier (rounded up).
  • Transmutation: Either change a number of 5×5 squares equal to your Intelligence modifier within 60′ into difficult terrain, or lengthen your stride slightly, gaining 5′ of movement for your Intelligence modifier in rounds.