Skip to main content

Dungeons & Dragons 5th Edition class

Wizard

Wizard is a class in Dungeons & Dragons 5th Edition: Scholarly spellcasters who master arcane magic through study.

Last reviewed

Key facts

Hit Die
d6
Primary Ability
INT
Saving Throws
INT, WIS

Overview

Wizards are supreme magic-users who define and fuel their spells through study and practice. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their power comes from knowledge. Wizard characters have the largest spell list in the game and can prepare different spells each day. With Arcane Recovery and ritual casting, they have unmatched versatility. The School of Evocation (SRD) specializes in damage spells, sculpting them around allies and maximizing their destructive potential.

How it works

Hit Die: d6 Primary Ability: Intelligence Saving Throws: Intelligence, Wisdom Spellcasting: Full caster using Intelligence. Prepares from spellbook. Can copy new spells from scrolls/books. Up to 9th level slots. Arcane Recovery: Once per day during a short rest, recover spell slot levels up to half Wizard level (rounded up). Ritual Casting: Cast spells with ritual tag without using a slot (takes 10 extra minutes). Spellbook: Start with 6 spells. Learn 2 per level. Can copy from other sources (50gp + 2 hours per spell level). School of Evocation (SRD): Sculpt Spells (protect allies from your evocation spells), Potent Cantrip (cantrips deal half damage on successful save), Empowered Evocation (add INT to evocation damage), Overchannel (maximize damage dice, but take necrotic damage).

Tips and playstyle

Character Concepts: Academy scholar, self-taught prodigy, ancient order member, sage, researcher, arcane detective, war mage. Playstyle: Wizards are the ultimate prepared casters. Your spellbook can contain every Wizard spell you find. Prepare the right spells for each day's challenges. Sculpt Spells lets you Fireball in melee without hurting allies. Synergies: INT benefits spellcasting, Investigation, and Arcana. War Caster feat for concentration. Alert feat (going first to lay down control spells) is excellent. Shield and Absorb Elements keep you alive despite d6 HP.

Frequently asked questions

What's the difference between known and prepared spells?

Your spellbook contains all spells you've learned (known). After each long rest, you prepare a subset (INT mod + Wizard level) to cast. Ritual spells can be cast from the book without preparation, a huge advantage.

How do I get more spells in my spellbook?

You automatically learn 2 Wizard spells each level up. You can also copy spells from scrolls, other spellbooks, or similar sources for 50 gold and 2 hours per spell level. This means finding spell scrolls is like finding treasure.