Scholars of magic. Wizards are limited to simple arms - dagger, staff, sling, dart, etc. They may not wear armor, except for padded armor or a robe, as it interferes with spellcasting. If you have any questions about weapons, consult with your DN.
Starts with 5 HP and gains +5 HP every level.
Starts off with no gear, just a spell book.
Starts off with 150 gold pieces to buy everything from gear to weapons to armor.
Requirement: to be a wizard class, your intelligence ability scores must be at least 16.
Wizard Default Class Abilities
Arcane Focus
You must keep your spellbook; it is your lifeline. Losing it means you cannot prepare new spells. You know how to protect it: encase and seal it in waxed leather, wrap it in oiled canvas, or keep it within a metal-bound case. Lock and chain it, perhaps even to your belt. Hide it in secret compartments - false bottoms in satchels or concealed pouches. Disguise it as a farmer's ledger or a holy book. Some wizards even carry decoy tomes to mislead the careless and the curious.
Ritual Casting - Codex Work
Wizards do not only cast spells; they study, record, and preserve them. A ritual is not a spell but a deliberate act of scholarship and magical craft. A ritual requires ten uninterrupted hours of intense study, ink-stained fingers, and unwavering concentration. It is not a quick trick or flourish of power, but a grueling act of scholarship that drains the mind and tests the will. Through this exhaustive process, a wizard can copy spells from scrolls, fragments, or another wizard's notes into their spellbook, stabilize fragile magical texts so they do not fade or crumble, encrypt or disguise their own writings so only they can read them, or expand their spellbook with diagrams, formulae, and protective wards. Rituals never expend spell slots - they are the wizard's true craft, earned through patience and endurance. Each successful ritual is a victory of discipline over fatigue, and through them the spellbook grows, survives, and becomes a true grimoire.
Arcane Overload
Once per day, a wizard may unleash an Arcane Overload within 60 feet in sight, dealing 1d6 damage per caster level to a single target with no Save Roll allowed. The wizard also suffers 1 point of damage per caster level used, which cannot be reduced, making this desperate power costly and dangerous.
Arcane Sense
Once per week, the wizard may concentrate for 1 minute to sense the presence of nearby magic within 30 feet - faint glimmers, whispers, or tingling auras that others cannot perceive.
At Level 4
Arcane Sensing
Once per day, the wizard may concentrate for 1 minute to sense the presence of nearby magic within 30 feet - faint glimmers, whispers, or tingling auras that others cannot perceive.
Scholar's Insight
The wizard gains +2 on any Chance Rolls involving ancient texts, magical symbols, or runes. They read, decipher, and interpret arcane writing faster than anyone else.
Spell Sigil
The wizard can inscribe a simple magical mark once per day - a glowing rune, invisible ward, or symbol. It lasts until the next dawn and reveals who passed by, tampered with it, or disturbed the area.
Focused Mind
Once per long rest, the wizard may reroll a failed Mind save against a magical effect, representing their intense training and focus against hostile sorcery.