Wizard - DND 5th Edition (2024)

As a wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can 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 on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

SchoolSource
AbjurationPlayer's Handbook
BladesingingSword Coast Adventurer's Guide
Tasha's Cauldron of Everything
ChronurgyExplorer's Guide to Wildemount
ConjurationPlayer's Handbook
DivinationPlayer's Handbook
EnchantmentPlayer's Handbook
EvocationPlayer's Handbook
GraviturgyExplorer's Guide to Wildemount
IllusionPlayer's Handbook
NecromancyPlayer's Handbook
Order of ScribesTasha's Cauldron of Everything
TransmutationPlayer's Handbook
War MagicXanathar's Guide to Everything
Unearthed Arcana
RunecrafterUnearthed Arcana 83 - Giant Options
Archived Unearthed Arcana
ArtificerUnearthed Arcana 1 - Eberron
InventionUnearthed Arcana 46 - Three Subclasses
Lore MasteryUnearthed Arcana 29 - Warlock and Wizard
Mage of LoreholdUnearthed Arcana 79 - Mages of Strixhaven
Mage of PrismariUnearthed Arcana 79 - Mages of Strixhaven
Mage of QuandrixUnearthed Arcana 79 - Mages of Strixhaven
Mage of SilverquillUnearthed Arcana 79 - Mages of Strixhaven
OnomancyUnearthed Arcana 63 - Cleric, Druid, Wizard
Order of ScribesUnearthed Arcana 72 - Subclasses Revisited
PsionicsUnearthed Arcana 66 - Fighter, Rogue, Wizard
TechnomancyUnearthed Arcana 7 - Modern Magic
TheurgyUnearthed Arcana 33 - Wizard Revisited

Cantrip Formulas (Optional)

At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Wizard - DND 5th Edition (2024)

FAQs

Why is wizard the strongest class 5e? ›

Wizards are the most 'potentially' powerful, because they have the most utility and reality warping powers at their disposal…IF prepared. They are the Batman of Spellcasters. Sorcerers, Druids, Clerics, etc have powerful spells…but they're predictable. They're limited.

Is wizard hard to play 5e? ›

Creating a wizard can be daunting. But with the right kind of focus on your initial spells, you'll be set up for your first few levels. Then you can transition from no hit points to running the show. The class can be incredibly rewarding to play, and when done right, they make everyone in the party shine.

What should wizard ability scores be? ›

Most Wizards will have to wait till level 4, and then have to decide whether they want to boost their Int or take a feat; for a Variant Human, a +1 to two ability scores is enough (usually) to get at least a 16 in Int, and a 14 in Con and Dex.

Are Wizards good in 5e? ›

A Wizard with a comprehensive spellbook can do essentially anything in the game, often as well as or better than a non-magical character who is built to do that thing. A Wizard with Invisibility is as stealthy as a Rogue. A Wizard with a summoned pet can replace a fighter (at least temporarily).

What is the most overpowered class in 5e? ›

1) In terms of sheer power, the most overpowered class in D&D 5e is (and almost always has been, in all editions) the Wizard. The spells a Wizard can command can solve just about any problem, and beat any opponent.

What is the weakest D&D class? ›

The Ranger has earned itself a bad name and many regard it as the worst class in 5e, as many of its abilities are highly situational.

Is the wizard weak in D&D? ›

The Magic-User was physically weak and vulnerable but compensated for this with the potential to develop powerful spellcasting abilities.

What race is good for wizard? ›

Forest gnomes get a +1 to DEX, which is good for wizards, and all gnomes get +2 to INT, which is vital for the wizard class. They also have advantage on saving throws against spells for INT, CHA, and WIS.

What are the weaknesses of the wizard? ›

It depends on the wizard and their lifestyle, it could be family, power, or friends, death is a weakness to all, but the biggest weaknesses come from within. What is Tom Riddle's weakness as a dark wizard? His inability to understand love and attachment and by extension it's power. Magic is tied to emotion.

What is the best stat for a Wizard? ›

Best Wizard Weapon and Stats

This probably doesn't come as a surprise, but Will is the Wizard's most important stat, as it increases spell power and buff duration. Knowledge is also handy as it improves spell cost limit, but with a base cost limit of 20 (as of February 2023), you don't need it right away.

What is the best feat for a Wizard in D&D? ›

Wizards live and die by their spellcasting, making Magic Initiate one of the best wizard feats in D&D 5e. Magic Initiate is the most versatile feat for more spells but also the most basic. A wizard with Magic Initiate can choose almost any class' spell list.

Can Wizards wear armor in 5e? ›

Wizards in D&D begin with no armor proficiencies, meaning most of their protection generally comes from their magic. However, if a player carefully plans out their build, it is possible to make a D&D Wizard that can use Heavy Armor while remaining an effective spellcaster.

What is the best school for wizard 5e? ›

These rolls can then substitute any roll of either that wizard or another creature, allowing them to potentially negate a monster's most powerful attack or ensure their ally doesn't miss when it matters most. For some players, the School of Divination might just be the best wizard subclass 5e has to offer.

What is the most powerful magic class in 5e? ›

Wizards have D&D 5e's biggest spell list and the ability to prepare a huge range of magic to bring against their foes. A wizard can excel in almost anything they turn their mind to, including combat. D&D Wizards have access to many useful spells in combat, and they can deal lots of area-of-effect damage.

How many cantrips does a wizard get? ›

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Why is wizard so powerful? ›

There are just so many more spells that you end up with so many more good spells. Rituals are generally high out of combat utility, but the main reason wizards are perceived as overpowered is largely because of a handful of spells.

What's the most powerful D&D class? ›

The paladin is perhaps the most powerful class in D&D 5e. Paladins combine the best aspects of fighters and clerics into a single character. Paladins get a fighter's weapons, spellcasting like a cleric, and several unique features. These make paladins unmatched combatants in D&D 5e.

Why is wizard better than sorcerer? ›

The reason so many people say wizards are great utility is because they can cast a large potential number of spells to lock down enemies, buff allies, and do a number of other things. Sorcerer players tend to focus more on damage spells, but you can certainly build a utility/supportive sorcerer too.

What is the hardest D&D class to play? ›

Sorcerer Is D&D's Hardest Class To Play

Due to their complicated class features, subclass variations, and upkeep requirements, sorcerers are the hardest class to play in DnD. They're as fragile as wizards, with fewer spells, and have the most replenishable resources to budget and keep track of.

References

Top Articles
Latest Posts
Article information

Author: Arline Emard IV

Last Updated:

Views: 6428

Rating: 4.1 / 5 (72 voted)

Reviews: 95% of readers found this page helpful

Author information

Name: Arline Emard IV

Birthday: 1996-07-10

Address: 8912 Hintz Shore, West Louie, AZ 69363-0747

Phone: +13454700762376

Job: Administration Technician

Hobby: Paintball, Horseback riding, Cycling, Running, Macrame, Playing musical instruments, Soapmaking

Introduction: My name is Arline Emard IV, I am a cheerful, gorgeous, colorful, joyous, excited, super, inquisitive person who loves writing and wants to share my knowledge and understanding with you.