Intellect Caster

Clever wizards delve into the underlying theory of magic. These academics are able to learn a wide variety of spells, although they might struggle in the heat of battle. Their expertise and magical versatility makes them invaluable companions across the wizarding world.

Class Features

As an Intellect caster, you gain the following class features.

Hit Points

**Hit Dice: **1d8 per Intellect level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Intellect level after 1st

Proficiencies

Saving Throws: Dexterity, Intelligence

Skills: Choose two from Acrobatics, Herbology, Insight, Investigation, Magical Creatures, Magical Theory, Medicine, Muggle Studies and Survival

Spellcasting

Intelligence is your spellcasting ability for your spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

You must use a wand as a spellcasting focus for your spells. Your spell slot progression is the standard for full casters (22 slots at level 20).

Additionally, when you gain a level in this class, you can choose two of the cantrips or spells you know and replace them with two new cantrips or spells, which also must be of a level for which you have spell slots.

Ritual Casting

Your ability to recall information allows you to freely cast spells, as long as you have enough time to stop and focus. At 1st level, you can cast a spell as a ritual if that spell has the ritual tag and you know the spell. A ritual version of a spell takes only 1 minute longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level.

Font of Magic, Metamagic, and Ability Score Improvements

Unless differences are shown in the Intellect Progression table, an Intellect caster has all Font of Magic, Sorcery Points, Flexible Casting, Metamagic, and Ability Score Improvement class features from a 5e Sorcerer.

Diverse Studies

At 3rd level, you gain both level 1 feature of your chosen School of Magic.

Apparition Lessons

When you reach 9th level, you gain the Apparition ability.

Arcane Recovery

When you reach 20th level, you have learned to regain some of your magical energy by studying in your free time. Whenever 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 10, and none of the slots can be 6th level or higher.

Spells

LevelProficiencyBonusSorceryPointsMetamagicFeaturesCantripsKnownSpellsKnown
1st+2Spellcasting, Ritual Casting, School of Magic66
2nd+22Font of Magic68
3rd+231Metamagic710
4th+241Ability Score Improvement712
5th+341816
6th+351School of Magic Feature818
7th+362Metamagic920
8th+372Ability Score Improvement922
9th+472Apparition Lessons1026
10th+482School of Magic Feature, Metamagic1028
11th+4921130
12th+4102Ability Score Improvement1130
13th+5103Metamagic1234
14th+5113School of Magic Feature1234
15th+51231336
16th+5133Ability Score Improvement1336
17th+61331440
18th+6143School of Magic Feature1440
19th+6153Ability Score Improvement1540
20th+6153Arcane Recovery1540