Wizard 5e
Masters of arcane magic who study spellbooks to prepare from the largest spell list in the game. Wizards are versatile casters with ritual casting, spell schools, and unmatched magical flexibility.
At a Glance
Hit Die
d6
Primary Ability
Intelligence
Saving Throws
Intelligence, Wisdom
Armor
None
Weapons
Daggers, darts, slings, quarterstaffs, light crossbows
Spellcasting
Full caster (Intelligence)
Key Features
| Feature | Level | Description |
|---|---|---|
| Spellcasting | 1st | Spellbook with 6 spells at 1st level. Learn 2 per level and copy found spells. Prepare INT mod + level spells daily. |
| Arcane Recovery | 1st | Once per day during short rest, recover spell slots with combined level up to half wizard level (rounded up). |
| Arcane Tradition | 2nd | School of magic specialization granting bonus features and cheaper spell copying. |
| Spell Mastery | 18th | Choose one 1st and one 2nd level spell to cast at-will without slots. |
| Signature Spells | 20th | Two 3rd level spells are always prepared and can each be cast once without slots per short rest. |
Subclasses
| Subclass | Source | Focus |
|---|---|---|
| School of Abjuration | Player's Handbook | Arcane Ward absorbing damage and protective magic |
| School of Conjuration | Player's Handbook | Summoning creatures/objects and teleportation |
| School of Divination | Player's Handbook | Portent dice to replace d20 rolls (extremely powerful) |
| School of Enchantment | Player's Handbook | Charm and mind control with longer durations |
| School of Evocation | Player's Handbook | Sculpt Spells to protect allies from Fireball and maximize damage |
| School of Illusion | Player's Handbook | Making illusions real and improved Minor Illusion |
| School of Necromancy | Player's Handbook | Undead minion army and HP drain |
| School of Transmutation | Player's Handbook | Transforming objects and transmuter's stone buffs |
| War Magic | Xanathar's Guide to Everything | AC/save bonuses and mixing cantrips with defense |
| Chronurgy Magic | Explorer's Guide to Wildemount | Time manipulation forcing rerolls and delaying spell effects |
| Graviturgy Magic | Explorer's Guide to Wildemount | Gravity control for movement and advantage manipulation |
| Order of Scribes | Tasha's Cauldron of Everything | Awakened spellbook changing damage types and ritual casting speed |
| Bladesinging | Tasha's Cauldron of Everything | Melee gish combat (see bladesinger-5e) |
Common Mistakes
Common Mistake
Not using ritual casting for Detect Magic, Identify, Find Familiar - save spell slots
Common Mistake
Forgetting you can prepare different spells after long rest - wizards adapt daily
Common Mistake
Missing that you can learn spells from scrolls and other spellbooks (50gp and 2 hours per spell level)
Common Mistake
Not using Arcane Recovery - it's a free short rest slot refresh
DM Tips
DM Tip
Wizards know the most spells in the game - expect creative solutions
DM Tip
Divination Portent can trivialize encounters by forcing failures/successes
DM Tip
Spellbooks are valuable treasure and can be stolen/destroyed
DM Tip
They're incredibly versatile but fragile (d6 hit die, no armor) - target them in combat
Frequently Asked Questions
Sources & Further Reading
- Wizard — D&D 5e Wikidot — Full SRD class text
- Wizard — D&D Beyond — Official class reference
- Wizard Guide — RPGBOT — Class optimization guide