You might find other spells during your adventures. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. 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. (a) a scholar's pack or (b) an explorer's packĪs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. ![]() (a) a component pouch or (b) an arcane focus.You start with the following equipment, in addition to the equipment granted by your background: 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. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.Wizards are supreme magic-users, defined and united as a class by the spells they cast. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. Intelligent undead are harder to control in this way. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. If it succeeds, you can't use this feature on it again. That creature must make a Charisma saving throw against your wizard spell save DC. As an action, you can choose one undead that you can see within 60 feet of you. ![]() Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
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