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D&D 5e (2014) Class GuideWizard Guide: Build, Spells and Ratings

The best races, feats and spells for a 2014 rules wizard, two ready-made builds, and what to pick at every level from 1 to 20.

2024 RULES 2014 RULES

Overview

At a glance
Hit die
d6
Saving throws
Int, Wis
Primary ability
Intelligence
Armor
None
Difficulty
Moderate
SRD subclass
School of Evocation
ControllerBlasterUtility
Role ratings
Damage Control Survival Utility Party support

The wizard learns spells by copying them into a spellbook, so over a campaign it ends up with more options than any other class. Levels 1 to 4 are the hard part: few hit points, few spell slots. From level 5 on, one good spell can decide a fight.

Thrain's take

In the 2014 rules, SleepSleep1st-level EnchantmentCastingActionRange90 feetDuration1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. has no saving throw. It puts creatures down by hit points, lowest first. At level 1 it ends more fights than anything else you have. Take it, then take ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile..

Strengths
  • Largest spell list, and every scroll you find can go into your spellbook
  • SleepSleep1st-level EnchantmentCastingActionRange90 feetDuration1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. and WebWeb2nd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourSaveDexterityYou conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. end low-level fights without damage rolls
  • Rituals cast from the spellbook without preparing them
  • Arcane RecoveryArcane RecoveryLevel 1 featureYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. gets slots back on a Short Rest
Weaknesses
  • d6 hit die and no armor
  • Few spell slots before level 5
  • Your race has to supply Intelligence, which limits the strong picks
  • Concentration spells end when you take a hard hit

Ability Scores

Intelligence, then Constitution, then Dexterity. In the 2014 rules your race decides your ability score increases, so start with a race that adds Intelligence. With the standard array and a Rock Gnome (+2 Int, +1 Con), you start with:

8STR
14DEX
14CON
17INT
12WIS
10CHA

Put your level 4 Ability Score Improvement into Intelligence (+1 to 18, +1 to Constitution) or take a feat if you started at 16. Reach 20 Intelligence by level 8.

Best Races for a Wizard

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Gnome (Rock Gnome)
+2 Intelligence and +1 Constitution, plus Gnome Cunning: Advantage on Intelligence, Wisdom and Charisma saves against magic.
Legendary
Elf (High Elf)
+2 Dexterity and +1 Intelligence, a free wizard cantrip and Perception proficiency. Strong AC under Mage ArmorMage Armor1st-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action..
Epic
Human
+1 to every score. If your table allows the variant human from the Player's Handbook, it becomes Legendary: a feat at level 1.
Rare
Tiefling
+1 Intelligence, fire resistance and free spells. The +2 Charisma does little for you.
Rare
Half-Elf
The two floating +1s can go to Intelligence and Constitution. Skill Versatility is nice but not wizard-specific.
Uncommon
Dwarf (Hill Dwarf)
+2 Constitution and a hit point per level, but nothing for Intelligence.
Uncommon
Halfling
Lucky is great on concentration saves. +2 Dexterity helps AC, but no Intelligence.
Uncommon
Dragonborn
Strength and Charisma increases, both wasted on a wizard.
Common
Half-Orc
Strength and Constitution. Relentless Endurance is the only part a wizard uses.
Common

Best Feats

Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. Ask your DM before you plan around one.

War Caster
Advantage on concentration saves. Your Web or Hypnotic Pattern survives the first hit.
Legendary
Resilient (Constitution)
+1 Constitution and proficiency in Constitution saves. Better than War Caster from level 9 on.
Epic
Alert
+5 to initiative and you cannot be surprised. Control spells work best before the enemy moves.
Epic
Lucky
Three rerolls a day on attacks, checks or saves. Good on any class.
Rare
Grappler
The one feat in the SRD. A wizard should never be grappling.
Common

Subclass: School of Evocation

The School of Evocation is the wizard tradition in the free 2014 rules. You choose it at level 2, and it lets you drop a FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. on top of your own party.

Evocation SavantLEVEL 2

Copying evocation spells into your spellbook costs half the gold and time.

Sculpt SpellsLEVEL 2

Choose allies inside your evocation spell's area. They automatically succeed and take no damage.

Potent CantripLEVEL 6

Creatures that succeed on a save against your damage cantrip still take half damage.

Empowered EvocationLEVEL 10

Add your Intelligence modifier to one damage roll of your evocation spells.

OverchannelLEVEL 14

Deal maximum damage with a wizard spell of 5th level or lower. Using it again before a Long Rest deals necrotic damage to you.

The Player's Handbook adds seven more schools, including Abjuration and Divination. They are not in the free rules, so this guide does not cover them.

Best Wizard Spells

Ratings assume an evoker in a party of three to five. Hover or tap a spell for its details.

Cantrips

Pick 3 at level 1
Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. Your main attack all game
Minor IllusionMinor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. Cover, distractions, lures
Ray of FrostRay of FrostEvocation cantripCastingActionRange60 feetDurationInstantaneousDamage1d8 ColdA frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. Slows a charging enemy
Mage HandMage HandConjuration cantripCastingActionRange30 feetDuration1 minuteA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. Pull levers from a safe distance

1st Level

6 in your spellbook at level 1
SleepSleep1st-level EnchantmentCastingActionRange90 feetDuration1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. No save. Ends level 1 fights
ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Keeps you alive
Find FamiliarFind Familiar1st-level ConjurationRitualCasting1hourRange10 feetDurationInstantaneousYou gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Scout and Help action
Mage ArmorMage Armor1st-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Cast it every morning
Magic MissileMagic Missile1st-level EvocationCastingActionRange120 feetDurationInstantaneousYou create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Never misses
Detect MagicDetect Magic1st-level DivinationConcentrationRitualCastingActionRangeSelfDuration10 minutesFor the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. Ritual, costs no slot

2nd Level

From level 3
Misty StepMisty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Escape any grab
WebWeb2nd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourSaveDexterityYou conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. Holds a whole doorway
InvisibilityInvisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. Scouting and escapes
ShatterShatter2nd-level EvocationCastingActionRange60 feetDurationInstantaneousSaveConstitutionDamage3d8 ThunderA sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-­--foot-­--radius sphere centered on that point must make a Constitution saving throw. Area damage before Fireball

3rd Level

From level 5
FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. Sculpt Spells makes it safe
CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousYou attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. Stops the enemy caster
Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. Takes half a fight out at once
HasteHaste3rd-level TransmutationConcentrationCastingActionRange30 feetDuration1 minuteSaveDexterityChoose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. Great on your fighter

Wizard Builds

Gnome wizard
Beginner friendlyThe Gnome Evoker
Race
Rock Gnome
Subclass
School of Evocation
First spells
SleepSleep1st-level EnchantmentCastingActionRange90 feetDuration1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect., ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
8STR
14DEX
14CON
17INT
12WIS
10CHA

Hard to shut down with spells, and ends early fights with Sleep before anyone rolls damage.

Build this wizard
Free to start. No card needed.
Elf wizard
DamageThe High Elf Artillery
Race
High Elf
Subclass
School of Evocation
First spells
Magic MissileMagic Missile1st-level EvocationCastingActionRange120 feetDurationInstantaneousYou create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several., ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
8STR
16DEX
13CON
16INT
12WIS
10CHA

Higher AC under Mage Armor and an extra cantrip. Stays at range and opens with FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. from level 5.

Build this wizard
Free to start. No card needed.

Wizard Features by Level

LvlPBFeatures Cantrips Known 123456789
1 +2 Arcane RecoveryArcane RecoveryLevel 1 featureYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. SpellcastingSpellcastingLevel 1 featureAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. 3 2 – – – – – – – –
2 +2 Arcane TraditionArcane TraditionLevel 2 featureWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. Evocation SavantEvocation SavantLevel 2 featureBeginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Sculpt SpellsSculpt SpellsLevel 2 featureBeginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. 3 3 – – – – – – – –
3 +2 3 4 2 – – – – – – –
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 4 3 – – – – – – –
5 +3 4 4 3 2 – – – – – –
6 +3 Potent CantripPotent CantripLevel 6 featureStarting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. 4 4 3 3 – – – – – –
7 +3 4 4 3 3 1 – – – – –
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 4 3 3 2 – – – – –
9 +4 4 4 3 3 3 1 – – – –
10 +4 Empowered EvocationEmpowered EvocationLevel 10 featureBeginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. 5 4 3 3 3 2 – – – –
11 +4 5 4 3 3 3 2 1 – – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 5 4 3 3 3 2 1 – – –
13 +5 5 4 3 3 3 2 1 1 – –
14 +5 OverchannelOverchannelLevel 14 featureStarting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. 5 4 3 3 3 2 1 1 – –
15 +5 5 4 3 3 3 2 1 1 1 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 5 4 3 3 3 2 1 1 1 –
17 +6 5 4 3 3 3 2 1 1 1 1
18 +6 Spell MasterySpell MasteryLevel 18 featureAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 5 4 3 3 3 3 2 1 1 1
20 +6 Signature SpellsSignature SpellsLevel 20 featureWhen you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. 5 4 3 3 3 3 2 2 1 1

Leveling Your Wizard, 1 to 20

LVL1
Cantrips: Fire Bolt, Minor Illusion, Mage Hand. Spellbook: Sleep, Shield, Mage Armor, Find Familiar, Magic Missile, Detect Magic.
LVL2
Choose the School of Evocation. Sculpt Spells arrives now, three levels before you get Fireball.
LVL3
2nd-level slots: Misty Step and Web.
LVL4
Ability Score Improvement: Intelligence to 18 and Constitution +1, or War Caster if your table uses feats. Fourth cantrip.
LVL5
Fireball and Counterspell. Hold a slot for Counterspell when you know a caster is ahead.
LVL6
Potent Cantrip. Add Hypnotic Pattern or Haste.
LVL7
4th-level slots. Polymorph or Banishment removes the biggest enemy from the fight.
LVL8
Ability Score Improvement: Intelligence to 20.
LVL9
5th-level slots. Wall of Force splits any fight in two.
LVL10
Empowered Evocation adds Intelligence to Fire Bolt and Fireball damage. Fifth cantrip.
LVL11-14
6th and 7th-level slots: Chain Lightning, Disintegrate, Globe of Invulnerability. Overchannel at 14.
LVL15-20
8th and 9th-level slots. Spell Mastery at 18: Shield and Misty Step for free, forever. Signature Spells at 20: Fireball and Counterspell once each per rest without a slot.

Wizard FAQ

What is the best race for a wizard in 5e?

Under the 2014 rules, Rock Gnome is the strongest free option: +2 Intelligence, +1 Constitution and Advantage on mental saves against magic. High Elf is close behind. If your table allows the Player's Handbook variant human, a level 1 feat makes it a top pick too.

Is Sleep good in 5e?

At levels 1 to 3 it is one of the best spells in the game, because in the 2014 rules it has no saving throw. It drops creatures by total hit points, so it falls off once enemies have more health.

Should I play the 2014 or 2024 wizard?

Play whichever rules your table uses. The 2024 wizard gets ability increases from its background, Scholar at level 2 and Memorize Spell at level 5, and picks its subclass at level 3. See the 2024 wizard guide for those rules.

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This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.