Wizard - Dungeons and Dragons 4th Edition
The true master of the arcane arts, the wizard uses his spells to disrupt the battlefield, often damaging many enemies at once or else creating obstacles that control their position or movement. Wizard tactics can be the difference between taking significant damage to the party and complete domination of a battle. Though they are slightly weaker when they begin their careers, wizards often become very accomplished and dangerous adversaries.
Wizard - Traits and Abilities
Role: Controller. You exert control through magical effects that cover large areas—sometimes hindering foes, sometimes consuming them with fire.
Power Source: Arcane. You channel arcane forces through extensive study, hidden knowledge, and
intricate preparation. To you, magic is an art form, an expressive and powerful method by which you seek to control the world around you.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature
(Int), Religion (Int)
Build Options: Control wizard, war wizard
Class Features: Arcane Implement Mastery, cantrips, Ritual Casting, spellbook
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