Thursday, June 19, 2025

Wizard

 

Tier 2 (Levels 5-10) Generic Humanoids

Humanoid Wizard (Level 5)

CR 4 Medium humanoid (any race), any alignment Armor Class 15 (with mage armor) Hit Points 36 (8d6 + 8) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 12 (+1) INT 18 (+4) WIS 12 (+1) CHA 10 (+0) Saving Throws Int +6, Wis +3 Skills Arcana +6, History +6, Investigation +6 Senses passive Perception 11 Languages Common, plus any three additional languages Challenge 4 (1100 XP)

  • Arcane Recovery (1/Day). When the wizard finishes a short rest, it can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 3, and none of the slots can be 3rd level or higher.
  • Spellcasting. The wizard is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The wizard has the following wizard spells prepared:
    • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
    • 1st level (4 slots): detect magic, mage armor, magic missile, shield
    • 2nd level (3 slots): misty step, scorching ray
    • 3rd level (2 slots): counterspell, fireball
  • * The wizard casts mage armor on itself before combat.

Actions

  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Humanoid Wizard (Level 10)

CR 9 Medium humanoid (any race), any alignment Armor Class 15 (with mage armor) Hit Points 66 (15d6 + 15) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 12 (+1) INT 20 (+5) WIS 14 (+2) CHA 12 (+1) Saving Throws Int +9, Wis +6 Skills Arcana +9, History +9, Investigation +9, Perception +6 Senses passive Perception 16 Languages Common, plus any four additional languages Challenge 9 (5000 XP)

  • Arcane Recovery (1/Day). When the wizard finishes a short rest, it can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 5, and none of the slots can be 5th level or higher.
  • Defensive Ward (Recharges on Long Rest). The wizard gains a temporary hit point buffer equal to its level (10 temporary hit points). Whenever the wizard takes damage, the ward takes the damage instead. If the ward is reduced to 0 temporary hit points, the wizard takes any remaining damage.
  • Potent Cantrip. When the wizard casts a cantrip that deals damage, it can choose one creature damaged by the cantrip. That creature takes additional force damage equal to the wizard's Intelligence modifier (minimum of +1).
  • Spellcasting. The wizard is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The wizard has the following wizard spells prepared:
    • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
    • 1st level (4 slots): detect magic, mage armor, magic missile, shield
    • 2nd level (3 slots): hold person, misty step, suggestion
    • 3rd level (3 slots): counterspell, fireball, fly
    • 4th level (3 slots): greater invisibility, ice storm
    • 5th level (2 slots): cone of cold, wall of force
  • * The wizard casts mage armor on itself before combat.

Actions

  • Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Tier 3 (Levels 11-16) Generic Humanoids

Humanoid Wizard (Level 15)

CR 14 Medium humanoid (any race), any alignment Armor Class 16 (with mage armor and stoneskin) Hit Points 105 (24d6 + 24) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 12 (+1) INT 20 (+5) WIS 15 (+2) CHA 14 (+2) Saving Throws Int +10, Wis +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin) Skills Arcana +10, History +10, Investigation +10, Perception +7 Senses passive Perception 12 Languages Common, plus any five additional languages Challenge 14 (11500 XP) Proficiency Bonus +5

  • Arcane Recovery (1/Day). When the wizard finishes a short rest, it can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 8, and none of the slots can be 8th level or higher.
  • Defensive Ward (Recharges on Long Rest). The wizard gains a temporary hit point buffer equal to its level (15 temporary hit points). Whenever the wizard takes damage, the ward takes the damage instead. If the ward is reduced to 0 temporary hit points, the wizard takes any remaining damage.
  • Magic Resistance. The wizard has advantage on saving throws against spells and other magical effects.
  • Potent Cantrip. When the wizard casts a cantrip that deals damage, it can choose one creature damaged by the cantrip. That creature takes additional force damage equal to the wizard's Intelligence modifier (minimum of +1).
  • Spellcasting. The wizard is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The wizard has the following wizard spells prepared:
    • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
    • 1st level (4 slots): detect magic, mage armor, magic missile, shield
    • 2nd level (3 slots): hold person, misty step, suggestion
    • 3rd level (3 slots): counterspell, fireball, fly
    • 4th level (3 slots): greater invisibility, ice storm, stoneskin*
    • 5th level (3 slots): cone of cold, scrying, wall of force
    • 6th level (1 slot): chain lightning, globe of invulnerability
    • 7th level (1 slot): teleport, finger of death
    • 8th level (1 slot): dominate monster, mind blank*
  • * The wizard casts mage armor, stoneskin, and mind blank on itself before combat.

Actions

  • Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Tier 4 (Levels 17-20) Generic Humanoids

Humanoid Wizard (Level 20)

CR 19 Medium humanoid (any race), any alignment Armor Class 16 (with mage armor and stoneskin) Hit Points 150 (34d6 + 34) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 12 (+1) INT 20 (+5) WIS 16 (+3) CHA 16 (+3) Saving Throws Int +12, Wis +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin) Skills Arcana +12, History +12, Investigation +12, Perception +10 Senses passive Perception 12 Languages Common, plus any five additional languages Challenge 19 (22000 XP) Proficiency Bonus +6

  • Arcane Recovery (1/Day). When the wizard finishes a short rest, it can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 10, and none of the slots can be 9th level or higher.
  • Defensive Ward (Recharges on Long Rest). The wizard gains a temporary hit point buffer equal to its level (20 temporary hit points). Whenever the wizard takes damage, the ward takes the damage instead. If the ward is reduced to 0 temporary hit points, the wizard takes any remaining damage.
  • Legendary Resistance (3/Day). If the wizard fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The wizard has advantage on saving throws against spells and other magical effects.
  • Potent Cantrip. When the wizard casts a cantrip that deals damage, it can choose one creature damaged by the cantrip. That creature takes additional force damage equal to the wizard's Intelligence modifier (minimum of +1).
  • Spellcasting. The wizard is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The wizard can cast disguise self and invisibility at will and has the following wizard spells prepared:
    • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp, ray of frost
    • 1st level (4 slots): detect magic, identify, mage armor, magic missile, shield
    • 2nd level (3 slots): detect thoughts, mirror image, misty step
    • 3rd level (3 slots): counterspell, fireball, fly
    • 4th level (3 slots): banishment, fire shield, stoneskin*
    • 5th level (3 slots): cloudkill, cone of cold, wall of force
    • 6th level (1 slot): chain lightning, globe of invulnerability
    • 7th level (1 slot): finger of death, teleport
    • 8th level (1 slot): dominate monster, mind blank*
    • 9th level (1 slot): meteor swarm, time stop
  • * The wizard casts mage armor, stoneskin, and mind blank on itself before combat.

Actions

  • Arcane Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 15 (3d8 + 2) force damage.
  • Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) if used with two hands.

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