When you think of slinging fireballs and summoning spirits, the DnD Wizard 5e is usually the first class that springs to mind. With over 200 spells at their disposal, Dungeons and Dragons' Wizards have the potential to become the most powerful adventurers in the Forgotten Realms - and we can help you create one with this handy guide.
If you're not quite ready to manipulate the fundamental energies of the universe, by all means, get a broader overview with our guide to all the DnD classes. But if you're keen to start building a Wizard, read on (and don't forget to check out our complementary DnD races and DnD 2024 backgrounds guides).
DnD Wizard 5e class:

Wizard 5e stats
Here are the core Wizard 5e stats for your character:
| Hit dice | 1d6 per level |
| HP at lvl up | 1d6 (or four) + Constitution modifier |
| Primary ability scores | Intelligence and Wisdom or Constitution |
| Armor proficiency | None |
| Weapon proficiency | Simple weapons |
| Tool proficiency | None |
| Saving throws | Intelligence and Wisdom |
Regardless of what kind of Wizard 5e you want to be, you should focus on Intelligence as your main DnD stat. Your spell save DC and spell attack modifier both use your Intelligence modifier, so a Wizard with low Intelligence won't go far - you've got to pass all your spelling tests.
Here are a few calculations every D&D Wizard will need to remember:
- Spell save DC = 8 + proficiency bonus + Intelligence modifier
- Spell attack modifier = proficiency bonus + Intelligence modifier
Other than ensuring your Intelligence is as high as it can be, the DnD Wizard doesn't need too much fine-tuning in the stats department. You can pretty much ignore Strength, but some Constitution and Dexterity can be very beneficial for keeping you alive. Unlike the Wizard's cousin, the Sorcerer 5e class, you don't have much use for Charisma.

Wizard subclasses 5e
Choosing the Wizard class is only the start of your magical adventure. There are multiple different DnD schools of magic and DnD Wizard subclasses to choose from at level three, and the ones you pick will shape what kind of Wizard you become. While some may choose the mystic path of Divination, others may be tempted by the dark allure of Necromancy, for example.
A Wizard isn't limited by their subclass, you can still take whatever 5e spells you want. Instead, Arcane Traditions are more like a special focus, which grant you new powers at levels three, six, ten, and 14.
The 2024 Player's Handbook features only four Wizard subclasses, but there are many more Arcane Traditions to be found in additional D&D supplements. Here's each of your options explained:

Abjurer 5e
Found in: Player's Handbook (2024)
The School of Abjuration focuses on protecting yourself and your allies by conjuring safeguards and shielding effects. Although the Abjurer 5e might not deal high damage, it will certainly ensure that you and your party can make it through some tough fights.
| Level | Abilities |
| 3 | Abjuration Savant, Arcane Ward |
| 6 | Projected Ward |
| 10 | Spell Breaker |
| 14 | Spell Resistance |
Abjurers naturally learn a few extra spells from their chosen school, and when they cast an Abjuration spell, they can create a protective ward around themselves for the rest of the day. That ward has its own HP that gradually depletes whenever the Wizard takes damage. Any time you cast another Abjuration spell, your Arcane Ward regains HP equal to twice its level, so you can keep topping up your force field throughout your adventures.
At higher levels, an Abjurer can use their Arcane Ward to defend nearby friends. They also become particularly adept at casting the school of magic's most useful spells: Counterspell and Dispel Magic. As if they weren't well-protected enough, they'll also eventually get advantage on saves against all spells, as well as resistance against spell damage. This is the Wizard subclass that all other Wizards hate.
Diviner 5e
Found in: Player's Handbook (2024)
Divination is a mysterious force that allows you to see through the natural order of the world. As your Diviner 5e grows in power, you'll learn to foresee the future and look into other planes of existence.
| Level | Abilities |
| 3 | Divination Savant, Portent |
| 6 | Expert Divination |
| 10 | The Third Eye |
| 14 | Greater Portent |
The School of Divination grants you some impressive bonuses, such as the ability to use foretelling dice to override unfavorable rolls. You'll roll a number of Portent dice when the day begins, and you can replace any D20 test with one of these results. The downside is that you only have so many Portent dice per day, but the number increases from two to three at level 14.
Beyond Portent, these Wizards add additional Divination spells to their repertoire, and they naturally regain a spell slot any time they cast one of these spells of level two or higher. You'll also gain a supernatural Third Eye, which grants Darkvision, a free cast of See Invisibility, and the power to read any DnD language. You can decide whether or not your Wizard grows a literal third eye, of course.

Evoker 5e
Found in: Player's Handbook (2024)
Those who became masters of the Destruction skill in Skyrim will understand the School of Evocation very quickly. Playing an Evoker 5e involves controlling and creating natural elements, such as fire and water.
| Level | Abilities |
| 3 | Evocation Savant, Potent Cantrip |
| 6 | Sculpt Spells |
| 10 | Empowered Evocation |
| 14 | Overchannel |
The Evoker subclass is the one for any mage that wants to focus on maximum damage-dealing. As well as additional Evocation spells from the get-go, you can guarantee at least half damage when one of your cantrips misses a target.
By level six, you'll be able to create pockets of safety inside your most devastating AoE spells. That'll stop the party getting annoyed at you for casting Fireball in a small room. After that, your Evoker can add their Intelligence modifier to the damage of Evocation spells, just to make sure their enemy is extra dead.
At level 14, you can choose to forgo dice rolls and ensure your spells do the maximum damage possible. Repeating this action before taking a long rest can cause severe damage to your character, so you must be wary. However, the image of your Wizard using all of their remaining energy to blast a goblin army to smithereens might be too delicious to resist.

Illustionist 5e
Found in: Player's Handbook (2024)
Here's another one for you Loki lovers. If you want to use your spells to trick, deceive, or maybe even impress, then the Illusionist 5e is for you.
| Level | Abilities |
| 3 | Illusion Savant, Improved Illusion |
| 6 | Phantasmal Creatures |
| 10 | Illusory Self |
| 14 | Illusory Reality |
As you might have guessed, your subclass' extra spells hail from the School of Illusion. You can cast these without verbal components and with an extended range. Plus, you're extra skilled at casting Minor Illusion, able to create both sound and an image as a bonus action.
Later, you'll summon illusory beasts and fey to do your bidding, and you can use your illusions to block incoming attacks. At the highest levels, an Illusionist can even make objects in their illusions real. The utility of that power can't really be understated, and a creative player can stretch it far.

School of Conjuration
Found in: Player's Handbook (2014)
The School of Conjuration grants you the ability to use summoning spells, allowing you to conjure objects and creatures into existence temporarily.
| Level | Abilities |
| 3 | Minor Conjuration |
| 6 | Benign Transposition |
| 10 | Focused Conjuration |
| 14 | Durable Summons |
You learn to summon small objects at level three and to teleport at level six. At level ten, Conjuration Wizards can hold concentration on conjuration spells, even if they take damage. At level 14, your summoned creatures have 30 more hit points, allowing them to take damage in place of your party.
Conjuration is an extremely useful tool for any struggling party. Sure, it might not be the best during combat, but it is incredibly versatile throughout the rest of an adventure.
If the DnD Rogue can't steal a key but they can make the owner drop it on the floor, a Conjuration Wizard could look at the key and conjure it later when needed, for example.

School of Enchantment
Found in: Player's Handbook (2014)
Those who follow the School of Enchantment have the power to control those around them. Mind control and Charm - once again, Loki fans, this one's for you.
| Level | Abilities |
| 3 | Hypnotic Gaze |
| 6 | Instinctive Charm |
| 10 | Split Enchantment |
| 14 | Alter Memories |
At third level, you gain the ability to charm a nearby creature, incapacitating them to prevent harm to your party. At level six, you can control an attacking enemy and force them to attack someone else.
When you reach level ten, your powers grow stronger and you'll be able to control two creatures instead of just one. At level 14, you'll gain a higher power over the mind, allowing you to not only charm a creature, but also ensure that they never remember being under your spell.
Enchantment is exceptional both in and out of combat. While it doesn't lend itself to damage-obsessed DPS players, it can provide the ability to avoid combat altogether, thanks to the Hypnotic Gaze ability. Unlocking this at level two is ridiculously powerful, and opens up countless possibilities other than 'roll initiative'.
School of Necromancy
Found in: Player's Handbook (2014)
Humans have long had a deep interest in the macabre. Life, death, and all of the grim moments in between are fascinating, even if they are horrific at times. The School of Necromancy allows you to explore those horrors, and ultimately control them.
| Level | Abilities |
| 3 | Grim Harvest |
| 6 | Undead Thralls |
| 10 | Inured To Undeath |
| 14 | Command Undead |
At level three, you gain health back whenever you attack another creature with a spell. Level six allows you to raise more corpses than usual using the Animate Dead spell. All undead that you control are also stronger, thanks to your skill in Necromancy.
At level ten, you gain resistance to Necrotic damage. Your hit point maximum also can't be reduced. When you reach level 14, you can choose an undead being and assume control of it, even if another Wizard animated the creature.
Necromancy is enticing, but it is also difficult to roleplay. Although necromancers don't need to be evil, civilizations will shun their practices. If you are comfortable living in the shadows and scaring NPCs with your magic, Necromancy might be for you. Just remember to have a word with your DM about how this can fit into the party if you are on a heroic quest to save the world.

School of Transmutation
The School of Transmutation affords you the power of the DnD gods, allowing you to meld reality into whatever shape you like. You can alter the properties of both objects and creatures, changing forms at your whim.
| Level | Abilities |
| 3 | Minor Alchemy |
| 6 | Transmuter's Stone |
| 10 | Shapechanger |
| 14 | Master Transmuter |
Level-three Transmuters can change materials into other things, such as turning wood into a type of metal that you need. However, as you grow in power, the School of Transmutation becomes a lot more exciting to play.
Level ten allows you to use Polymorph to temporarily become another creature without using a spell slot. Master Transmuter, unlocked at level 14, gives a range of powers that are unquestionably fantastic. These include curing a party member of diseases, making them appear younger, or even raising them from the dead and restoring life to those around you.
When considering whether to follow the School of Transmutation, bear in mind how important the above abilities are for you. Whereas a Necromancer or Evocation Wizard are undoubtedly stronger at their chosen school of magic, the School of Transmutation doesn't actually offer any advantages when using Transmutation spells. Rather, you gain extra abilities that stack on top of the Transmutation spells that any Wizard can learn.

Order of Scribes 5e
Found in: Tasha's Cauldron of Everything
Bookworms rejoice! Wizards who join the Order of Scribes 5e don't just read their spellbook. They talk to it!
| Level | Abilities |
| 3 | Wizardly Quill & Awakened Spellbook |
| 6 | Manifest Mind |
| 10 | Master Scrivener |
| 14 | One With The Word |
Level three grants you two skills. Wizardly Quill allows you to create a quill in your hand at any time as a bonus action. It requires no ink and can erase any errors. You also get Awakened Spellbook, which makes your spellbook a sentient creature.
At level six, you can create a spectral being that has your spellbook's mind. It can hear, see, and talk to you. You can also choose to cast spells from the mind's position, instead of your own.
When you reach level ten, you can craft spell scrolls which make your spells more powerful. At level 14, your soul becomes linked to your spellbook, which helps you remember magical facts. You gain advantage on all Intelligence checks.

Bladesinging 5e
Found in: Tasha's Cauldron of Everything
Renowned across the Forgotten Realms as a beautiful dance, Bladesinging 5e artfully blends magic and swordplay.
| Level | Abilities |
| 3 | Training In War And Song & Bladesong |
| 6 | Extra Attack |
| 10 | Song Of Defense |
| 14 | Song Of Victory |
At level three, you gain proficiency with Light DnD armor and a melee DnD weapon of your choice. You also gain the Bladesong feature, which allows you to start a Song during combat and gain bonuses to AC, speed, Dexterity, and Constitution.
At level six, you can make an extra attack, just like the Fighter 5e. Tenth level allows you to adapt the Bladesong into a defensive ward. When you reach level 14, you can deal more damage whilst your Bladesong is active.
Here's a full Bladesinging 5e subclass guide where you can learn more.

War Magic 5e
Found in: Xanathar's Guide to Everything
If you are torn between causing destruction or protecting your allies, the War Magic 5e subclass is for you. It blends Evocation and Abjuration to make you a formidable warrior on the battlefield.
| Level | Abilities |
| 3 | Arcane Deflection & Tactical Wit |
| 6 | Power Surge |
| 10 | Durable Magic |
| 14 | Deflecting Shroud |
At level three, you can add your Intelligence modifier to your Initiative rolls. You can also choose to gain bonuses to either your AC or saving throws during combat.
At level six, you can use Power Surges to deal more damage with your spells. When you reach level ten, you gain the Durable Magic skill. This gives you a +2 bonus to your AC and saving throws whilst concentrating on a spell.
When you reach level 14, Arcane Deflection grows even stronger. When you use Arcane Deflection, you can choose to damage up to three nearby creatures.

Chronurgy Magic
Found in: Explorer's Guide to Wildemount
Chronurgy Magic focuses on the wibbly wobbly timey wimey aspect of spellcasting. If you like the idea of Divination, but would rather have something a bit different, you should give Chronurgy a try.
| Level | Abilities |
| 3 | Chronal Shift & Temporal Awareness |
| 6 | Momentary Stasis |
| 10 | Arcane Abeyance |
| 14 | Convergent Future |
At level three, you can force a nearby creature to reroll if you aren't happy with their outcome. This could be used to disrupt an opponent or aid an ally. You can also add your Intelligence modifier to your initiative rolls.
At level six, you can force creatures to make a Constitution saving throw. If they fail, they are trapped in magical energy and can't move until the end of your next turn or they take damage.
Arcane Abeyance, learnt at level ten, lets you temporarily store spells in motes for other characters to use. When you reach level 14, you can choose to manipulate attack rolls, ability checks, and saving throws of nearby creatures.

Graviturgy Magic
Found in: Explorer's Guide to Wildemount
While those following Chronurgy can manipulate time, those who learn Graviturgy Magic can bend gravity to their will.
| Level | Abilities |
| 3 | Adjust Density |
| 6 | Gravity Well |
| 10 | Violent Attraction |
| 14 | Event Horizon |
At level three, you can adjust the weight of one nearby object or creature that is a Large DnD size or smaller. At level six, you can move creatures that are hit by your spells, or if they agree to be moved.
When you reach level ten, you can use a reaction to make allies deal more damage with their attacks, or to make enemies take more fall damage. At level 14, you can make a magical force field that damages and slows any nearby creatures.

Best Wizard races
Now that species don't affect your ability scores, almost any option from the Player's Handbook will make your Wizard stronger. That being said, we have more than a few favorites.
Elf
Playing an Elf offers all sorts of benefits, from Darkvision, to extra proficiencies, to needing half the sleep that other mortals do. However, the main reason to pair it with the Wizard class is the additional spells you'll learn.
Depending on which Elven Lineage you choose, you'll access three additional spells as you gradually level up. Opt for the Drow to pick up Faerie Fire or the Wood Elf to gain Pass Without Trace, neither of which are on the regular Wizard spell list.
That being said, the High Elf is also appealing. These Elves automatically know how to cast Prestidigitation, but they can swap that for any other Wizard cantrip on a short rest. Extra freebies can go a long way for spellcasters.
Human
Humans have always brought flexibility to a character build, and this is no different for the Wizard than it is for any other class. A free origin feat of your choice opens up many doors, and an extra skill proficiency never hurts. Plus, you'll have regular access to Heroic Inspiration, which will help guarantee that your spells land the way you want them to.
Orc
A Wizard's biggest weakness is their lack of defense, so the Orc is a great choice for protecting yourself in combat. An Orc can Dash their way out of danger as a bonus action, and they gain a small dose of temporary HP when they do. Their Darkvision is always useful, and they have the power to stand up with one HP after being downed.

DnD Wizard builds
With so many schools and subclasses to choose from, there are plenty of directions to take your DnD Wizard builds. You could focus on a specific school of magic, take 5e feats to enhance certain spells, or even start some DnD multiclassing to gain some melee-focused abilities. Here are just a few DnD character builds that you could try as a Wizard in D&D 5e.
Warmage
The Warmage uses a combination of Abjuration and Evocation spells to protect themselves and their allies, while also causing destruction on the battlefield.
Details
Choose a High Elf for the extra spells and Trance ability. Trance is a game-changer for a Wizard, as you can take a break in the middle of the adventuring day to recover spell slots without needing to have a full long rest. This means you can be a bit more relaxed about when to use certain spells, as you can recover spell slots much faster.
Use the standard set of ability scores. Make Intelligence your highest, followed by Dexterity and Constitution. Choose the Farmer feat with a +2 Constitution and a +1 Wisdom. This is mainly for the Tough feat, as it will provide a huge boost to your current maximum health, as well as small boosts for every following level.
The key to a powerful Wizard build is the spells that you choose. At level one, you can choose three cantrips (plus one extra from your High Elf, once you have a chance to rest) and six level-one Wizard spells. Take the following spells:
- Blade Ward
- Firebolt
- Ray of Frost
- Mage Armor
- Shield
- Alarm
- Burning Hands
- Magic Missile
- Thunderwave
At level three, choose the School of Abjuration for your Arcane Tradition. You can also take two more cantrips or first-level spells. At this point, you should already have the best Evocation and Abjuration spells for your level, so take whichever spells you think fit your character.
At level three, you can also take some second-level spells. Take the Misty Step spell, as this will allow you to teleport into or out of a dangerous situation. You can use this to move around the battlefield with ease without provoking opportunity attacks.

At level four, you can take your first feat. Take War Caster, which allows you to use spells when making an opportunity attack. When you reach Wizard level eight, instead focus on increasing your most important ability scores.
As you gain a DnD level up or two, you should take two levels in the Fighter class. This can be done at any time, but we recommend doing it early. This lets you use short swords and rapiers, as well as light and medium armor.
Fighter level two is important because it gives you the Action Surge skill. This allows you to occasionally use a second action during your turn in combat, so you could cast multiple spells, or even use a melee attack and cast a spell.
At Wizard level 18 (which is the highest you can go with this build because of the Fighter multiclass), you get Spell Mastery. This allows you to cast two low-level spells without using a spell slot. Make sure that one of these spells is Misty Step. The other choice should be a combat spell, such as Scorching Ray.

Loki Laufeyson
Loki has been mentioned throughout this guide thanks to his affinity for trickery and magic. If you want to play as Loki in D&D 5e, then this build is for you.
Details
This build will end with your character being a multiclass with Rogue level nine and Wizard level 11. Start a level one Human Wizard, with Intelligence, Dexterity, and Charisma as your highest ability scores. We'd recommend the Merchant or Acolyte backgrounds for this.
Take the following spells:
- Friends
- Message
- Minor Illusion
- Burning Hands
- Charm Person
- Disguise Self
- Illusory Script
- Ray of Sickness
- Witch Bolt
Take the Magic Initiate feat and learn the following Bard spells:
- True Strike
- Vicious Mockery 5e
- Heroism
At level three, take School of Illusion as your Arcane Tradition.
When you reach level four, take the Actor feat. This allows you to mimic the speech and sounds of other creatures, which is perfect for tricking NPCs and other members of your party.

Now, you should start taking levels in the Rogue class. Use your next three character levels to get to Rogue level three, as this will allow you to take a Roguish Archetype. Take Arcane Trickster, as this gives you the Mage Hand Legerdemain skill. You'll also gain Sneak Attack and Cunning Action, which are crucial for combat.
When you reach character level eight, you should be Rogue level three and Wizard level four. Take another level in Rogue, and get the War Caster feat. This allows you to perform somatic components for spells with a weapon in your hand.
You should now aim to level both classes up in tandem. You need to reach Rogue level nine to get the Magical Ambush skill, as well as increase your sneak attack to 5d6. Meanwhile, Wizard level 11 will give you a sixth-level spell slot, which allows you to learn the Phantasmal Creatures spells.

Best Wizard feats
Feats are exciting ways to mix up your character and give them a unique twist. There are plenty mentioned in the builds above, but the list below will cover every Feat that is useful for Wizards:
Elemental Adept
You can choose a damage type from acid, cold, fire, lightning, or thunder. When you cast spells, you can ignore any resistances to damage of your chosen type.
Magic Initiate
This allows you to learn two cantrips and one first-level spell from any class.
Shadow Touched
You learn Invisibility 5e and a first-level Illusion or Necromancy spell. You also get a +1 to Intelligence, Wisdom, or Charisma.
Spell Sniper
All of your attacking spells get double range and they ignore partial cover.
Tough
Adds a significant amount of hit points depending on your level. This is useful because Wizards usually have very low health.
War Caster
Allows you to perform somatic components for spells if you have a weapon in your hand. You can also use spells as opportunity attacks.
That covers everything that you need to know about the Wizard class in D&D 5e. If you're itching to play, here are some of the best DnD campaigns and DnD one shots you should try.
