Wizard Stat Blocks! #NPCNovember

This is my last installment of #NPCNovember and it’s been a pretty interesting exercise. In general, the challenge ratings for each character class have tracked pretty consistently with each other, which I suppose speaks to how balanced the character classes are or how fast and loose the monster creation rules are. I think it’s a bit of both. Eventually, I will probably create some stat blocks for the other character classes, with the ultimate goal of compiling everything into a handy PDF of NPC stat blocks.

Methodology

If you haven’t seen it yet and you want an explanation for why I choose the stats I did you can look here. While you’re at it you should look here and here too, if you’re curious about the other NPC stat blocks I’ve made.  Now that you’re all caught up, let’s talk about wizards. I decided to create an Invoker for these stat blocks, because that seems to be the most antagonistic Arcane Tradition. I decided against giving the wizard any magic items, like a staff or wand, because for the most part these items would have little effect on the challenge rating. Such things could be added if you want to give the PCs a nice magic item when they defeat this opponent, but they probably shouldn’t be a part of the generic package. Likewise, I didn’t include any defensive magical items, but unlike wands or staves, significantly increasing the wizards armor class could have a major impact on the challenge rating. Damage output, particularly for the 5th level wizard, is higher than the damage output of any of the other classes I  have created stat blocks for thus far, but the overall challenge rating is kept low (and in line with the other classes) because of the relatively low hit points and armor class of the wizard. Keep this in mind if you decide to go tossing around things like bracers of defense or suits of elven chain mail – the addition of such items will make recalculating your challenge ratings a necessity.

 

Ok, I’m done rambling. Here are my Wizards:

 

Human Wizard (Invoker), 1st level
Armor Class 12 (Dexterity)

Hit points 6 (1d6 + 2)

Speed 30 ft.

STR

11 (+0)

DEX

14 (+2)

CON

15 (+2)

INT

16 (+3)

WIS

11 (+0)

CHA

11 (+0)

Skills – Arcana (+5), Insight (+2), plus choose any 2 (+2 proficiency bonus)

Saves – Intelligence (+5), Wisdom (+2)

Challenge – 1/4 (50 XP)

Arcane Recovery – Recover equal to or less than half of your level worth of expended spell slots after completing a short rest.

 

Spellcasting – Spellcasting ability is Intelligence. Spell Save DC – 13. Spell Attack Modifier – +5

Wizards typically have more spells in their spell books than they can have memorized. Thus, the spell list below includes more spells than the wizard can have memorized for each level. Spells which are memorized by default are listed in bold and italics. It is possible to choose other spells to have memorized from this list or to later memorize other spells following the normal rules for spell memorization.

 

Cantrips (At Will): Firebolt, Minor Illusion, Shocking Grasp

1st level (2 slots): Alarm, Burning Hands, Detect Magic, Magic Missile, Shield, Thunderwave

 

ACTIONS

Quarterstaff. Melee Weapon Attack: +2 to hit. Hit: 3 (d6) bludgeoning. Versatile – may be wielded with two hands with the following damage: Hit: 4 (1d8)

 

Human Wizard (Invoker), 3rd level
Armor Class 12 (Dexterity)

Hit points 18 (3d6 + 6)

Speed 30 ft.

STR

11 (+0)

DEX

14 (+2)

CON

15 (+2)

INT

16 (+3)

WIS

11 (+0)

CHA

11 (+0)

Skills – Arcana (+5), Insight (+2), plus choose any 2 (+2 proficiency bonus)

Saves – Intelligence (+5), Wisdom (+2)

Challenge – 1/2 (100 XP)

Arcane Recovery – Recover equal to or less than half of your level worth of expended spell slots after completing a short rest.

 

Sculpt Spells – May choose a number of creatures equal to 1 + spell level to automatically pass saving throws versus evocation spells.

 

Spellcasting – Spellcasting ability is Intelligence. Spell Save DC – 13. Spell Attack Modifier – +5

Wizards typically have more spells in their spell books than they can have memorized. Thus, the spell list below includes more spells than the wizard can have memorized for each level. Spells which are memorized by default are listed in bold and italics. It is possible to choose other spells to have memorized from this list or to later memorize other spells following the normal rules for spell memorization.

 

Cantrips (At Will): Firebolt, Minor Illusion, Shocking Grasp

1st level (4 slots): Alarm, Burning Hands, Detect Magic, Magic Missile, Shield, Thunderwave

2nd level (2 slots): Arcane Lock, Levitate, Scorching Ray, Web

 

ACTIONS

Quarterstaff. Melee Weapon Attack: +2 to hit. Hit: 3 (d6) bludgeoning. Versatile – may be wielded with two hands with the following damage: Hit: 4 (1d8)

 

Human Wizard (Invoker), 5th level
Armor Class 12 (Dexterity)

Hit points 36 (5d6 + 10)

Speed 30 ft.

STR

11 (+0)

DEX

14 (+2)

CON

15 (+2)

INT

18 (+4)

WIS

11 (+0)

CHA

11 (+0)

Skills – Arcana (+7), Insight (+3), plus choose any 2 (+3 proficiency bonus)

Saves – Intelligence (+6), Wisdom (+3)

Challenge – 3 (700 XP)

Arcane Recovery – Recover equal to or less than half of your level worth of expended spell slots after completing a short rest.

 

Sculpt Spells – May choose a number of creatures equal to 1 + spell level to automatically pass saving throws versus evocation spells.

 

Spellcasting – Spellcasting ability is Intelligence. Spell Save DC – 15. Spell Attack Modifier – +6

Wizards typically have more spells in their spell books than they can have memorized. Thus, the spell list below includes more spells than the wizard can have memorized for each level. Spells which are memorized by default are listed in bold and italics. It is possible to choose other spells to have memorized from this list or to later memorize other spells following the normal rules for spell memorization.

 

Cantrips (At Will): Firebolt, Minor Illusion, Shocking Grasp

1st level (4 slots): Alarm, Burning Hands, Detect Magic, Magic Missile, Shield, Thunderwave

2nd level (3 slots): Arcane Lock, Crown of Madness, Scorching Ray, Web

3rd level (2 slots): Fly, Fireball

 

ACTIONS

Quarterstaff. Melee Weapon Attack: +3 to hit. Hit: 3 (d6) bludgeoning. Versatile – may be wielded with two hands with the following damage: Hit: 4 (1d8)

 

Final Note

Damage output is a big factor in determining challenge ratings, and in the case of things like fireball spells damage output can be pretty high, because you need to take into account the damage dealt to each target. The challenge rating for the 5th level wizard assumes that three targets take 28 damage (the average damage for an 8 die fireball with a failed save) from a fireball spell. Furthermore, it assumes this damage occurs only once even though it is possible for the wizard to cast two fireball spells. If this occurs, you may want to consider increasing the challenge rating to 4.

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