The Wizard: DnD 5e Class Guide (Updated June 2024)
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The air crackled with arcane energy as Shareen traced a series intricate symbols into the air and spoke the last of the incantation. With a final flourish, a shimmering green arrow shot from her fingers, exploding against the charging ogre’s face in a spray of acid. The creature howled in rage and clawed at its melting features, but Shareen was already casting another spell, the air rippling once more with the unseen current of magic.
Table of Contents
- What is a Wizard in DnD 5e?
- What is a Wizard’s primary ability score?
- What is a Wizard’s hit die and hit points?
- What are Wizards proficient in?
- What equipment do Wizards start with?
- What unique features do Wizards have?
- How does Wizard spellcasting work?
- What are the Wizard subclasses?
- What species are best for Wizards?
- How do you roleplay a Wizard?
- What DnD 5e sourcebooks do Wizards appear in?
What is a Wizard in DnD 5e?
Masters of arcane knowledge and ancient spells, Wizards are quintessential magic users and one of the most iconic of all DnD 5e classes. Unlike other spellcasters, such as Sorcerers (who draw upon innate magical abilities) or Warlocks (who draw their power from pacts made with otherworldly Patrons), Wizards gain their magical skill through rigorous study and constant practice. As masters of eldritch lore, they meticulously record their best Wizard spells in books, each tome a treasure trove of arcane knowedge.
And while Wizards are often viewed stereotypically as either elderly bearded sages or sultry sorceresses, in modern DnD 5e Wizards are far more nuanced limitless number of build options and roleplaying potential. They can be fierce battle mages, cunning illusionists, cursed necromancers or powerful conjurers who can alter the flow of time itself. The choices are literally endless.
Below is the Wizard class table, which breaks out proficiency bonuses, features, cantrips and spell slots.
Wizard Class Table | Spell Slots per Spell Level | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | Arcane Tradition | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | 3 | 4 | 2 | – | – | – | – | – | – | – | |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | 4 | 4 | 3 | 2 | – | – | – | – | – | – | |
6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – | |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | +4 | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | |
10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | |
14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
What is a Warlock’s Primary Ability Score?
Intelligence is a Wizard’s primary ability score. Your character must have an Intelligence of 13 to multiclass as one. This reflects the fact that a Wizard’s magic is derived from their extensive study and deep understanding of arcane lore, requiring a sharp intellect and keen analytical skills.
The higher your Intelligence score, the more powerful your Wizard’s spellcasting abilities become, enhancing your spell attacks and saving throws. This is particularly important at higher levels as it directly impacts the number of spells you can prepare and your access to severak unique arcane abilities.
Notably, Wizards also gain a saving throw proficiency in Wisdom, which reflects your awareness and insight into the mysteries of the magical world.
What is a Wizard’s Hit Die and Hit Points?
Wizards have 1D6 hit dice per level. This means at 1st Level, your Wizard’s hit points will be 6 + your Constitution modifier. Each level you advance from Level 2 onwards, you gain an additional 1D6 (or an average of 4) Hit Points, plus your Constitution modifier.
This makes Wizards one of the more fragile classes in DnD 5e, with Sorcerers being the only other class that has such a low Hit Dice. Unlike more resilient spellcaster such as the Artificer class (who have 1D8 Hit Die) or Paladins (who have a hefty 1D10 Hit Die), Wizards must rely on their strategic use of spells and avoidance of direct combat to survive.
That being said, a Wizard’s true strength lies in their spellcasting prowess, and playing your Wizard strategically help can mitigate your lower hit points. This includes casting spells from a safe distance or tapping into protective spells like Mage Armor and Shield.
What are Wizards Proficient In?
Wizards have a unique set of proficiencies that reflect their nature as both scholars and wielders of vast arcane power.
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs and light crossbows
- Tools: None
- Saving Throws: Intelligence and Wisdom
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine and Religion
What Equipment Do Wizards Start With?
As a Level 1 Wizard, you begin your adventures with the following equipment:
- A quarterstaff or a dagger
- A component pouch or an Arcane Focus (such as a token, medallion, arcane symbol or other item)
- A scholar’s pack or an explorer’s pack
- A spellbook
What Unique Features Do Wizards Have?
In addition to their formidable spellcasting abilities (see How Does Wizard Spellcasting Work? below), Wizards in DnD 5e also gain the following abilities:
- Arcane Recovery: Once per day when you finish a short rest, you can recover expended spell slots equal to or less than half your wizard level (rounded up). None of the slots, however, 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. This means you can recover either a 2nd-level spell slot or two 1st-level spell slots.
- Cantrips: At 1st level, you know three cantrips of your choice from the Wizard spell list. These are fixed in your mind and you do not need to enter them into your spellbook. You learn additional Wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard Class Table above.
- Spell Mastery: At 18th level, you can 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: At 20th level, 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.
How does Wizard Spellcasting Work?
As a student of arcane magic, the focus of your knowledge is in a spellbook which you use to record new spells as you encounter them throughout your adventures. At 1st level, your spellbook contains six 1st-level wizard spells of your choice from the Wizard spell list. You add new spells to your book as you advance in levels and discover them throughout your adventures.
Each day, you review your spellbook to memorize spells. The total number of wizard spells you can memorize is equal to your Intelligence modifier + your wizard level (minimum of one spell) and the spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
The number of spells you are able to cast, however, is determined by your spell slots (see the Wizard Class Table above). As a 1st level Wizard for example, you can memorize three spells but can only cast two spells, due to your spell slot limitations. Once a spell is prepared you can cast it multiple times, as long as you have spell slots available.
- 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. 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.
- Replacing the Book. You can copy a spell from your own spellbook into another book. This requires 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. For this reason, many wizards keep backup spellbooks in a safe place.
- The Book’s Appearance. You decide what your spellbook looks like. It could be an ornate, leather bound volume with gilded pages or a simple notebook filled with chicken scratch incantations. The choice is entirely yours.
Intelligence is a Wizard’s primary spellcasting ability as follows:
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
Notably, in DnD 5e Wizards are considered “full casters” who have the fastest rate of advancing in spell levels (Bards, Clerics, Druids and Sorcerers are also considered full casters). This differs from “half-casters” (Paladins and Rangers) whose spell level progression moves at half the speed. It also differs from Warlocks, who are technically referred to as “third casters” because of their unique spell level breakdown.
What are the Wizard Subclasses?
Wizard Subclasses: Currently, there are 12 official Wizard subclasses for DnD 5e known as a “Arcane Tradition.” These are mostly classified as “Schools” which represent both academic organizations as well as a specific type of magic. You choose your subclass/Arcane Tradition at Level 2.
- Bladesinging: Almost entirely exclusive to elves and half-elves, you blend expert swordplay with arcane magic, enhancing your agility, concentration and combat spells through a mystical battle ritual known as the Bladesong.
- Chronurgy: You manipulate the flow of time through your magic, gaining abilities that allow you to adjust initiative, hasten or slow spells and creatures, and even alter the course of events as they occur.
- Graviturgy: Specializing in the manipulation of gravity, you can make objects heavier or lighter, pin foes to the spot or use gravitational force to enhance your own mobility and offensive capabilities.
- Order of Scribes: You magically awaken your spellbook, turning it into a valuable assistant. This subclass provides unique ways to cast and store spells, swap spell properties and even resurrect your spellbook if it’s destroyed.
- School of Abjuration: You specialize in protective magic, strengthening your defenses and banishing enemies. This school enhances your ability to cast wards, counterspells and protective enchantments, making you and your allies more resilient against attacks.
- School of Conjuration: You specialize in summoning creatures, objects and phenomena from other places, mastering the art of teleportation and conjuration. This subclass grants you the ability to instantly transport and create items and allies to aid in various situations.
- School of Divination: You focus on foresight and information, using your spells to reveal secrets, predict events and gain insights that others cannot perceive. This school provides abilities that manipulate dice rolls and provide additional information.
- School of Enchantment: You wield magic that charms and beguiles, influencing and controlling the behavior of others. This school grants powers to charm individuals, erase memories and dominate minds.
- School of Evocation: You channel raw elemental power into destructive spells to control and maximize damage. This school allows you to shape spells to protect allies, augment attacks and target enemies from afar.
- School of Illusion: You create convincing illusions and deceptive images that can trick the senses. This school develops your skills to manipulate illusions, making them interact with the environment and even become real for a short time.
- School of Necromancy: You tap into the energies of life and death, using your spells to drain energy, control undead and manipulate existence. This school enhances your abilities related to the undead and grants you necrotic powers that sap strength from your enemies.
- School of Transmutation: You master the art of changing energy and matter, transforming the physical properties of creatures, objects and yourself. This school allows you to alter your physical form, enhance combat abilities and manipulate the natural world.
- War Magic: A blend of defensive and offensive magic, you focus on quick thinking and rapid responses to maintain superior control in battle. This school enhances your ability to maintain concentration, boost defenses and deliver powerful counterattacks.
What Species are Best for Wizards?
While Wizards in DnD 5e can come from any race, in general, those that boost Intelligence scores tend to be ideal for this class. Here are a few top choices:
- Elf: High Elves are a popular choice for Wizards due to their +1 Intelligence bonus and their inherent affinity for magic. They also gain an extra cantrip from the Wizard spell list, which can be extremely useful for expanding your spellcasting options early on.
- Gnome: Gnomes receive a +2 Intelligence bonus, making them naturally inclined towards Wizard abilities. Their Gnome Cunning trait provides advantage on all Intelligence, Wisdom, and Charisma saving throws against magic, offering significant protection against enemy spellcasters.
- Human: Humans’ flexibility and versatility make them a great choice for almost any class, including Wizards. The ability to increase any ability score by 1, or choosing the Variant Human for a feat at 1st level, can provide a solid foundation for both spellcasting and other abilities, such as increased hit points or additional skills.
- Tiefling: Tieflings receive a +1 Intelligence bonus, and their infernal heritage grants them resistance to fire damage and access to racial spells like Hellish Rebuke and Darkness. These spells can enhance a Wizard’s spell repertoire and provide additional tactical options in combat.
How Do You Roleplay a Wizard?
When it comes to roleplaying a Wizard, there are countless options and endless storytelling potential. Here are a few concepts to get you started:
- Rogue Scholar: Expelled from a prestigious magical institution for your radical ideas or reckless experiments, you now continue your studies on the fringes of society. You are driven by a desire to prove your theories correct and to show the academic world that they were wrong to shun you.
- Arcane Artist: Your magic is intertwined with your art. Whether through painting, sculpture, or music, you channel your spells through creative expression. Your works of art are infused with enchantments, and each spell you cast is a masterpiece in its own right.
- Spellthief: You specialize in stealing and repurposing the spells of others. Whether by copying spells from opponents or siphoning magic directly from them, you are a master of turning an enemy’s strength into your own weapon.
- Cursed Caster: Once a renowned academic, you were cursed by a rival or an ancient artifact, leaving you with a magical affliction that you must manage. Your quest is to lift the curse while balancing the dark powers it grants you with the ever-present threat it poses to your sanity.
- Fugitive Sorcerer: Wrongfully accused of a magical crime, you are on the run from authorities while trying to clear your name. Your spells are often used for subterfuge and evasion, and you must navigate the dangers of living as a fugitive in a world where magic is both revered and feared.
- Reformed Dark Mage: Once a practitioner of dark magic, you have turned away from your past and now seek redemption. Your spells still have a sinister edge, and you struggle with the temptation to revert to old ways.
- Mystical Archaeologist: You explore ancient ruins and forgotten civilizations to uncover magical artifacts and lost spells. Your adventures are filled with traps, puzzles, and the remnants of old magic. Each discovery adds to your repertoire and brings you closer to unlocking the mysteries of the past.lds.
- Arcane Detective: A private investigator who uses magic to solve crimes and uncover hidden truths. Your spells help you gather clues, track suspects, and reveal secrets. Your story involves navigating the underbelly of society and dealing with both mundane and magical threats.
What DnD 5e sourcebooks do Wizards appear in?
The Wizard remains one of the oldest and most iconic DnD class, having appeared in every version of the game. The class, however, has changed significant overly the past 50 years. Below are the sourcebooks which govern the current rules for Wizards in DnD 5e.
- Player’s Handbook: Includes base Wizard class, plus the eight base schools of Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation.
- Sword Coast Adventurer’s Guide: Bladesinging.
- Xanathar’s Guide to Everything: War Magic.
- Explorer’s Guide to Wildemount: Chronurgy and Gravitury (which fall under the auspices of Dunamancy, a type of magic originally developed by Matt Mercer for use with Critical Role content).
- Tasha’s Cauldron of Everything: Bladesinging (updated) and Order of Scribes.
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