Wizard

The mysticism of magic is a parlor trick of the past. As a wizard, you have devoted yourself to the academic study of the arcane arts. The diligent pursuit of knowledge is the only path toward a world where magic is not exclusive to those innately blessed. Spell casting is a technique, and techniques can be learned.
You have studied the fabric between realms and have learned which strings one must pull to change the shape of reality.
Spellbook
Your apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. The book contains the level 1+ spells you know, and it starts with six level 1 Wizard spells of your choice.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each must be of a level for which you have spell slots.
Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.
Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up) — one level 1 slot at your level — and none of the slots can be level 6 or higher.
Once you use this feature, you can't do so again until you finish a Long Rest.
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP.
Copying the Book. You can copy a spell from your spellbook into another book for 1 hour and 10 GP per level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new one.
Core Wizard Traits
- Primary Ability
- Intelligence
- Hit Point Die
- D6 per Wizard level
- Saving Throw Proficiencies
- Intelligence and Wisdom
- Weapon Proficiencies
- Simple weapons
- Armor Training
- None
- Starting Equipment
- 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP
Skill Proficiencies
Choose 2 from the class list.
Spellcasting
Wizard spellcasting ability is Intelligence. You can use an Arcane Focus or your spellbook as a Spellcasting Focus.
At level 1 you know three cantrips and can have four spells prepared, chosen from your spellbook.
Changing Your Cantrips. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.