How It Works Primer Guides Tools Pricing About FAQ Blog Contact Sign in Sign Up

D&D 2024 Class GuideWizard Guide: Build, Spells and Ratings

The best species, backgrounds, feats and spells for a 2024 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
Evoker
ControllerBlasterUtility
Role ratings
Damage Control Survival Utility Party support

The wizard has the largest spell list in the game and learns spells by copying them into a spellbook. At low levels you are fragile and short on spell slots. By level 5 you can end fights with one spell, and by level 9 you have an answer for most problems the party runs into.

Thrain's take

A good wizard stops the fight from going badly. A great one stops it from starting. Pick spells that take enemies out of the fight before spells that hurt them. And take ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force 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.. Every wizard I have watched go down at level 2 skipped it.

Strengths
  • Biggest spell list, and you can add to your spellbook from scrolls you find
  • Strong area control with WebWeb2nd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourSaveDexterityDamage2d4 FireYou conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured., SleepSleep1st-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. and Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
  • Ritual AdeptRitual AdeptLevel 1 featureYou can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way. casts rituals from the spellbook without preparing them
  • Arcane RecoveryArcane RecoveryLevel 1 featureYou can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. gets slots back on a Short Rest
Weaknesses
  • Lowest hit points of any class
  • No armor, so AC depends on Mage ArmorMage Armor1st-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. and ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force 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.
  • Few spell slots at levels 1 to 4
  • Concentration spells end when you take a hard hit

Ability Scores

Intelligence, then Constitution, then Dexterity. Intelligence powers your spell attacks and save DCs. Constitution keeps your concentration up and adds the hit points a d6 class needs. Dexterity sets your AC under Mage Armor. Strength and Charisma can be your lowest scores.

In the 2024 rules your ability score increases come from your background, not your species. With the standard array and the Sage background (+2 Int, +1 Con), assign 15 Int, 14 Dex, 13 Con, 12 Wis, 10 Cha and 8 Str, and you start with:

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

Take the Ability Score Improvement feat at level 4 and put both points into Intelligence for 19. Your next one at level 8 takes it to 20, the maximum.

Best Species for a Wizard

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Gnome
Gnomish Cunning gives Advantage on Intelligence, Wisdom and Charisma saves. That protects you from the spells that end a wizard's turn before it starts.
Legendary
Human
Versatile adds a second Origin feat. Take AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. and you act first in most fights, which is when control spells matter most.
Epic
Elf (High Elf)
The High Elf lineage adds a swappable wizard cantrip, then Detect MagicDetect Magic1st-level DivinationConcentrationRitualCastingActionRangeSelfDuration10 minutesFor the duration, you sense the presence of magical effects within 30 feet of yourself. and Misty StepMisty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see. for free. Trance shortens your Long Rest.
Epic
Dwarf
Dwarven Toughness adds a hit point every level, which covers the wizard's biggest weakness. Poison resistance is a bonus.
Rare
Tiefling
Fiendish Legacy adds free spells you can cast with Intelligence. Good value, nothing that changes how you play.
Rare
Halfling
Luck rerolls a 1 on any d20 Test, including your concentration saves.
Rare
Orc
Relentless Endurance keeps you standing once per Long Rest, which matters on a d6 class. The rest is built for melee.
Uncommon
Goliath
Built for melee. Some ancestries help you survive, but most traits go unused on a wizard.
Uncommon
Dragonborn
A breath weapon and one damage resistance. Flight at level 5 is the best part.
Uncommon

Best Backgrounds

Sage
Int and Con increases, Arcana and History, and Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Wizard) for two more cantrips and a free 1st-level spell.
Legendary
Criminal
Dex, Con and Int increases plus the AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. feat. The best pick if initiative matters more to you than extra spells.
Epic
Acolyte
Int increase and Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric), which gives you Guidance and a healing spell. Useful in a party with no healer.
Rare
Soldier
Strength and Savage Attacker do nothing for a wizard.
Common

Best Feats

Origin feats (level 1)

Alert
Add your Proficiency Bonus to initiative and swap places in the order with an ally.
Epic
Magic Initiate
Two cantrips and a 1st-level spell. Taking the Cleric list gets you healing and Guidance.
Epic
Skilled
Three proficiencies. Fine for a skill-heavy campaign.
Uncommon

Epic boons (level 19)

Boon of Fate
Roll 2d4 and add or subtract it from any d20 Test within 60 feet. Turns an enemy's successful save against your big spell into a fail.
Epic
Boon of Spell Recall
When you cast with a level 1 to 4 slot, roll a d4. If it matches the slot level, you keep the slot. Free spells every day.
Epic

Subclass: Evoker

The Evoker is the wizard subclass in the free 2024 rules. It turns the wizard into the party's damage dealer and lets you drop a FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. on top of your own party.

Evocation SavantLEVEL 3

Two free Evocation spells for your spellbook, plus one more each time you gain a new level of spell slots.

Potent CantripLEVEL 3

Your damage cantrips still deal half damage when they miss or the target saves.

Sculpt SpellsLEVEL 6

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

Empowered EvocationLEVEL 10

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

OverchannelLEVEL 14

Deal maximum damage with a damaging spell of level 5 or lower. Using it again before a Long Rest hurts you.

The 2024 Player's Handbook also has the Abjurer, Diviner and Illusionist. 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 an 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 starts burning 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. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. 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. 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
ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force 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
SleepSleep1st-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. Ends early fights
Find FamiliarFind Familiar1st-level ConjurationRitualCastingActionRange10 feetDurationInstantaneousYou gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Scout and Help action
Mage ArmorMage Armor1st-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. Cast it every morning
Magic MissileMagic Missile1st-level EvocationCastingActionRange120 feetDurationInstantaneousDamage1d4 + 1 ForceYou create three glowing darts of magical force. Each dart strikes 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. Finishes off a fleeing enemy
Detect MagicDetect Magic1st-level DivinationConcentrationRitualCastingActionRangeSelfDuration10 minutesFor the duration, you sense the presence of magical effects within 30 feet of yourself. 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 you can see. Escape any grab
WebWeb2nd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourSaveDexterityDamage2d4 FireYou conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. Holds a whole doorway
InvisibilityInvisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Scouting and escapes
ShatterShatter2nd-level EvocationCastingActionRange60 feetDurationInstantaneousSaveConstitutionDamage3d8 ThunderA loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. Free from Evocation Savant

3rd Level

From level 5
FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Sculpt Spells makes it safe
CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousSaveConstitutionYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. Stops the enemy caster
Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. 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 Armor Class, 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 Safe Controller
Species
Gnome
Background
Sage (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
Subclass
Evoker
8STR
14DEX
14CON
17INT
12WIS
10CHA

Hard to shut down with mental saves, and stops fights with SleepSleep1st-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. and WebWeb2nd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourSaveDexterityDamage2d4 FireYou conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. before damage matters.

Build this wizard
Free to start. No card needed.
Human wizard
DamageThe First Strike Evoker
Species
Human (Versatile: AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
Background
Sage (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
Subclass
Evoker
8STR
14DEX
14CON
17INT
12WIS
10CHA

Acts first in most fights and opens with FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. while the enemy is still bunched up.

Build this wizard
Free to start. No card needed.

Wizard Features by Level

LvlPBFeatures CantripsPrepared Spells 123456789
1 +2 Arcane RecoveryArcane RecoveryLevel 1 featureYou can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. Ritual AdeptRitual AdeptLevel 1 featureYou can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way. SpellcastingSpellcastingLevel 1 featureAs a student of arcane magic, you have learned to cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description. Cantrips. 3 4 2 – – – – – – – –
2 +2 ScholarScholarLevel 2 featureWhile studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill. 3 5 3 – – – – – – – –
3 +2 Wizard SubclassWizard SubclassLevel 3 featureYou gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Wizard levels. Evocation SavantEvocation SavantLevel 3 featureChoose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. Potent CantripPotent CantripLevel 3 featureYour damaging cantrips affect even creatures that avoid the brunt of the effect. 3 6 4 2 – – – – – – –
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16. 4 7 4 3 – – – – – – –
5 +3 Memorize SpellMemorize SpellLevel 5 featureWhenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book. 4 9 4 3 2 – – – – – –
6 +3 Sculpt SpellsSculpt SpellsLevel 6 featureYou can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. 4 10 4 3 3 – – – – – –
7 +3 4 11 4 3 3 1 – – – – –
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16. 4 12 4 3 3 2 – – – – –
9 +4 4 14 4 3 3 3 1 – – – –
10 +4 Empowered EvocationEmpowered EvocationLevel 10 featureWhenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell. 5 15 4 3 3 3 2 – – – –
11 +4 5 16 4 3 3 3 2 1 – – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16. 5 16 4 3 3 3 2 1 – – –
13 +5 5 17 4 3 3 3 2 1 1 – –
14 +5 OverchannelOverchannelLevel 14 featureYou can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. The first time you do so, you suffer no adverse effect. 5 18 4 3 3 3 2 1 1 – –
15 +5 5 19 4 3 3 3 2 1 1 1 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16. 5 21 4 3 3 3 2 1 1 1 –
17 +6 5 22 4 3 3 3 2 1 1 1 1
18 +6 Spell MasterySpell MasteryLevel 18 featureYou have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. 5 23 4 3 3 3 3 1 1 1 1
19 +6 Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended. 5 24 4 3 3 3 3 2 1 1 1
20 +6 Signature SpellsSignature SpellsLevel 20 featureChoose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a Short or Long Rest. 5 25 4 3 3 3 3 2 2 1 1

Leveling Your Wizard, 1 to 20

LVL1
Cantrips: Fire Bolt, Minor Illusion, Mage Hand. Spellbook: Shield, Sleep, Mage Armor, Find Familiar, Magic Missile, Detect Magic. Cast Find Familiar and Detect Magic as rituals so they cost no slots.
LVL2
Scholar: take Expertise in Arcana or Investigation, whichever your party lacks.
LVL3
Choose Evoker. Add Misty Step and Web. Evocation Savant gives you Shatter for free.
LVL4
Ability Score Improvement: +2 Intelligence to 19. Fourth cantrip: Ray of Frost.
LVL5
The big one. Fireball and Counterspell. Keep a 3rd-level slot for Counterspell when you know a caster is ahead. Memorize Spell lets you swap one prepared spell on a Short Rest.
LVL6
Sculpt Spells: Fireball no longer hurts your friends. Add Hypnotic Pattern.
LVL7
4th-level slots. Take Polymorph or Banishment to remove the biggest enemy from the fight.
LVL8
Ability Score Improvement: Intelligence to 20, or the Alert feat if you skipped it.
LVL9
5th-level slots. Wall of Force is the best control spell you will ever cast.
LVL10
Empowered Evocation adds your Intelligence to Fire Bolt and Fireball damage. Fifth cantrip.
LVL11-14
6th and 7th-level slots. Chain Lightning and Disintegrate for damage, Globe of Invulnerability against casters. Overchannel at 14 for one maximum-damage Fireball a day.
LVL15-20
8th and 9th-level slots. Spell Mastery at 18: pick a level 1 and a level 2 spell that take an action, such as Magic Missile and Web, and cast them without slots. In 2024 Shield and Misty Step do not qualify. Boon of Fate at 19, and Signature Spells at 20 (two 3rd-level spells, such as Fireball and Counterspell, once each per rest for free).

Wizard FAQ

What is the best species for a wizard in D&D 2024?

Gnome is the strongest pick because Gnomish Cunning gives Advantage on Intelligence, Wisdom and Charisma saves. Human and High Elf are close behind. In the 2024 rules any species works, because your ability scores come from your background.

What is the best background for a 2024 wizard?

Sage. It raises Intelligence and Constitution and comes with Magic Initiate (Wizard), so you start with two extra cantrips and a free 1st-level spell.

What changed for wizards between 2014 and 2024?

Ability increases moved from species to backgrounds, wizards gained Scholar at level 2 and Memorize Spell at level 5, subclasses start at level 3 instead of 2, and the Evoker replaces the School of Evocation with mostly the same features.

Is the wizard good for beginners?

It is a moderate pick. You have many choices each turn, but the Safe Controller build above gives you a short list of spells that work in almost every fight.

Keep reading

Take your wizard into a campaign

Build a wizard in a couple of minutes and start an adventure in your browser. Play solo, or send your friends a link and play together.

This guide includes material from the System Reference Document 5.2 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.