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Wizard 5E | Guide | Dnd | Dungeons & Dragons Fifth Edition 2021

Wizard 5e Guide
Wizard 5e Guide

“Do not meddle in the affairs of Wizards, for they are subtle and quick to anger.”

Being an expert in tricking people, the Wizard 5e is a gem of a spellcaster. Nothing but a Spellbook limits their capabilities, and they’re pretty versatile characters. They can function as a Utility Caster, Blaster, or a Striker is as easy as ABC for them.

For instance, give a Wizard the power of invisibility, and they’ll replace your Rogue. Cleverly healing allies would make them as good as a Cleric, any day. Offer them a summoned pet, and they’ll temporarily take the place of a Fighter.

This is the reason why Wizards can play multiple roles in a party.

But what are the core features of a Wizard? How many spells can a Wizard prepare? Which feats and abilities do they possess? What are the best Wizard spells 5e?

Although you must be feeling overwhelmed with all these questions, but don’t worry! Our dnd 5e Wizard guide will help provide answers to all your questions. Let’s jump in!

“How did your character first come in contact with magic?”

The most important question one should be asking while creating a Wizard. This question will provide you with the base upon which a Wizard has to be created. Once answered, you can use this base to guide other framework questions: Did you have a master? Were you naturally gifted? And so on…

Using this framework, you can then choose the appropriate race, subclass, and other characteristics for your character.

Quick Build

However, if you are short on time and just want to make a wizard quickly, the following steps can help you with it:

  1. Make Intelligence your highest scored ability.
  2. Make Constitution or Dexterity your second highest ability.
  3. Make Charisma your third-highest score, given you intend to join the School of Enchantment.
    Pick Sage Background
  4. Choose the Following spells: mage armor, charm person, mage hand, light, ray of frost cantrips,
  5. burning hands, feather fall, sleep, and magic missile.

And lo behold, you got yourself a wizard.

The DND 5E Wizard Table

Level

Features

Cantrips Known

Proficiency Bonus

1st

Arcane Recovery, Spellcasting

3

+2

2nd

Arcane Tradition (School of Evocation)

3

+2

3rd

-

3

+2

4th

Ability Score Improvement (16 - >18)

4

+2

5th

-

4

+3

6th

Arcane Tradition feature: Potent Cantrip

4

+3

7th

-

4

+3

8th

Ability Score Improvement (18 - >20)

4

+3

9th

-

4

+4

10th

Arcane Tradition feature: Empowered Evocation

5

+4

11th

-

5

+4

12th

Ability Score  Improvement (CON 14 - >16)

5

+4

13th

-

5

+5

14th

Arcane Tradition feature: Overchannel

5

+5

15th

-

5

+5

16th

Ability Score Improvement (CON 16 - >18)

5

+5

17th

-

5

+6

18th

Spell Mastery

5

+6

19th

Ability Score Improvement (18 - >20)

5

+6

20th

Signature Spells

5

+6

Spell Slots Per Spell Level

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

2

-

-

-

-

-

-

-

-

3

-

-

-

-

-

-

-

-

4

2

-

-

-

-

-

-

-

4

3

-

-

-

-

-

-

-

4

3

2

-

-

-

-

-

-

4

3

3

-

-

-

-

-

-

4

3

3

1

-

-

-

-

-

4

3

3

2

-

-

-

-

-

4

3

3

3

1

-

-

-

-

4

3

3

3

2

-

-

-

-

4

3

3

3

2

1

-

-

-

4

3

3

3

2

1

-

-

-

4

3

3

3

2

1

1

-

-

4

3

3

3

2

1

1

1

-

4

3

3

3

2

1

1

1

-

4

3

3

3

2

1

1

1

1

4

3

3

3

3

1

1

1

1

4

3

3

3

3

2

1

1

1

4

3

3

3

3

2

2

1

1

D&D Wizard Guide: Class Features

  • Wizard Hit Dice 5E:- The Wizard hit die is 1d6 per 5e Wizard level. At the 1st level, your Hit Points will equal the sum of your Constitution modifier and 6. However, as you keep making the Wizard 5e level up, you’ll get Hit Points equivalent to the combination of 1d6 or 4 and your Constitution modifier.
  • Saves:- You’ll become proficient in making Wisdom saving throws. But if your Wisdom ability scores aren’t worth boasting of, these saves won’t help you. Even Intelligence saving throws are rare for Wizards.

Starting Equipment

  • An arcane focus or a component pouch
  • A Spellbook
  • Either a Dagger or a Quarterstaff
  • An explorer’s pack or a scholar’s pack

Wizard Proficiencies

  • Weapons: Darts, Light Crossbows, Daggers, Quarterstaffs, and Slings
  • Skills: Any two out of Religion, Insight, Arcana, Medicine, History, and Investigation.
  • Tools: None
  • Armor: None
  • Arcane Recovery:- The study of your Spellbook lets you regain at least some part of your magical powers. Moreover, after finishing a short rest, you can recover selected spell slots that you’ve already spent. But you’ll be able to use the 5e Arcane Recovery feature only once daily.

Spellcasting

  • Preparing and Casting Spells:- Consult the d&d Wizard table to see the number of spell slots you have for casting your spells. Also, to cast one such spell, spend a slot of the level of that spell. Finish a long rest to regain all the spell slots you’ve already spent. Furthermore, it’s your responsibility to prepare the list of spells you can cast. For this, pick some Wizard spells from your Spellbook. These spells should correspond to the level for which you have spell slots. Also, the number of spells you choose should equal the sum of your Wizard level and your Intelligence modifier.
  • Wizard Spellbook:- You can fill your Spellbook with any six 1st-level Wizard spells at the 1st level. Although your cantrips are stored in your mind, you need your Spellbook for listing out every Wizard spell that you know.
  • Cantrips Known:- Choose any three cantrips from the list of spells at the 1st level. On attaining higher levels, you can select even more Wizard cantrips that you want to learn.
  • Spellcasting Ability:- As you study and memorize each of your spells with much devotion, your spellcasting ability is Intelligence. So, while making an attack roll with a Wizard spell and while fixing a spell’s save DC, you utilize your Intelligence modifier. Every time a spell refers to your spellcasting ability, you can use your Intelligence. But do you know who has more advanced spellcasting expertise? It’s DnD artificer fifth edition, since they can infuse magic in items and proficiency in tools.
  • Spell attack modifier: It equals the sum of your Intelligence modifier and your proficiency bonus.
  • Spell save DC: This is equal to your Spell attack modifier added to 8.
    • Spellcasting Focus:- For all your Wizard spells, your spellcasting focus can be an arcane focus, if you so wish.
    • Ritual Casting:- If a Wizard spell is tagged as a ritual, you can cast it if you have it in your Spellbook. Notwithstanding whether you have the spell prepared or not.
    • Spell Mastery:- Once you make your Wizard level up 5e to the 18th level, you can cast any spell you want, whenever you like. However, for this, you need to choose two Wizard spells from your Spellbook, preferably a 1st-level spell and a 2nd-level one. After preparing these spells, you can cast these at their lowest level. But you don’t have to spend a spell slot for casting them. You must spend a spell slot if you want to cast these spells at a higher level, though.
    • Arcane Tradition 5E:- You have to choose one of the dnd 5e Wizard subclasses at the 2nd level, which will shape your magical powers’ application. There are a total of eight 5e Wizard Schools in the game. Therefore, this Arcane Tradition feature allows you to gain unique attributes at Levels 2, 6, 10, and 14.
    • Signature Spells:- Similar to the Spell Mastery feature, the Signature Spells attribute lets you cast two potent 3rd-level Wizard spells whenever you want to. Also, at the 3rd level, you can cast each spell once. But you don’t have to spend a spell slot for that. So, finish a long or short rest to be able to use this feature again. You must spend a spell slot, though, for casting a Signature Spell at a higher level.

    Wizard Schools 5E

    Your characters study magic at one of the Wizard Schools 5e, learning to master the various techniques of casting spells. Hence, there are a total of a whopping twelve types of Wizards 5e, which we have outlined below:-

    • School of Necromancy:- Whenever you kill other creatures, you gain the ability to heal your own wounds. But that’s not all! This School is one of the most powerful of all the dnd 5e Wizard schools because it lets you create and control the undead.
    • School of Enchantment:- Very few Wizards can be as versatile a spellcaster as an Enchanter is. Besides hypnotizing and charming your enemies, you can use single-target enchantment spells to affect even more victims.
    • Bladesinging:-These Wizards are fighting experts, using both spells as well as weapons to harm their foes. So, beware of them, though, for they tend to perform a dangerous song and dance that’s a secret to everyone else.
    • War Magic:- War Wizards counter the spells of their foes for enhancing their spell damage. As a result, these powerful combatants can also defend themselves against enemy attacks.
    • School of Conjuration:- The benefit of having a Conjurer in your party is that they don’t need spells for teleportation. In addition, these Wizards gain the ability to summon creatures and let them fight by their side.
    • School of Illusion:- What if you could manipulate illusion spells to such an extent, that the illusions would become partly real? That’s precisely what Illusionists can do!
    • Graviturgy Magic:- Harnessing gravity to harm your foes isn’t something all Wizards can do. But Graviturgists can use powerful gravitational effects to push their enemies about on the battlefield and crush them.
    • School of Transmutation:- Wizards belonging to this School can transform metal into wood, bring the dead to life, or turn themselves into animals.
    • Chronurgy Magic:- The manipulation of time makes these Wizards powerful than most. Moreover, chronurgists can suspend spells temporarily for sharing them with their allies, and can also force rerolls. They’re able to access the list of Dunamancy spells.
    • School of Evocation:- No other spellcaster deals as much significant damage as does an Evoker using cantrips. Therefore, whenever they cast area damage spells, they create a safe space for their allies so as not to harm them.
    • School of Abjuration:- If your opponent deals damage to you or your allies, the magical ward of Abjurers can absorb that damage. You need to cast abjuration spells for recharging this ward.
    • School of Divination:- These Wizards can cast divination spells at little to no cost at all. Their Portent feature also makes them powerful.

    Wizard Subclasses 5E

    Out of all the twelve Wizard subclasses 5e, the School of Enchantment and the School of Evocation are the most popular among dnd gamers.

    School of Evocation

    • Sculpt Spells:- Whenever you cast evocation spells starting from the 2nd level, you can create safety pockets within the spells’ effects. Although, if such a spell affects other visible creatures, the number of them you can select is equal to the sum of the spell’s level and 1. Because of this, the chosen beings don’t fail in their saving throws against your spell.
    • Evocation Savant:- You need to spend time as well as gold for copying an enchantment spell into your Spellbook. But at the 2nd level, both your time and gold are halved.
    • Potent Cantrip:- The damaging cantrips of Evokers can affect nearly all creatures, beginning at the 6th level. If a being doesn’t fail in its saving throw against your cantrip, half the cantrip’s damage is passed on to the creature. Other than that, no more of your cantrip’s effects strike the being.
    • Empowered Evocation:- If you cast a Wizard evocation spell, you’ll be able to add one damage roll of that spell to your Intelligence modifier. However, this feature is available from the 10th level.
    • Overchannel:- You can start making your standard Wizard spells more powerful, after attaining the 14th level. Finish a long rest before reusing this feature. Moreover, every time you use this feature twice before completing a long rest, there’s a 1d12 increase in each spell level’s necrotic damage. Plus, immediately after reusing this feature, you’ll get hit with 2d12 necrotic damage per spell level.

    School of Enchantment

    • Hypnotic Gaze:- Once you select this School at the 2nd level, you can trap another creature with your gaze and your soft words. On your turn, target a visible creature that’s within 5 feet of you. So, if this creature makes a Wisdom save against your spell save DC and fails, you can charm that creature until your next turn ends. This leaves your victim incapacitated, with their speed decreasing to 0. But if your target can’t see or hear you, takes damage, or you move away from the 5-feet range, the Hypnotic Gaze effect will end. After that, finish a long rest to be able to reuse this feature on that creature.
    • Enchantment Savant:- For copying an Enchantment spell into your Spellbook, you need to spend a lot of time and gold. But at the 2nd level, both your time and your gold get halved in this case.
    • Instinctive Charm:- If a being makes an attack roll against you, you can divert the attack using your reaction. But for this to be possible, the being must be visible within 30 feet of you. Additionally, there needs to be another creature within the range of the attack. Instinctive Charm is enabled from the 6th level. You can’t use this feature to affect creatures that can’t be charmed, though.
    • Split Enchantment:- Until and unless you reach the 10th level, you can’t target more than one creature by casting an enchantment spell. Subsequently, once you do attain Level 10, you’ll be able to target a total of two beings with your enchantment spells.
    • Alter Memories:- You can prevent a creature from knowing that you can magically influence their mind. To do so, you have to change that creature’s understanding at the 14th level. As an action, before the spell’s effects wear off, you can try making the creature forget some of the time during which they had been charmed.

    5E Wizard Guide to Abilities, Skills, and Feats

    Our 5e Wizard guide will help you know all about the skills, abilities, and feats of Wizards.

    Abilities

    • Intelligence:- Right after adding a Wizard character in your party, gaining 20 Intelligence scores should be your first priority. Next, try to increase this score.
    • Dexterity:- You don’t get much Dexterity, but it is enough to boost your AC.
    • Constitution:- Making Constitution saving throws is rare for a dungeons and dragons Wizard.
    • Charisma:- For Wizards, the ability of Charisma is useless. This is because they’ve got adequate spells to fall back on when their enemies attack them.
    • Strength:- Wizards in this game have nothing to do with Strength. All fantasy lovers should know that!
    • Wisdom:- You can make impressive Wisdom saving throws, even if you’re short of Constitution ones.

    Ability Scores

    Standard Array

    Point Buy

    INT

    15

    INT

    15

    CON

    14

    CON

    14

    DEX

    13

    DEX

    14

    WIS

    12

    WIS

    12

    CHA

    10

    CHA

    8

    STR

    8

    STR

    8

    Skills

    • Religion (INT):- Even a Cleric isn’t as good at Religion as a Wizard is. It’s one of the most vital knowledge skills in the game.
    • Arcana (INT):- This is a prevalent skill of any Wizard in Dungeons and Dragons.
    • Investigation (INT):- Wizards don’t need to be the party’s Scout if you already have a Rogue or a Bard. Yet, Investigation can be helpful for anyone.
    • History (INT):- If your campaign goes into history time and again, Wizards might find a good use for this skill.
    • Medicine (WIS):- It’s a Cleric’s responsibility to deal with skills related to Medicine. So, you’d better leave this out of your skillset.
    • Insight (WIS):- In case your party’s Face doesn’t have Insight, you can choose it for your dnd 5e Wizard. To back up this skill, though, you’re going to need sufficient Wisdom.

    Wizard Feats 5E

    • Elemental Adept:- This feat limits your capabilities as it allows you to specialize in only one element. In spite of that, most Evokers choose to go with Elemental Adept.
    • Spell Sniper:- If you’re a spellcaster who makes frequent spell attacks, you’re going to love this feat! At the 1st level, pick the Spell Sniper feat while being from the Variant Human race. Thus, it will make you possess even better qualities than the High Elf.
    • Moderately Armored:- With this feat, you can gain Shield, Mage Armor, and a horde of other defensive options. The number of such options increases as you keep attaining a higher Wizard lvl.

    How to Build a Wizard 5E: The Best Races

    Many players don’t know how to build a Wizard 5e. Pick any one of the following races to create the best Wizard build 5e for your party:-

    • Genasi:- Although most of the Genasi subraces don’t make good Wizards, the Fire Genasi is a great option, especially for Evokers. It grants you Darkvision, fire resistance, Burning Hands once daily, bonus Intelligence, and an offensive cantrip for free!
    • Githyanki:- On getting medium armor proficiency, you can start casting your spells in half-plate armor. As it offers you useful psionics, it’s not a bad race choice for a dnd Wizard.
    • Gnome:- Apart from Darkvision and additional Intelligence, it grants you an advantage on making mental saving throws against your enemies’ spells. For instance, the Rock Gnome gives you Artificer’s Lore and a small bonus to your Constitution, allowing you to gain extra Hit Points as well. If your Wizard is an illusionist or a stealthy character, go with the Deep (Svirfneblin) Gnome. Also, it’s especially helpful when you’re setting out for a subterranean campaign.
    • Hobgoblin:- Your durability increases due to your increased Constitution scores. Plus, if you use a high-level spell to make an attack roll and you miss, you can use Saving Face.
    • Human:- Everyone is familiar with the versatility of the Human race. Choosing the Variant Human gives your Wizard a small bonus to their Intelligence scores.
    • Vedalken:- Along with free proficiencies, you can gain a considerable bonus to your Intelligence. In case your enemies cast a spell to throw you out of a fight in one go, Vedalken Dispassion will be able to protect you.
    • Tiefling:- If you’re all for a weird Wizard, choose the Tiefling race, especially the Baalzebul, to be able to access Thaumaturgy. An Evocation Wizard 5e will also love the Flame of Flegethos. So, select the Variant: Winged subrace of Tieflings, in case you want to fly permanently, even without focusing on it.
    • Warforged :- This race will make you even more durable than a Sorcerer. At the same time, you’ll gain a fantastic ability increase for your Intelligence scores. If you have the Mage Armor and you choose the Warforged race, your AC will rise to 14 added to Dexterity. This AC would be equal to that of characters with a shield and wearing light armor.

    Best Background for Wizard 5E

    For more significant Wizard 5e optimization, you need to choose the best background for Wizard 5e from the following list:-

    • Cloistered Scholar:- Choose this BG if you want two knowledge skills and proficiency in some additional languages. However, out of the two knowledge skills, you can pick one.
    • Sage:- This background grants you two languages, along with two powerful skills from the list of Wizards skills. But as you’re already able to use magic for dealing with languages, the bonus languages might not be that helpful.
    • Hermit:- Besides gaining two skills from the list of skills of Wizards, you can get a bonus language. Plus, your Wizard becomes so proficient with the herbalist’s kit, that they can use it to craft healing potions.

    D&D 5E Wizard Guide to Weapons

    • Light Crossbow:- A firebolt deals less damage to your opponents than a Light Crossbow, at least till you reach the 5th level. It’ll be the same case if you increase your Dexterity scores, at least to 14.  
    • Rapier:- This is the ideal weapon for a Wizard that’s a Bladesinger.
    • Dagger:- It does no more considerable damage than Shocking Grasp, but you can still carry a couple of Daggers for utility purposes. Even though having a Dagger lets you start making an opportunity attack, you shouldn’t be doing it often.
    • Quarterstaff
    • A Dagger is far better than a Quarterstaff, as the latter is utterly useless for a Wizard 5e in combat.

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    From this Wizard table 5e, you can check the cantrips, features, and spell slots assigned to each Wizard level.

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