Wizard

Caster Damage

A full channeler that prepares spells from a Spellbook, with the largest spell list in the game, and specializes in one of fifteen Channels at 3rd level.

Basics

Hit die · d6
Ability · INT
Saves · INT/ WIS
Channeling · slots
Rift Affinity · full-channeler

Identity

Wizards are full channelers who cast with Intelligence and work from structured study. A Spellbook holds formulas tested, refined and bound into ink, and a Wizard can prepare only what is written in it, so acquiring new pages is part of play. They have the largest spell list in the game and a skill list built around knowledge and investigation. The Riftcraft Tradition chosen at 3rd level specializes the Wizard in one of the fifteen Channels: eight classical Channels that work an effect and seven Rifting Channels that work an element of the Rift directly.

Proficiencies

Armor · none
Weapons · simple
Skills · choose 2 from Arcana, History, Insight, Investigation, Lore, Medicine, Religion, Technology

Channeling

How it comes · From a Spellbook — written down first, prepared from it each long rest
Ability · INT
Prepared per long rest · channeling modifier + class level (minimum 1)
Cantrips and channels by class level
Level Cantrips In your Spellbook
1 3 6
2 3 8
3 3 10
4 4 12
5 4 14
6 4 16
7 4 18
8 4 20
9 4 22
10 5 24
11 5 26
12 5 28
13 5 30
14 5 32
15 5 34
16 5 36
17 5 38
18 5 40
19 5 42
20 5 44

Prepares spells each long rest from the Spellbook. Prepared spell count = INT modifier + Wizard level (minimum 1). Spell save DC = 8 + proficiency bonus + INT modifier.

Level Progression

  • L1
    Spellbook

    You begin play with a Spellbook containing six 1st-level spells of your choice from the Wizard spell list. Each time you gain a level in Wizard, you can add two spells of any level you can cast to your Spellbook, representing study during downtime. You can copy spells found in other Spellbooks, Rift-marked tablets, or arcane records into your Spellbook at a cost of 50 gm per spell level and 8 hours of work per spell.

    Arcane Recovery

    Once per day after a short rest, you can recover expended spell slots whose combined level totals up to half your Wizard level (rounded up). None of the recovered slots can be 6th level or higher.

  • L2
    Empirical Casting

    The first time you cast a newly prepared spell within 24 hours of preparing it, you can choose one of two effects: the target has disadvantage on its saving throw against the spell, or you have advantage on the spell attack roll. This resets when you next prepare spells.

  • L3 Subclass feature
    Riftcraft Tradition

    Choose a Riftcraft Tradition, your specialization in one of the fifteen Channels. Seven are the Rifting Channels, which work an element of the Rift directly: Arc, Earth, Ether, Metal, Molten, Sun, and Water. Eight are the classical Channels, which work an effect: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Your Tradition grants features now and at 7th, 11th, 15th, and 18th level.

  • L4 ASI / Feat
  • L5
    Reflexive Glyph

    When you are hit by an attack, or a spell you can perceive targets you, you can use your reaction and expend a spell slot of 1st level or higher to complete a glyph you drew in advance. Against an attack, you gain a bonus to AC equal to 2 + the slot's level, which can turn the hit into a miss. Against a spell, you add the same bonus to your saving throw. You draw the glyph during a long rest.

  • L6
    Empirical Casting (Improved)

    Empirical Casting now applies to the first two newly prepared spells you cast within 24 hours of preparing them.

  • L7 Subclass feature
  • L8 ASI / Feat
  • L9
    Arcane Recovery (Improved)

    You can use Arcane Recovery twice per day, once after each of two different short rests.

  • L10
    Rift Resistance Capstone

    Choose one damage type from fire, cold, lightning, thunder, force, or rift. You have resistance to that damage type. At 14th level, you can choose a second damage type from the same list.

  • L11 Subclass feature
  • L12 ASI / Feat
  • L13
    Reflexive Glyph (Improved)

    The bonus from Reflexive Glyph becomes 3 + the slot's level.

  • L14
    Master Ritualist

    You can cast any spell in your Spellbook as a ritual, even if it does not have the ritual tag. The casting takes 10 minutes per spell level and uses no spell slot. This does not work for a spell with a casting time longer than 1 minute, a spell that only deals instantaneous damage, or a spell of 6th level or higher.

  • L15 Subclass feature
  • L16 ASI / Feat
  • L17
    Master Ritualist (Greater)

    Master Ritualist now works for spells of 6th to 8th level.

  • L18 Subclass feature
  • L19 ASI / Feat
  • L20
    Signature Spell Capstone

    Choose one spell of 5th level or lower in your Spellbook as your Signature Spell. You can cast it once per long rest without expending a spell slot, at the spell's own level. You can change your Signature Spell during a long rest spent in study.

Subclasses (15)

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