Arcane Tradition
Arcane Tradition is the Wizard's subclass feature, representing specialization in one of the eight schools of magic or other magical disciplines. Your choice shapes your playstyle and grants unique abilities.
At a Glance
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How It Works
<p>At 2nd level, Wizards choose an <strong>Arcane Tradition</strong> - their school of magical specialization. This choice grants:</p> <ul> <li><strong>Savant:</strong> Copy spells from your chosen school at half time and gold cost</li> <li><strong>Unique Features:</strong> Special abilities at levels 2, 6, 10, and 14</li> <li><strong>Playstyle Definition:</strong> Each school fundamentally changes how you approach problems</li> </ul> <p><strong>Important:</strong> Your Arcane Tradition doesn't limit what spells you can learn - you can still learn any wizard spell. It just makes your specialty school spells cheaper to copy and gives you bonus features.</p> <p><strong>Player's Handbook Schools:</strong></p> <ul> <li><strong>Abjuration:</strong> Protective magic, Arcane Ward absorbs damage - great for survivability</li> <li><strong>Conjuration:</strong> Summoning and teleportation - excellent utility and action economy</li> <li><strong>Divination:</strong> Portent dice replace any d20 roll - arguably the most powerful subclass</li> <li><strong>Enchantment:</strong> Mind control and charms - powerful in social situations</li> <li><strong>Evocation:</strong> Damage spells with Sculpt Spells to protect allies from your Fireballs</li> <li><strong>Illusion:</strong> Creative problem-solving, illusions become semi-real at higher levels</li> <li><strong>Necromancy:</strong> Undead minions and life drain - build your own army</li> <li><strong>Transmutation:</strong> Change matter, Transmuter's Stone provides flexible buffs</li> </ul> <p><strong>Other Sourcebook Traditions:</strong></p> <ul> <li><strong>War Magic</strong> (XGtE): Defensive boosts, good for survivability-focused wizards</li> <li><strong>Chronurgy</strong> (EGtW): Time manipulation, force rerolls, extremely powerful</li> <li><strong>Graviturgy</strong> (EGtW): Gravity control for battlefield manipulation</li> <li><strong>Order of Scribes</strong> (TCoE): Spellbook utility, change damage types</li> <li><strong>Bladesinging</strong> (TCoE): Melee wizard combat, high AC and mobility</li> </ul> <p><strong>For Optimization:</strong></p> <ul> <li><strong>Divination</strong> - Portent is the best subclass feature in the game</li> <li><strong>Chronurgy</strong> - Time manipulation is incredibly powerful</li> <li><strong>Abjuration</strong> - Arcane Ward makes you surprisingly tanky</li> </ul> <p><strong>For Flavor/Fun:</strong></p> <ul> <li><strong>Necromancy</strong> - If you want a skeleton army</li> <li><strong>Illusion</strong> - For creative, out-of-the-box solutions</li> <li><strong>Bladesinging</strong> - For the sword-wielding wizard fantasy</li> </ul> <p><strong>For New Players:</strong></p> <ul> <li><strong>Evocation</strong> - Simple and effective, Sculpt Spells solves "friendly fire"</li> <li><strong>Abjuration</strong> - Harder to kill, more forgiving of positioning mistakes</li> </ul>
Sources & Further Reading
- Wizard — D&D 5e Wikidot — Full class features reference
- Arcane Tradition — Google Search — Find more resources
- D&D Beyond Classes — Official class reference