Wizard Class Features
You gain these abilities as a wizard. Abilities gained at higher levels list the levels next to their names.
In addition to the abilities provided by your class at 1st
level, you have the benefits of your selected ancestry and
background, as described in Chapter 2.
At 1st level, you gain a number of proficiencies that
represent your basic training. These proficiencies are
noted at the start of this class.
Through dedicated study and practice, you can harness
arcane power to cast spells. You can cast arcane spells
using the Cast a Spell activity, and you can supply
material, somatic, and verbal components when casting
spells (see Casting Spells on page 302).
At 1st level, you can prepare up to two 1st-level spells
and five cantrips each morning from the spells in your
spellbook (see below), plus one extra cantrip and spell of
your chosen school of each level you can cast if you are
a specialist wizard. Prepared spells remain available to
you until you cast them or until you prepare your spells
again. The number of spells you can prepare is called
your spell slots.
As you increase in level as a wizard, your number of
spell slots and the highest level of spells you can cast from
spell slots increase, shown in Table 3–19: Wizard Spells
per Day on page 205.
Some of your spells require you to attempt a spell attack
roll to see how effective they are, or have your enemies roll
against your spell DC (typically by attempting a saving
throw). Since your key ability is Intelligence, your spell
attack rolls and spell DCs use your Intelligence modifier.
Details on calculating these statistics appear on page 447.
When you get spell slots of 2nd level and higher, you can
fill those slots with stronger versions of lower-level spells.
This increases the spell’s level, heightening it to match the
spell slot. Many spells have specific improvements when
they are heightened to certain levels.
A cantrip is a special type of spell that doesn’t use spell
slots. You can cast a cantrip at will, any number of times
per day. A cantrip is always automatically heightened to
half your level rounded up—this is usually equal to the
highest level of spell you can cast as a wizard. For example,
as a 1st-level wizard, your cantrips are 1st-level spells, and
as a 5th-level wizard, your cantrips are 3rd-level spells.
Every arcane spell has a written version, usually recorded
in a spellbook. You start with a spellbook worth 10 sp
or less (as detailed on page 291), which you receive for
free and must study to prepare your spells each day. The
spellbook contains your choice of 10 arcane cantrips and
five 1st-level arcane spells. You choose these from the
common spells on the arcane spell list from this book
(page 307) or from other arcane spells you gain access to.
Your spellbook’s form and name are up to you. It might
be a musty, leather-bound tome or an assortment of thin
metal disks connected to a brass ring; its name might be
esoteric, like The Crimson Libram, or something more
academic, like A Field Study in Practical Transmutation.
Each time you gain a level, you add two more arcane
spells to your spellbook, of any level of spell you can cast.
You can also use the Arcana skill to add other spells that
you find in your adventures, as described on page 241.
Many arcane spellcasters delve deeply into a single school
of magic in an attempt to master its secrets. If you want to
be a specialist wizard, choose a school in which to specialize.
You gain additional spells and spell slots for spells of your
school. Arcane schools are described in detail on page 207.
If you don’t choose a school, you’re a universalist, a
wizard who believes that the path to true knowledge of
magic requires a multidisciplinary understanding of all
eight schools working together. Though a universalist lacks
the focus of a specialist wizard, they have greater flexibility.
Universalist wizards are described on page 209.
You place some of your magical power in a bonded item.
Each day when you prepare your spells, you can designate
a single item you own as your bonded item. This is typically
an item associated with spellcasting, such as a wand, ring,
or staff, but you are free to designate a weapon or other
item. You gain the Drain Bonded Item free action.
During your studies to become a full-fledged wizard, you
produced a thesis of unique magical research on one of a
variety of topics. You gain a special benefit depending on
the topic of your thesis research. The arcane thesis topics
presented in this book are below; your specific thesis
probably has a much longer and more technical title like
“On the Methods of Spell Interpolation and the Genesis
of a New Understanding of the Building Blocks of Magic.”
Improved Familiar Attunement
You’ve long held that fine-tuning the magic that bonds
wizard and familiar can improve the mystic connection,
compared to the safe yet generic bond most wizards
currently use. You’ve formed such a pact with your familiar,
gaining more advantages from it than most wizards. You
gain the Familiar wizard feat as a bonus feat. Your familiar
gains an extra ability, and it gains an additional extra
ability when you reach 6th, 12th, and 18th levels.
Your connection with your familiar alters your arcane
bond class feature so that you store your magical energy
in your familiar, rather than an item you own; you also
gain the Drain Familiar free action instead of Drain
Bonded Item. Drain Familiar can be used any time an
ability would allow you to use Drain Bonded Item and
functions identically, except that you draw magic from
your familiar instead of an item.
You’ve realized that the practice known as metamagic is a
holdover from a time long ago, when wizards had to work
out their own spells and variations rather than rely on spells
recorded by others and passed down over the years. This
allows you efficient access to various metamagic effects.
At 1st level and every even-numbered level thereafter, you
gain a wizard class feat. These feats begin on page 209.
At 2nd level and every 2 levels thereafter, you gain
a skill feat. Skill feats can be found in Chapter 5 and
have the skill trait. You must be trained or better in the
corresponding skill to select a skill feat.
At 3rd level and every 4 levels thereafter, you gain a
general feat. General feats are listed in Chapter 5.
At 3rd level and every 2 levels thereafter, you gain a skill
increase. You can use this increase either to increase your
proficiency rank to trained in one skill you’re untrained
in, or to increase your proficiency rank in one skill in
which you’re already trained to expert.
At 7th level, you can use skill increases to increase
your proficiency rank to master in a skill in which you’re
already an expert, and at 15th level, you can use them to
increase your proficiency rank to legendary in a skill in
which you’re already a master.
At 5th level and every 5 levels thereafter, you boost four
different ability scores. You can use these ability boosts to
increase your ability scores above 18. Boosting an ability
score increases it by 1 if it’s already 18 or above, or by 2
if it starts out below 18.
In addition to the ancestry feat you started with, you gain
an ancestry feat at 5th level and every 4 levels thereafter.
The list of ancestry feats available to you can be found in
your ancestry’s entry in Chapter 2.
Your reflexes are lightning fast. Your proficiency rank for
Reflex saves increases to expert.
Extended practice of the arcane has improved your
capabilities. Your proficiency ranks for arcane spell
attack rolls and spell DCs increase to expert.
Magical power has improved your body’s resiliency. Your
proficiency rank for Fortitude saves increases to expert.
You remain alert to threats around you. Your proficiency
rank for Perception increases to expert.
Through a combination of magic and training, you’ve
learned how to wield wizard weapons more effectively.
You gain expert proficiency in the club, crossbow,
dagger, heavy crossbow, and staff.
The flow of magic and your training combine to help
you avoid attacks. Your proficiency rank in unarmored
defense increases to expert.
You’ve learned how to inflict greater injuries with the
weapons you know best. You deal an additional 2 damage
with weapons and unarmed attacks in which you are an
expert. This damage increases to 3 if you’re a master, and
4 if you’re legendary.
You command superlative spellcasting ability. Your
proficiency ranks for arcane spell attack rolls and spell
DCs increase to master.
You’ve steeled your mind with resolve. Your proficiency
rank for Will saves increases to master. When you roll a
success at a Will save, you get a critical success instead.
You command the most potent arcane magic and can
cast a spell of truly incredible power. You gain a single
10th-level spell slot and can prepare a spell in that slot
using arcane spellcasting. Unlike with other spell slots,
you don’t gain more 10th-level spells as you level up,
though you can take the Archwizard’s Might feat to gain
a second slot.
You are a consummate spellcaster, with a comprehensive
understanding of both arcane theory and practical
spellcraft. Your proficiency ranks for arcane spell attack
rolls and spell DCs increase to legendary.