D&D Companion
Player's Handbook 2026 — Notion
Player's Handbook 2026 > EMPOWERED SPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. > Wizard > Wizard > Wizard Class Features
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As a Wizard, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.
Player's Handbook 2026 > Chapter 7: Spells > Class Spell Lists
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If a spell is on a class's spell list, the class’s name appears in parentheses after the spell's school of magic. Some features add a spell to a character's spell list even if the character isn't a member of a class in the parentheses.
Player's Handbook 2026 > EMPOWERED SPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. > Warlock > WARLOCK CLASS FEATURES
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As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
Player's Handbook 2026 > Chapter 3: Character Classes > Monk > Monk > Monk Class Features
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As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.
Player's Handbook 2026 > Chapter 3: Character Classes > Bard > Bard Class Features
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As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table.
Player's Handbook 2026 > Chapter 3: Character Classes > Paladin > Paladin Class Features
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As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.
Player's Handbook 2026 > Chapter 3: Character Classes > Rogue > Rogue Class Features
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As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.
Player's Handbook 2026 > Chapter 3: Character Classes > Cleric > Cleric > Cleric Class Features
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As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
Player's Handbook 2026 > Chapter 3: Character Classes > Paladin > Becoming a Paladin > As a Multiclass Character
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• Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
• Gain the Paladin’s level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
• Gain the Paladin’s level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Player's Handbook 2026 > EMPOWERED SPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. > Wizard > Wizard > As a Multiclass Character
class feature
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• Gain the Hit Point Die from the Core Wizard Traits table.
• Gain the Wizard's level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
• Gain the Wizard's level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Player's Handbook 2026 > EMPOWERED SPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. > Warlock > TRAITS > AS A MULTICLASS CHARACTER
class feature
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• Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
• Gain the Warlock's level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
• Gain the Warlock's level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Player's Handbook 2026 > Chapter 3: Character Classes > Bard > Bard Class Features > As a Multiclass Character
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• Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
• Gain the Bard's level 1 features, which are listed in the Bard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
• Gain the Bard's level 1 features, which are listed in the Bard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Player's Handbook 2026 > Chapter 7: Spells
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This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of DUNGEONS & DRAGONS. Those spells are used by many class features, magic items, and monsters.
Player's Handbook 2026 > Chapter 3: Character Classes > CHARACTER CLASSES
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A Character Class provides a character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
• Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the ...
Berserker to unleash raw violence. Wild Heart to manifest kinship with animals. World Tree to tap into cosmic vitality. Zealot to rage in union with a god.
• Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of ...
Dance to harness agility in battle. Glamour to weave beguiling Feywild magic. Lore to collect knowledge and magical secrets. Valor to wield weapons with spells.
• Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the ...
Life Domain to be a master of healing. Light Domain to wield searing, warding light. Trickery Domain to bedevil foes with mischief. War Domain to inspire valor and chastise foes.
• Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the ...
Land to draw on the magic of the environment. Moon to adopt powerful animal forms. Sea to channel tides and storms. Stars to gain powers in a starry form.
• Fighter. Master all weapons and armor. Then embody the ...
Battle Master to use special combat maneuvers. Champion to strive for peak combat prowess. Eldritch Knight to learn spells to aid in combat. Psi Warrior to augment attacks with psionic power.
• Monk. Dart in and out of melee while striking fast and hard. Then become a Warrior of ...
Mercy to heal or harm with a touch. Shadow to employ shadows for subterfuge. The Elements to wield elemental power. The Open Hand to master unarmed combat.
• Paladin. Smite foes and shield allies with divine and martial might. Then swear the Oath of ...
Devotion to emulate the angels of justice. Glory to reach the heights of heroism. The Ancients to preserve life, joy, and nature. Vengeance to hunt down evildoers.
• Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the ...
Beast Master to bond with a primal beast. Fey Wanderer to manifest fey mirth and fury. Gloom Stalker to hunt foes that lurk in darkness. Hunter to protect nature with martial versatility.
• Rogue. Launch deadly Sneak Attacks while avoiding harm through stealth. Then embody the ...
Arcane Trickster to enhance stealth with spells. Assassin to deliver ambushes and poison. Soulknife to strike foes with psi blades. Thief to master infiltration and treasure hunting.
• Sorcerer. Wield magic innate to your being, shaping the power to your will. Then channel ...
Aberrant Sorcery to use strange psionic magic. Clockwork Sorcery to harness cosmic forces of order. Draconic Sorcery to breathe the magic of dragons. Wild Magic to unleash chaos magic.
• Warlock. Cast spells derived from occult knowledge. Then form a pact with the ...
Archfey Patron to teleport and wield fey magic. Celestial Patron to heal with heavenly magic. Fiend Patron to call on sinister powers. Great Old One Patron to delve into forbidden lore.
• Wizard. Study arcane magic and master spells for every purpose. Then embody the ...
Abjurer to shield allies and banish foes. Diviner to learn the multiverse’s secrets. Evoker to create explosive effects. Illusionist to weave spells of deception.
• Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the ...
Berserker to unleash raw violence. Wild Heart to manifest kinship with animals. World Tree to tap into cosmic vitality. Zealot to rage in union with a god.
• Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of ...
Dance to harness agility in battle. Glamour to weave beguiling Feywild magic. Lore to collect knowledge and magical secrets. Valor to wield weapons with spells.
• Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the ...
Life Domain to be a master of healing. Light Domain to wield searing, warding light. Trickery Domain to bedevil foes with mischief. War Domain to inspire valor and chastise foes.
• Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the ...
Land to draw on the magic of the environment. Moon to adopt powerful animal forms. Sea to channel tides and storms. Stars to gain powers in a starry form.
• Fighter. Master all weapons and armor. Then embody the ...
Battle Master to use special combat maneuvers. Champion to strive for peak combat prowess. Eldritch Knight to learn spells to aid in combat. Psi Warrior to augment attacks with psionic power.
• Monk. Dart in and out of melee while striking fast and hard. Then become a Warrior of ...
Mercy to heal or harm with a touch. Shadow to employ shadows for subterfuge. The Elements to wield elemental power. The Open Hand to master unarmed combat.
• Paladin. Smite foes and shield allies with divine and martial might. Then swear the Oath of ...
Devotion to emulate the angels of justice. Glory to reach the heights of heroism. The Ancients to preserve life, joy, and nature. Vengeance to hunt down evildoers.
• Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the ...
Beast Master to bond with a primal beast. Fey Wanderer to manifest fey mirth and fury. Gloom Stalker to hunt foes that lurk in darkness. Hunter to protect nature with martial versatility.
• Rogue. Launch deadly Sneak Attacks while avoiding harm through stealth. Then embody the ...
Arcane Trickster to enhance stealth with spells. Assassin to deliver ambushes and poison. Soulknife to strike foes with psi blades. Thief to master infiltration and treasure hunting.
• Sorcerer. Wield magic innate to your being, shaping the power to your will. Then channel ...
Aberrant Sorcery to use strange psionic magic. Clockwork Sorcery to harness cosmic forces of order. Draconic Sorcery to breathe the magic of dragons. Wild Magic to unleash chaos magic.
• Warlock. Cast spells derived from occult knowledge. Then form a pact with the ...
Archfey Patron to teleport and wield fey magic. Celestial Patron to heal with heavenly magic. Fiend Patron to call on sinister powers. Great Old One Patron to delve into forbidden lore.
• Wizard. Study arcane magic and master spells for every purpose. Then embody the ...
Abjurer to shield allies and banish foes. Diviner to learn the multiverse’s secrets. Evoker to create explosive effects. Illusionist to weave spells of deception.
Player's Handbook 2026 > EMPOWERED SPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. > Wizard > Wizard > Level 1: Spellcasting
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As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly 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. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly 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. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.