Or they can act as a toolbox, accumulating new spells for every contingency.

Wizard Highlights

Wizards are arcanespellcasters who use Intelligence(INT) as their spellcasting stat.

Cantrips are minor spells that can be cast at-will, but a first-level Wizard only knows three.

A collage of the Wizard subclasses in the 2024 Player’s Handbook.

After years of study, Wizards learn a lot about their subject of choice.

Expertise in a skill grants you double your proficiency bonus in that skill whenever you roll a check.

Conjurers, Enchanters, Necromancers, and Transmuters are all missing from the Player’s Handbook.

All four of the Sorcerer subclasses spread out in a collage.

Mordenkainen, by Ryan Pancoast

All subclasses get to add extra spells of their chosen school to their spellbook.

Abjurer

Abjurers tend to be defensive in nature.

Diviner

Diviners are adept at looking into the future, the past, and the distance.

Mordenkainen conducts research in his lavish library.

Mordenkainen, by Ryan Pancoast

Nobles may hire them to magically spy on their rivals, or to protect themselves from their neighbors Diviners.

Evoker

Evokers focus on elemental magic, typically offensively.

Evokers gainadditional damage on their Evocation spells, all the way down to their cantrips.

A wizard’s-eye view of a spellbook.

Wizard’s Spellbook, by Iris Compiet

Illusionists are able to castIllusion spells without verbal componentsand at a longer range than other Wizards.

More powerful Illusionists can make their illusions more substantial, using them tosummon creatures to assist them.

Illusionists arethe only subclass to gain bonus prepared spellson top of the bonus spells for all subclasses.

A wizard fends off a group of orcs using a Cone of Cold.

Cone of Cold, by Kim Sokol

Best Species

Elvesare frequently associated with magic, and they make excellent Wizards.

Gnomesare magical in origin, and make great wizards.

Both lineages getDarkvision and advantage on Wisdom, Charisma, and Intelligence saving throws, which are frequently helpful.

A Drow Abjurer deflects a magic attack.

Duel In Avernus, via Wizards of the Coast

Without the negative Intelligence bonus of earlier editions,Orcscan be solid Wizards.

Dexterity and Constitution are secondary statsonly for the purpose of survival.

Both are important, and you should aim for at least 14 in each.

A gnomish wizard consults an extraplanar eye.

Contact Other Plane, by Alix Branwyn

Wisdom helps with Wisdom saves, which are common.

Wizards are already proficient in Wisdom, but a little more wont hurt.

Strength and Charisma are both dump stats.

Three Thayen evokers summon lightning.

Wizards of Thay, by Josh Hass

Neither does anything useful for a Wizard.

Talk to the other members of your party and your DM prior to building any character.

There’s little more dissatisfying than building a great character for the wrong campaign.

A Gnome Illusionist pulls a rabbit out of thin air.

Illusionist Subclass, via Wizards of the Coast.

Still, some are decidedly more useful than others.

It also blocks Magic Missiles.

Lacking armor proficiency, this is a must0have spell.

An Elvish wizard holds the key to a secret door.

Secret Door, by Francisco Miyara

Familiars are an excellent resource, serving as scouts, messengers, and assisting in some combat scenarios.

Best of all, this is a Ritual, so it won’t use up a spell slot.

Fireball

The gold standardof offensive area of effect spells, Fireball remains a solid choice for the discerning mage.

Hama Pashar investigates a book while her teammates explore the villain’s lair.

You Find the Villains' Lair, by Gabor Szikszai

Most other equipment is optional.

Choose one that increases your focused check, or one that shores up a deficiency.

Or start collecting them!

A Wizard experiments with several spells simultaneously.

Signature Spell, by Reiko Murakami

But for the sake of brevity, we’ll focus on a handful of outstanding ones.

If you’re playing as a blaster, you get the same benefit opening combat with safe Fireballs.

This isa great feat if you’re an Evokerspecializing in one element for roleplay purposes.

A variety of adventuring essentials.

Adventuring Gear, by Davig Griffith

As the rules are written this should allow you tostudy enemies mid-combat to figure out weaknessesand other important information.

If you’re ever stuck on Origin feats, Lucky is a good choice.

Great for adding a little healing to your arsenal or roleplaying a student from a magic school.

A Candlekeep Sage pours over a table covered in books, scrolls, and lit candles.

Candlekeep Sage, by Kim Sokol

Resilient

Constitution saves are common, so proficiency in them goes a long way.

This also grants advantage on Concentration checks, which is useful in combat.

Shadow-Touched

Bonus spells are always good, especially Invisibility.

A Cleric of Oghma surrounded by a swirl of books and scrolls.

Archivist of Oghma, by Stella Spente

Fey-touched offer better spell options, but this can be good for roleplaying a darker campaign.

Wizards can come from any background, from a street urchin to a prince.

But characters from some backgrounds tend to make better Wizards than others.

Barbarian art in the 2024 Players Handbook for Dungeons and Dragons.

The equipment is probably less useful than the 50 GP option.

Guard

Like Criminals, Guards also get theAlert feat, plus proficiency in Perception.

In campaigns focused more on skills than combat, this is an excellent way to round out a Wizard.

Tabletop

Ready to wreck the frontlines and protect the party?

Here’s how to build a barbarian using the 2024 Player’s Handbook.

Dungeon & Dragons