Previewing at level 19 โ Samir is saved at level 5.
Proficiency bonus, hit points, hit dice, saves, skills, class and species features, spell slots and class resources are all recalculated for level 19. Ability scores, equipment and the spell list stay as written for level 5 โ Ability Score Improvements and the extra spells a level-19 character would pick are choices this preview will not make for you. At this level the class allows 5 cantrips and 24 prepared spells.
Samir
๐ช Ability Scores
๐ฏ Skills & Saving Throws
โจ Features & Traits
You can cast Wizard spells using Intelligence as your spellcasting ability. You have a spellbook.
You can cast any spell with the Ritual tag as a Ritual if it's in your spellbook.
Once per day when you finish a Short Rest, recover spell slots with combined level up to half your Wizard level.
Choose Expertise in Arcana, History, Investigation, Medicine, Nature, or Religion.
You gain a Wizard subclass of your choice.
You gain the Ability Score Improvement feat or another feat.
When you finish a Short Rest, you can change one prepared spell for another in your spellbook.
Choose a level 1 and level 2 spell. You can cast them at their lowest level without expending a slot.
You gain an Epic Boon feat or another feat.
You gain Heroic Inspiration whenever you finish a Long Rest.
You gain proficiency in one skill of your choice.
You gain an Origin feat of your choice.
๐ Spellcasting & Arcana
Intelligence ยท Save DC 19 ยท Attack +11Cantrips
Fire Bolt
Cantrip1 action ยท Self ยท Instantaneous
A Symbaroum mystic spell.
Mage Hand
Cantrip1 action ยท Self ยท Instantaneous
A Symbaroum mystic spell.
Prestidigitation
CantripAction ยท 10 feet ยท Up to 1 hour
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects...
1st Level
Detect Magic
1st Lvl (4 Slots)Action ยท Self ยท Concentration, up to 10 minutes
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visi...
Magic Missile
1st Lvl (4 Slots)Action ยท 120 feet ยท Instantaneous
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The dar...
Shield
1st Lvl (4 Slots)Reaction, which you take when you are hit by an attack roll or targeted by the *Magic Missile* spell ยท Self ยท 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damag...
2nd Level
Misty Step
2nd Lvl (3 Slots)1 action ยท Self ยท Instantaneous
A Symbaroum mystic spell.
Web
2nd Lvl (3 Slots)Action ยท 60 feet ยท Concentration, up to 1 hour
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Light...
3rd Level
Counterspell
3rd Lvl (3 Slots)Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components ยท 60 feet ยท Instantaneous
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and th...
Fireball
3rd Lvl (3 Slots)Action ยท 150 feet ยท Instantaneous
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on t...