wizard
| Category: | full caster |
| Discipline: | arcane |
| Primary Abilities: | INT |
| Saving Throws: | INT WIS |
| Hit Dice: | d6 |
Wizards command the forces of magic, turning knowledge and study into power. They can unleash devastating spells, manipulate the battlefield, or bend reality to their will.
Fragile in body but unmatched in versatility, wizards rely on intellect and preparation to overcome challenges. Their strength comes from the spells they know and the strategies they devise, making them masters of limitless possibilities.
Creating a Wizard
As a Wizard, you gain the following benefits:
Hit Points
Hit Dice: 1d6 per Wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution per Wizard level after 1st
Skills
At 1st Level: You start as a novice in 2 of the following skills: Appraise, Arcana, History, Insight, Medicine
As well as starting as a novice in a number of skills with the Knowledge trait equal to your intelligence modifier (if positive).