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Wizard Changes

Relevant Universal Character Changes

Changes for all classes

Spellcaster general changes

Class Changes

Arcane Recovery

1st-level Wizard feature

You have learned to regain some of your magical energy by studying your spellbook. Once per long rest day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Cantrip Formulas

3rd-level Wizard feature

You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a field or long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Rigorous Study

7th-level Wizard feature

Starting at 7th level, your diligent study aids you in learning and recalling certain facts about magic. You can now make Arcana checks with advantage.

Wizard Subclass Changes:

Wizard – Bladesinger:

  • Bladesong
  • 2nd-level Bladesinger Wizard feature
    • Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. 
    • You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
    • While your Bladesong is active, you gain the following benefits:
      • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
      • Your walking speed increases by 10 feet. 
      • You have advantage on Dexterity (Acrobatics) checks.
      • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
    • You can use this feature once a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. At level 6 in this class you gain another use of this feature.

Wizard – Chronurgy

  • Chronal Shift
  • 2nd-level Chronurgy Magic feature
    • You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to make a Charisma saving throw (it can willingly fail). On a failed save, that creature rerolls. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
    • You can use this ability twice, and you regain any expended uses when you finish a long rest. If the target succeeds on the Charisma saving throw, a use of this feature is not consumed.
  • Temporal Shift
  • 6th-level Chronurgy Magic feature
    • Your control over time magic becomes more pronounced and you learn the Haste and Slow spells. They are permanently prepared in your spellbooks, and don’t count against the number of Wizard spells you may have prepared. You can cast each of these spells once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. When the Haste spell is cast in this way, and Concentration is dropped on the spell, the creature under its effects does not lose their actions and movement to the wave of lethargy until after its next turn.
  • Momentary Stasis
  • 10th 6th-level Chronurgy Magic feature
    • Your mastery of chronurgy has grown to the point you can isolate the timelines of specific individuals and trap them in stasis for a short time. As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. 
    • If a creature is concentrating on a spell or spell-like effect when they fail their saving throw to the Momentary Stasis feature, their spell or spell-like effect and concentration immediately come back into effect after the creature is no longer Incapacitated.
    • You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
  • Arcane Abeyance
  • 10th-level Chronurgy Magic feature
    • When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
    • A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
    • Once you create a bead with this feature, you can’t do so again until you finish a short or long rest.
  • Timeline Negation
  • 14th-level Chronurgy Magic feature
    • You have developed a contingency of temporal magic to reflexively rewind time to an earlier point in the case of an untimely defeat. At the beginning of your turn if you are currently at 0 hit points, you can use this feature to recover 4d6+four times your Constitution modifier (minimum of one) hitpoints, stand up from prone, and move up to your movement speed without provoking opportunity attacks to a space you occupied last turn. You then can recover a spell slot of 5th level or lower.
    • You gain a level of exhaustion one minute after this feature is used.
    • Once you use this feature, you can’t use it again until you finish a long rest.
  • Convergent Future
  • 14th-level Chronurgy Magic feature
    • You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
    • When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Wizard – Conjuration

  • Aetherial Benign Transportation
  • 6th-level School of Conjuration feature
    • Starting at 6th level, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can use your action instead and choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. If that creature is unwilling, it must make a Constitution saving throw versus your spell save DC; on failure, you both teleport, swapping places.
    • Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 2nd 1st level or higher.

Wizard – Divination

  • Portent
  • 2nd-level Divination Magic Feature
    • Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. When targeting a creature other than yourself with this feature, they must make a Charisma saving throw versus your spell save DC (the creature can willingly fail). On success, their roll is unchanged, and your use of this feature is not consumed. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
    • Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Wizard – Enchantment

  • Hypnotic Gaze
  • 2nd-level School of Enchantment feature
    • Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 30 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
    • On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
    • Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
  • Instinctive Charm
  • 6th-level School of Enchantment feature
    • You learn the Sanctuary spell, it is a Wizard spell for you.
    • Once per short rest, you can cast this spell without expending a spell slot. 
    • When you cast Sanctuary on yourself, you may do so without any verbal, somatic, or material components.
    • Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.
    • On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
    • You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

Wizard – Necromancy

  • Grim Harvest
  • 2nd-level School of Necromancy feature
    • At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per round turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
    • Alternatively, you can forgo gaining life from this feature to cause a creature you killed to explode with necrotic energy. Each creature other than yourself within 10 feet of the killed creature must make a Constitution saving throw versus your spell save DC or suffer damage equal to your wizard level plus your proficiency bonus, halved on success. If this spell belongs to the School of Necromancy, you add your proficiency bonus twice to the damage instead of once.
    • If you damage a creature with a spell of 1st level or higher and it dies before the beginning of your next turn, you can activate the Grim Harvest feature. When you do so, treat it as if the spell you used to last damage the dead creature was what killed it. You can only do this if you are within 30 feet of the creature as it dies.
  • Undead Thralls
  • 6th-level School of Necromancy feature
    • At 6th level, you add the Animate Dead and Summon Undead spells to your spellbook if they are it is not there already. If you already have either of these spells in your spellbook, you may instead add a necromancy spell of 3rd level or lower from the Wizard spell list to your book for free for each of the spells you already have when you get this feature.
    • When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. These creatures add half your proficiency bonus rounded down to their attack rolls.
    • Whenever you create an undead using a necromancy spell, it has additional benefits:
      • The creature’s hit point maximum is increased by an amount equal to your wizard level.
      • The creature adds your proficiency bonus to its attacks’ weapon damage rolls.
  • Sacrificial Rite
  • 10th-level School of Necromancy feature
    • At 10th level, you learn how to rapidly exhaust the necrotic energy animating the undead under your control in an explosion. Undead creatures created by a spell you cast can now be commanded to explode as a bonus action. You can decide when you give this command if the creature should explode now or at the end of its next turn. If you already spent your bonus action to command that creature this turn, you can give this command without spending a bonus action.
    • When you cause a creature to explode in this way, each creature of your choice within 15 feet of the exploding undead must make a Constitution saving throw versus your wizard spell save DC or suffer damage equal to your wizard level plus twice your proficiency bonus, halved on success.
    • If you kill a creature with this explosion, you may activate the Grim Harvest feature. A creature killed in this way is considered to have been killed by a 3rd level Necromancy spell for the purpose of Grim Harvest. 

Wizard – Scribes

  • Awakened Spellbook
  • 2nd-level School of Scribes feature
    • Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
    • At 2nd level, while you are holding the book, it grants you the following benefits:
      • You can use the book as a spellcasting focus for your wizard spells.
      • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must deal only one damage type which is defined before casting be of the same level as the spell slot you expend.
      • When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
    • If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
  • Manifest Mind
  • 6th-level School of Scribes feature
    • At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
    • While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).
    • Whenever you cast a wizard spell with a casting time of one action, bonus action, or reaction on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    • As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
    • The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.
    • Once you conjure the mind, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.
  • Master Scrivener
  • 10th-level School of Scribes feature
    • At 10th level, whenever you finish a field or long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.
    • The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.
    • You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
  • One with the Word
  • 14th-level School of Scribes feature
    • At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.
    • Moreover, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren’t enough spells in the book to cover this cost, you drop to 0 hit points.
    • For the next Until you finish 1d6 days long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of days rests, the spells reappear in the spell book.
    • Once you use this reaction, you can’t do so again until you finish a long rest.

Wizard – Transmutation

  • Shapechanger
  • 10th-level School of Transmutation feature
    • At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. If you already have this spell in your spellbook, you may instead add a transmutation spell of 4th level or lower from the Wizard spell list to your book for free when you get this feature.
    • You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform the target into a beast whose challenge rating is 1 or lower.
    • Once you cast Polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Spell Changes

New Spells

Relevant Spell Changes

Removed Spells

  • 1st-level Spells
    • Silvery Barbs
  • 4th-level Spells
    • Conjure Minor Elementals
  • 5th-level Spells
    • Animate Objects
    • Temporal Shunt
  • 7th-level Spells
    • Plane Shift
    • Simulacrum
  • 8th-level Spells
    • Feeblemind
  • 9th-level Spells
    • Wish
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