While any wizard can cast a wide variety of spells, a young wizard’s approach to magic defines his own unique casting style. Casting styles separate wizards and affect how they learn and use magic. The three available casting styles to choose from are Willpower, Technique, and Intellect. A wizard can only have one casting style and cannot multiclass or gain levels in any other casting styles.

Casting styles are the wizarding equivalent of classes. Casting style determines a character’s Hit Dice, spellcasting ability score, saving throw proficiencies, and two skills. Although all wizards and witches are based what a Muggle would call a Sorcerer, each casting style will have slightly different class features, number of spells known, sorcery points, and metamagic progression.

Casting StyleDescriptionHit DiePrimary AbilitySaving ThrowsSkill Proficiency Options
WillpowerAn inspirational survivor, who has a heart of a warriord10CHACON & CHAAthletics, Deception, Intimidation, Magical Theory, Persuasion, Sleight of Hand, Survival
TechniqueA powerful specialist, with immense control over spellsd6WISINT & WISAcrobatics, Herbology, Insight, Perception, Potion-Making, Sleight of Hand, Stealth
IntellectA versatile academic, with a solution for every problemd8INTDEX & INTAcrobatics, Herbology, Insight, Investigation, Magical Creatures, Magical Theory, Medicine, Muggle Studies and Survival

Similarly, a witch’s interests and background will lead her to specialize in a particular school of magic (Chapter 3). Studying a school of magic grants special abilities and knowledge related to that favored branch of magic, typically connecting to a future wizarding profession. A witch can only have one school of magic and cannot gain levels in any other school of magic. Schools of magic are the wizarding equivalent of subclasses, but schools of magic are not restricted to certain casting styles.

A wizard of any casting style can study any school of magic, but some combinations will synergize particularly well. Each school of magic will have its own subclass features and some schools of magic have a list of spells - its school of magic spells - that you learn once you gain a spell slot of the level noted in the school of magic description. Once you gain a school of magic spell, it’s added to your spells known, it doesn’t count against your number of spells known, and it cannot be forgotten to learn another spell.

School of MagicDescriptionSuggested Class
CharmsA non-lethal dueling master casting a spell for every situation and enchanting artifactsTechnique or Intellect
Jinxes, Hexes, and CursesA combatant going toe-to-toe with Dark wizards and nullifying ancient curses and harmful magicWillpower
TransfigurationAn innovator manipulating the elements or shapeshifting into an animal formTechnique
HealingA skilled professional saving lives through the treatment of magical ailments and injuriesWillpower or Intellect
DivinationA mystic unraveling visions of the future or probing minds for the answers they seekWillpower or Technique
MagizoologyA researcher bonding with fearsome beasts and facing off with dark creaturesIntellect

Base Sorcerer Features

Font of Magic

Sorcery Points

You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest.

Slot LevelSP Cost
1st2
2nd3
3rd5
4th6
5th7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Metamagic

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the spell’s range.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll a spell’s damage, you can spend 1 sorcery point to reroll a number of damage dice up to your spellcasting ability modifier (minimum one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the spell’s casting.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 Bonus Action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Spell Slots per Level

Level1st2nd3rd4th5th6th7th8th9th
1st2--------
2nd3--------
3rd42-------
4th43-------
5th432------
6th433------
7th4331-----
8th4332-----
9th43331----
10th43332----
11th433321---
12th433321---
13th4333211--
14th4333211--
15th43332111-
16th43332111-
17th433321111
18th433331111
19th433332111
20th433332211

The Willpower Caster

When witches and wizards cast with feeling, they put all of their energy into their spells. Their “gut instinct” approach to magic taps into that willpower, but teaches them to take shortcuts. These wizards often have strong personalities and gravitate to the frontlines.

Class Features

As a Willpower caster, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per Willpower level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Willpower level after 1st

Proficiencies

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Deception, Intimidation, Magical Theory, Persuasion, Sleight of Hand and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background: a wand, a student’s pack, a winter cloak, and a magical pet of your choice.

Spellcasting

Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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.

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.

Sorcerous Resilience

The accidental magic in your early childhood never stopped protecting you. Your AC equals 13 + your Dexterity modifier.

Font of Magic, Metamagic, and Ability Score Improvement

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

Metamagic: Fierce Spell

At 3rd level, when you cast a spell, you can spend 2 sorcery points to cast that spell as if it were cast using a spell slot one level higher than its original level, or 4 sorcery points to cast that spell two levels higher. The spell’s higher level cannot exceed your highest available level of spell slots. This does not count against your number of Metamagic options.

Metamagic: Resistant Spell

At 3rd level, when you cast a spell, you can spend 1 sorcery point per increased level to make your spell be treated by spell deflection, finite incantatem, or reparifors as if your spell was cast using a spell slot higher than its original level, making your spell more resistant. The spell’s higher level cannot exceed your highest available level of spell slots. This does not count against your number of Metamagic options.

Apparition Lessons

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

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two of your known 3rd-level spells as your signature spells. You can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

Schools of Magic

Choose from the available Schools of Magic found in Chapter 3 to determine your subclass. You have access to the full spell list and can learn spells of any school of magic, except where signified with an asterisk in the Spell List in Chapter 9.

Willpower Class Table

LevelProficiency BonusSorcery PointsMetamagicFeaturesCantrips KnownSpells Known
1st+2--Spellcasting, Sorcerous Resilience, School of Magic43
2nd+22-Font of Magic44
3rd+232Metamagic, Fierce Spell, Resistant Spell45
4th+242Ability Score Improvement56
5th+352-58
6th+362School of Magic Feature58
7th+372-610
8th+382Ability Score Improvement611
9th+492Apparition Lessons613
10th+4103School of Magic Feature, Metamagic714
11th+4113-715
12th+4123Ability Score Improvement715
13th+5133-817
14th+5143School of Magic Feature817
15th+5153-818
16th+5163Ability Score Improvement818
17th+6174Metamagic920
18th+6184School of Magic Feature920
19th+6194Ability Score Improvement920
20th+6204Signature Spells920

The Technique Caster

These spellcasters have practiced countless hours to obtain their level of control of magic. They are specialists: powerful and reactive. Their eye for detail makes them formidable foes in the dueling world, and often are credited as the best of their field.

Class Features

As a Technique caster, you gain the following class features.

Hit Points

  • Hit Dice: 1d6 per Technique level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Technique level after 1st

Proficiencies

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Acrobatics, Herbology, Insight, Perception, Potion-Making, Sleight of Hand and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background: a wand, a student’s pack, a winter cloak, and a magical pet of your choice.

Spellcasting

Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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.

Spell Deflection

At 3rd level, when you are the target of a spell or included in the area of a spell, you can deflect the spell as a reaction. The spell must be on your list of known spells and you spend a number of sorcery points equal to twice that spell’s level.

Upon deflection, you automatically succeed on your saving throw against the spell and you can direct the spell’s effect to a creature within 10 feet of you, if desired. If the spell does not have a saving throw, it has no effect on you. If a creature was also targeted by the spell or included in the area of the spell, you cannot redirect the spell to that creature.

Font of Magic, Metamagic, and Ability Score Improvement

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

Apparition Lessons

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

Sorcerous Restoration

When you reach 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Schools of Magic

Choose from the available Schools of Magic found in Chapter 3 to determine your subclass. You have access to the full spell list and can learn spells of any school of magic, except where signified with an asterisk in the Spell List in Chapter 9.

Technique Class Table

LevelProficiency BonusSorcery PointsMetamagicFeaturesCantrips KnownSpells Known
1st+2--Spellcasting, School of Magic44
2nd+23-Font of Magic45
3rd+242Metamagic, Spell Deflection46
4th+252Ability Score Improvement57
5th+373Metamagic510
6th+383School of Magic Feature511
7th+394Metamagic612
8th+3104Ability Score Improvement613
9th+4125Apparition Lessons, Metamagic616
10th+4135School of Magic Feature717
11th+4145-718
12th+4156Ability Score Improvement, Metamagic718
13th+5176-821
14th+5186School of Magic Feature821
15th+5197Metamagic822
16th+5207Ability Score Improvement822
17th+6227-925
18th+6238School of Magic Feature, Metamagic925
19th+6248Ability Score Improvement925
20th+6258Sorcerous Restoration925

The 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

Equipment

You start with the following equipment, in addition to the equipment granted by your background: a wand, a student’s pack, a winter cloak, and a magical pet of your choice.

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 features 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.

Schools of Magic

Choose from the available Schools of Magic found in Chapter 3 to determine your subclass. You have access to the full spell list and can learn spells of any school of magic, except where signified with an asterisk in the Spell List in Chapter 9.

Intellect Class Table

LevelProficiency BonusSorcery PointsMetamagicFeaturesCantrips KnownSpells Known
1st+2--Spellcasting, Ritual Casting, School of Magic66
2nd+22-Font of Magic68
3rd+232Metamagic, Diverse Studies610
4th+242Ability Score Improvement712
5th+352-715
6th+362School of Magic Feature717
7th+372-818
8th+382Ability Score Improvement819
9th+492Apparition Lessons822
10th+4103School of Magic Feature, Metamagic923
11th+4113-924
12th+4123Ability Score Improvement924
13th+5133-1027
14th+5143School of Magic Feature1027
15th+5153-1028
16th+5163Ability Score Improvement1028
17th+6174Metamagic1131
18th+6184School of Magic Feature1131
19th+6194Ability Score Improvement1131
20th+6204Arcane Recovery1131