Wizard class icon: an open spellbook giving off sparks
Icon by Delapouite, CC BY 3.0

Wizard 5e class

Wizards are scholars of magic with the largest spell list in the game. They learn spells into a spellbook, prepare them with Intelligence, cast rituals without spending slots and recover slots with Arcane Recovery. Their school or tradition sets their specialty.

Jump to: Playing a wizard · Wizard table · Class features · Arcane Tradition options · What changed in 2024 · Common questions

Wizard at a glance

Hit die
d6
Hit points at 1st level
6 + Constitution modifier
Hit points per level after 1st
1d6 (or 4) + Constitution modifier
Saving throws
Intelligence, Wisdom
Armor
None
Weapons
Daggers, darts, slings, quarterstaffs, light crossbows
Tools
None
Skills
Choose 2 from Arcana, History, Insight, Investigation, Medicine, Religion
Spellcasting ability
Intelligence
Subclass
Arcane Tradition at 2nd level

See the full wizard spell list

Planning ability scores? Try the point buy calculator or the 4d6 ability score roller. Multiclassing with another spellcaster? The multiclass spell slot calculator works out your combined slots.

What the wizard is good at

The wizard has the biggest spell list in the game and the most flexible way to use it. You keep your spells in a spellbook, add two free ones every time you gain a level plus any you find and copy, and after each long rest choose which of them to prepare. That makes the wizard the class most likely to have the right spell for a problem: Detect Magic and Identify for loot, Misty Step to escape, Fireball for crowds, Counterspell for enemy casters.

Two features stretch your spell slots. You can cast any ritual spell in your spellbook as a ritual without preparing it, and Arcane Recovery gets back some slots on a short rest once a day. The price is fragility: a d6 hit die, no armor and only a handful of simple weapons.

Choosing ability scores

Intelligence first: it sets your spell save DC, your spell attack bonus and, in the 2014 rules, how many spells you can prepare. Constitution second, for hit points and for the saves that keep concentration going. Dexterity third, since it’s most of your Armor Class. Strength and Charisma can be your lowest.

With the standard array: Intelligence 15, Constitution 14, Dexterity 13, Wisdom 12, Charisma 10, Strength 8, before your race’s increases (2014 rules) or your background’s (2024). The point buy calculator lets you try other spreads.

Picking an arcane tradition

You choose your tradition at 2nd level in the 2014 rules (level 3 in 2024). The SRD’s School of Evocation lets you shield allies from your area spells with Sculpt Spells and adds your Intelligence modifier to evocation damage at 10th level. It’s the simplest choice for a blaster.

The Player’s Handbook adds a school for every kind of magic: Abjuration’s Arcane Ward soaks damage, Divination’s Portent replaces two rolls a day with numbers you rolled in the morning, and Conjuration, Enchantment, Illusion, Necromancy and Transmutation reward a spellbook built around their school. Bladesinging (a melee wizard), War Magic and the Order of Scribes come from later books.

Common beginner mistakes

  • Standing in front. With 6 hit points plus your Constitution modifier at 1st level, two hits can drop you. Stay behind the fighters and keep Shield and Mage Armor ready.
  • Forgetting Arcane Recovery. Once per day after a short rest you recover spell slots with combined levels up to half your wizard level, rounded up (none of 6th level or higher).
  • Preparing only damage spells. Mix in control and utility, and cast rituals like Detect Magic straight from the book so they don’t take a prepared spot.
  • Two concentration spells at once. Casting a second one ends the first, and taking damage forces a Constitution save to keep it.
  • Ignoring spells you find. Scrolls and enemy spellbooks are extra spells for your book if you spend the time and gold to copy them.

Wizard level progression

LevelProficiency bonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32————————
2nd+2Arcane Tradition33————————
3rd+2Cantrip Formulas†342———————
4th+2Ability Score Improvement443———————
5th+3—4432——————
6th+3Arcane Tradition feature4433——————
7th+3—44331—————
8th+3Ability Score Improvement44332—————
9th+4—443331————
10th+4Arcane Tradition feature543332————
11th+4—5433321———
12th+4Ability Score Improvement5433321———
13th+5—54333211——
14th+5Arcane Tradition feature54333211——
15th+5—543332111—
16th+5Ability Score Improvement543332111—
17th+6—5433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spells5433332211

The numbered columns are spell slots per spell level.

† Optional class features from Tasha’s Cauldron of Everything, which the builder offers if your table uses them: Cantrip Formulas. They aren’t in the SRD, so their text isn’t on this page.

Wizard class features (2014 rules, SRD 5.1)

As a wizard, you gain the following class features. Each one shows the wizard level you gain it at; features chosen at a later level (like your arcane tradition) add more as you go.

Spellcasting

1st level

As 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. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Arcane Recovery

1st level

You 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. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

2nd level

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

4th, 8th, 12th, 16th and 19th level

When 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.

Spell Mastery

18th level

At 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. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

20th level

When 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. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Arcane Tradition options

The builder offers 11 subclasses for the wizard, and only shows the ones your build can take.

Official

The SRD includes one arcane tradition in each edition, marked SRD above. The others are in the Player’s Handbook and later books, so this page gives their names only. The School of Evocation page has its full text in both editions, a guide and what changed in 2024.

RulesSRD subclassFeatures by level
2014 (SRD 5.1)School of EvocationEvocation Savant (2nd), Sculpt Spells (2nd), Potent Cantrip (6th), Empowered Evocation (10th), Overchannel (14th)
2024 (SRD 5.2)EvokerEvocation Savant (3), Potent Cantrip (3), Sculpt Spells (6), Empowered Evocation (10), Overchannel (14)

What changed in 2024

The 2024 Player’s Handbook revised the wizard, and the System Reference Document 5.2 has the new version. Here is the wizard side by side in both editions, and what changed, worked out from the two SRDs.

2014 rules (SRD 5.1)2024 rules (SRD 5.2)
Primary ability—Intelligence
Hit died6d6
Saving throwsIntelligence and WisdomIntelligence and Wisdom
SkillsChoose 2 from Arcana, History, Insight, Investigation, Medicine, ReligionChoose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
ArmorNoneNone
WeaponsDaggers, darts, slings, quarterstaffs, light crossbowsSimple weapons
ToolsNoneNone
SubclassArcane Tradition at 2nd levelWizard subclass at level 3
SpellsPrepares spells each day; how many depends on Intelligence and wizard levelPrepares spells: 4 at level 1, 25 at level 20
Cantrips at level 133

Features by level, 2014 and 2024

Level2014 features2024 features
1Spellcasting, Arcane RecoveryArcane Recovery, Ritual Adept, Spellcasting
2Arcane TraditionScholar
3—Wizard Subclass
4Ability Score ImprovementAbility Score Improvement
5—Memorize Spell
6Arcane Tradition featureSubclass feature
7——
8Ability Score ImprovementAbility Score Improvement
9——
10Arcane Tradition featureSubclass feature
11——
12Ability Score ImprovementAbility Score Improvement
13——
14Arcane Tradition featureSubclass feature
15——
16Ability Score ImprovementAbility Score Improvement
17——
18Spell MasterySpell Mastery
19Ability Score ImprovementEpic Boon
20Signature SpellsSignature Spells

Wizard class features in the 2024 rules (SRD 5.2)

As a wizard, you gain these class features when you reach the listed Wizard levels. They are listed in level order.

Level 1: Spellcasting

As 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. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.

When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.

Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.

The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.

Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.

Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.

The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.

If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.

Expanding and Replacing a Spellbook. The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.

Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.

Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

Level 1: Ritual Adept

You 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.

Level 1: Arcane Recovery

You 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.

The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher.

For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.

Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 2: Scholar

While 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.

Level 3: Wizard Subclass

You 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. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.

Level 4: Ability Score Improvement

You 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.

Level 5: Memorize Spell

Whenever 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.

Level 18: Spell Mastery

You 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. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.

Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.

Level 19: Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Level 20: Signature Spells

Choose 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. To cast either spell at a higher level, you must expend a spell slot.

Common questions

How many spells can a wizard prepare?

In the 2014 rules, your Intelligence modifier plus your wizard level (minimum one), chosen from your spellbook after each long rest. The 2024 wizard uses the Prepared Spells column of its table: 4 at level 1 up to 25 at level 20.

How many spells does a wizard learn?

You start with six 1st-level spells in your spellbook and add two free wizard spells each time you gain a level. You can also copy spells you find into the book.

Can a wizard wear armor?

Wizards aren’t proficient with any armor, and in the 2014 rules you can’t cast spells while wearing armor you aren’t proficient with. Mage Armor gives an Armor Class of 13 + your Dexterity modifier instead.

How does Arcane Recovery work?

Once per day when you finish a short rest, you choose expended spell slots to recover. Their levels can add up to half your wizard level (rounded up), and none can be 6th level or higher. At 4th level, that’s one 2nd-level slot or two 1st-level slots.

Is the wizard good for beginners?

It’s rewarding but has the most choices of any class, which is why we rate it Hard. The School of Evocation and a spellbook of reliable spells like Magic Missile, Shield and Sleep keep it manageable.

What changed for the wizard in 2024?

Ritual Adept at level 1, Scholar (Expertise in one knowledge skill) at level 2, Memorize Spell (swap a prepared spell on a short rest) at level 5, the subclass at level 3, a Prepared Spells column instead of Intelligence modifier plus wizard level, and Epic Boon at level 19.

The wizard compared with similar classes

ClassHow it compares
SorcererAlso an arcane full caster: Charisma, fewer spells and Metamagic to bend them.
WarlockA handful of slots that return on a short rest, plus invocations and Eldritch Blast.
ClericPrepares from its whole list each day, in armor, with healing instead of arcane spells.
ArtificerThe other Intelligence caster: a half caster in armor who infuses items.

How to build a wizard

Open the builder, choose the 2014 or 2024 rules on the first step, then pick Wizard as your class. It fills in your hit points, saving throws and proficiencies, then walks you through race, arcane tradition, ability scores, background, skills, equipment and spells. Everything the rules can work out is computed for you: Armor Class from your armor, attack bonuses, spell save DC and every skill modifier.

Other classes: Artificer · Barbarian · Bard · Cleric · Druid · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock