Art Wizard Dd or Dnd or Dungeons and Dragons
Magician
Clad in the silvery robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare rock flooring, then sprinkles powdered iron along every line and graceful bend. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly airplane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a scattering of modest bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to run across the visions more clearly, he nods slowly, so opens his eyes and points down the passage to his left.
Wizards are supreme magic-users, divers and united as a course past the spells they bandage. Drawing on the subtle weave of magic that permeates the creation, wizards cast spells of explosive fire, arcing lightning, subtle deception, and animal-strength heed command. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors downwardly from the heaven, or open up portals to other worlds.
Scholars of the Arcane
Wild and enigmatic, varied in course and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires just the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained later on years of apprenticeship and countless hours of study.
Wizards alive and dice past their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They tin can also acquire them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
The Lure of Knowledge
Wizards' lives are seldom mundane. The closest a magician is likely to come to an ordinary life is working equally a sage or lecturer in a library or university, pedagogy others the secrets of the multiverse. Other wizards sell their services every bit diviners, serve in armed forces forces, or pursue lives of crime or domination.
But the lure of noesis and power calls even the nigh unadventurous wizards out of the safety of their libraries and laboratories and into aging ruins and lost cities. Almost wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than whatever magic available in the present age.
Creating a Wizard
Creating a wizard character demands a backstory dominated past at least one extraordinary event. How did your character first come up into contact with magic? How did yous discover you had an aptitude for it? Do you have a natural talent, or did you lot simply study hard and do incessantly? Did yous encounter a magical creature or an aboriginal tome that taught you the basics of magic?
What drew y'all forth from your life of report? Did your first gustation of magical knowledge exit yous hungry for more? Have you received word of a clandestine repository of knowledge not nonetheless plundered by whatsoever other wizard? Perhaps you're simply eager to put your newfound magical skills to the test in the confront of danger.
QUICK BUILD
Yous can make a sorcerer quickly by following these suggestions. Starting time, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If yous plan to join the School of Enchantment, brand Charisma your side by side-all-time score. Second, choose the sage groundwork. Third, choose the mage manus, light, and ray of frost cantrips, forth with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.
The Wizard Table
Level | Proficiency | Features | Cantrips | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | fifth | 6th | seventh | 8th | 9th | ||||
1st | +two | Spellcasting, Arcane Recovery | 3 | ii | — | — | — | — | — | — | — | — |
2nd | +2 | Arcane Tradition | iii | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | iii | 4 | two | — | — | — | — | — | — | — |
quaternary | +2 | Ability Score Improvement | four | 4 | iii | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Cabalistic Tradition Feature | 4 | iv | 3 | 3 | — | — | — | — | — | — |
7th | +three | — | 4 | 4 | three | three | 1 | — | — | — | — | — |
8th | +iii | Ability Score Improvement | four | 4 | iii | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | three | 3 | one | — | — | — | — |
10th | +four | Arcane Tradition Feature | 5 | four | 3 | 3 | 3 | ii | — | — | — | — |
11th | +4 | — | 5 | four | 3 | 3 | three | 2 | 1 | — | — | — |
twelfth | +4 | Power Score Comeback | 5 | four | iii | iii | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | iii | two | 1 | one | — | — |
14th | +5 | Arcane Tradition Feature | v | 4 | 3 | 3 | 3 | 2 | one | 1 | — | — |
15th | +5 | — | 5 | iv | 3 | three | 3 | 2 | i | one | i | — |
16th | +five | Ability Score Improvement | 5 | 4 | iii | 3 | 3 | two | 1 | 1 | 1 | — |
17th | +six | — | 5 | 4 | iii | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +vi | Spell Mastery | 5 | iv | iii | 3 | iii | iii | 1 | 1 | 1 | one |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | ane | one | 1 |
20th | +6 | Signature Spells | 5 | 4 | three | 3 | 3 | three | 2 | 2 | 1 | i |
Course Features
As a sorcerer, yous gain the following class features.
Hitting Points
Striking Die: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Striking Points at Higher Levels: 1d6 (or four) + your Constitution modifier per sorcerer level later on 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, lite crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose ii from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
Y'all 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'due south pack or (b) an explorer's pack
- A spellbook
Spellcasting
Equally a student of arcane magic, you have a spellbook containing spells that show the get-go glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
At 1st level, y'all know three cantrips of your choice from the sorcerer spell list. Yous acquire additional wizard cantrips of your choice at college levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you take a spellbook containing half dozen 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you lot know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to bandage your wizard spells of 1st level and higher. To bandage one of these spells, you must expend a slot of the spell'southward level or higher. Yous regain all expended spell slots when you finish a long rest.
Y'all prepare the list of sorcerer spells that are available for y'all to cast. To do so, cull a number of sorcerer spells from your spellbook equal to your Intelligence modifier + your sorcerer level (minimum of 1 spell). The spells must be of a level for which you lot have spell slots.
For instance, if yous're a tertiary-level wizard, you accept iv 1st-level and two 2nd-level spell slots. With an Intelligence of xvi, your list of prepared spells can include half dozen spells of 1st or 2nd level, in any combination, called from your spellbook. If you prepare the 1st-level spell magic missile, yous tin can bandage it using a 1st-level or a 2d-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can alter your listing 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 i minute per spell level for each spell on your list.
Spellcasting Power
Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells through defended report and memorization. You utilise 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 assail curlicue with i.
Spell salvage DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You tin cast a wizard spell as a ritual if that spell has the ritual tag and you accept the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
Yous can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Each time y'all gain a wizard level, you can add two wizard spells of your pick to your spellbook for costless. Each of these spells must be of a level for which you have spell slots, as shown on the Sorcerer table. On your adventures, you lot might detect other spells that you tin can add to your spellbook (see the "Your Spellbook" sidebar).
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per solar day when y'all cease a curt balance, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one-half your wizard level (rounded upwardly), and none of the slots can be 6th level or higher.
For instance, if yous're a quaternary-level wizard, you tin recover upwardly to two levels worth of spell slots. Yous can recover either a second-level spell slot or 2 1st-level spell slots.
Cabalistic Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through i of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the cease of the class description, and more choices are bachelor in other sources.
Your selection grants y'all features at 2nd level and once again at 6th, tenth, and 14th level.
Ability Score Comeback
When you reach fourth level, and over again at 8th, 12th, 16th, and 19th level, yous can increment i power score of your selection by 2, or you tin can increment two ability scores of your option by 1. As normal, you lot can't increase an power score above twenty using this feature.
Using the optional feats dominion, y'all can forgo taking this feature to take a feat of your selection instead.
Spell Mastery
At 18th level, you lot have achieved such mastery over certain spells that y'all can bandage 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 everyman level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you lot must expend a spell slot equally normal.
Past spending 8 hours in report, you tin substitution i or both of the spells yous chose for different spells of the same levels.
Signature Spells
When you reach 20th level, y'all gain mastery over two powerful spells and tin cast them with footling endeavour. Cull 2 3rd-level wizard spells in your spellbook as your signature spells. Y'all always have these spells prepared, they don't count against the number of spells you have prepared, and y'all can cast each of them one time at 3rd level without expending a spell slot. When you do so, you can't do and then over again until yous stop a short or long rest.
If you desire to cast either spell at a higher level, y'all must expend a spell slot equally normal.
Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with diverse traditions defended to its complex study.
The most mutual arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, group them into viii categories called schools, every bit described in affiliate x. In some places, these traditions are literally schools; a sorcerer might study at the School of Illusion while another studies beyond town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers apply the division of magic into schools as a learning device, since the spells of each school require mastery of dissimilar techniques.
School of Evocation
You focus your study on magic that creates powerful elemental effects such as biting cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in armed services forces, serving every bit 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
Start when you select this school at 2nd level, the gold and fourth dimension y'all must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells
Start at 2nd level, you can create pockets of relative condom within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that yous can see, y'all tin cull a number of them equal to 1 + the spell's level. The called creatures automatically succeed on their saving throws against the spell, and they take no impairment if they would normally take half damage on a successful salvage.
Potent Cantrip
Starting at sixth level, your damaging cantrips affect even creatures that avoid the brunt of the upshot. When a fauna succeeds on a saving throw against your cantrip, the creature takes half the cantrip'southward damage (if any) simply suffers no boosted outcome from the cantrip.
Empowered Evocation
Beginning at 10th level, you tin add your Intelligence modifier to one impairment roll of any wizard evocation spell you cast.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When yous bandage a wizard spell of 1st through 5th level that deals damage, you lot can deal maximum damage with that spell.
The first time y'all exercise so, you suffer no adverse event. If y'all use this characteristic again earlier you cease a long rest, you lot take 2d12 necrotic damage for each level of the spell, immediately later on you bandage it. Each time you use this feature once more before finishing a long residuum, the necrotic impairment per spell level increases by 1d12. This impairment ignores resistance and immunity.
Source: https://www.dndbeyond.com/classes/wizard
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