Starting at 14th level, as a bonus action, you can surround yourself with an aura that saps the strength of the living and empowers the undead. Living creatures within 30 feat of you are constantly under the effects of the bane spell (they subtract 1d4 from their attack rolls, ability checks, and saving throws) while undead within 30 feat of you add your proficiency bonus to their weapon.
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation,. The wizard gains two additional cantrips per day, six additional 1st- and 2nd-level spell slots, four additional 3rd- and 4th-level spell slots, two additional 5th-level spell slots, and one additional 6th-level spell slot. Spellbooks. A wizard must.
If the next action you take is to Cast a Spell from your wizard spell slots that’s an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage.
Wizard Spells Cantrips (0 level) Acid Splash Chill Touch Dancing Lights Fire Bolt Light Mage Hand Mending Message Minor Illusion Poison Spray Prestidigitation Ray of Frost Shocking Grasp True Strike. 1st Level. Alarm Burning Hands Charm Person Color Spray Comprehend Languages Detect Magic Disguise Self Expeditious Retreat False Life Feather.
Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature.This form of mastery is good for war wizards because it helps increase their accuracy with damaging powers. Cantrips. Cantrips are simple spells that a wizard doesn't need to store in a spellbook or prepare in advance. At 1st.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's.
Cantrips. At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots. The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast.
Beginning at 10th level, your offhand cantrips are more powerful. When you use your action to cast a wizard cantrip, you can use your bonus action to cast a wizard cantrip. Consume Arcana Edit. By 14th level, the magic you channel seeps into your cantrips. When you deal damage to a creature with a cantrip, you can expend a spell slot or 1st.