Acolyte : Religion and Insight are already available to Wizards but you do get two languages, and gaining shelter in certain places of worship can be handy.
You get two INT skills, two languages, and better access to libraries for finding more spells. Hit Points : Wizards have a measly d6 hit dice. Proficiencies : No armor proficiencies and the weapon choice is barely worth mentioning. Skills : Unfortunately the wizard only gets to pick two skills.
Wizards are the best at what they do. Wizards have a unique way of discovering and preparing spells via their spellbook. This book allows wizards to copy spells that they have found while adventuring, which allows wizards to know more spells than they get by simply leveling up.
The downside of the spellbook is, if it is destroyed or lost, the wizards will be stuck with the spells they currently have prepared until they can find their book or create a replacement. Wizards also get access to ritual casting which is a great way to stretch spell slots if you have time to perform the ritual.
Wizards can use an arcane focus as their spellcasting focus. Arcane Recovery : One of the biggest challenges a Wizard faces is knowing when to use important spell slots. Arcane Recovery makes the spell slot system a bit less punishing. At 2nd level Wizards get to choose their Arcane Tradition. These options all have their own merits and playstyle. Check out our Bladesinger 5e Guide! Chronurgy Magic Chronurgy Magic Wizards can manipulate the flow of time and bend it to their will.
The features this subclass gets access to are all useful and unique. Graviturgy Magic Graviturgy Magic Wizards can manipulate gravity and bend it to their will. Not as powerful as Chronurgy, Graviturgy is still quite flavorful with some interesting abilities.
Order of Scribes An Order of Scribes Wizard excels at learning new spells and is at its best when it has a huge spellbook to pull from. If you want to play this subclass, make sure you have a plan on how you will get access to lots of gp and spells to copy. The School of Abjuration is a powerful and easy-to-use Wizard subclass that focuses on the defensive aspect of spellcasting.
Wizards from the School of Divination can reveal things from the past, present, and future. While this may not sound particularly powerful when it comes to combat, the School of Diviniation is easily one of the best subclasses.
As the name implies, Wizards in the School of Enchantment can enchant people and monsters to obey their commands. School of Evocation Wizards like to blast their enemies with big flashy elemental spells. If want a straightforward damage-dealing mage, this is the one for you. The School of Illusion focuses on deception through illusion magic.
This subclass requires the most creativity to be effective, as well as a DM that sometimes lets you get away with silly ideas. School of Transmutation Wizards can transform materials at will, manipulating matter into whatever they see fit. War Magic War Magic Wizards are great at keeping themselves in the fight and holding up powerful concentration spells as long as possible. Spell Mastery : Spell Mastery makes the Wizard really shine.
Unlimited casts of useful utility spells can help you through any situation. Signature Spells : This is like an enhanced Spell Mastery, allowing you to prepare two extra spells each day. Wizards have access to a lot of spells. Therefore, we think it would be the most beneficial to only talk about our favorite spells at each level, and which ones to avoid. For your particular campaign, your mileage may vary. For a full list of Wizard spells click here. Multiclassing is always an opportunity cost, you have to determine if taking a level of another class is worth what you will lose from the original class.
Many factors come into this decision, with the main factor being how long your campaign will run and, ultimately, what level you will be playing until. Be warned though, Wizards are possibly the best single class build on their own. Dipping into another class delays or locks you out of very powerful spells at higher levels. Artificers open you up to medium armor and shields, giving a significant boost to AC.
Take at least two levels of Artificer to get access to Infuse Item, or three if you want to gain an Artificer Specialist, of which Artillerist or Battle Smith would make the most sense. Taking more Artificer levels is not advised as it will delay gaining higher level Wizard spells too much.
However, as a full caster, multiclassing into Artificer will not slow down your spell slot progression. Fighter : Taking one Fighter level gets you access to a massive amount of weapons and armor, as well as shields. The Defense Fighting Style can also help stack AC even higher, making you much more durable and making it easier to maintain concentration. A second level of Fighter gives you Action Surge, allowing you to potentially cast two spells in a turn, creating the opportunity for some powerful combos.
Hope you liked the guide! If you have any questions or feel like we missed something for the 5e Wizard, go ahead and post a comment below. If you like our content subscribe to Arcane Eye! Or follow us on Instagram , Twitter , Facebook , and Patreon.
I would disagree! Wizards already have access to the biggest spell list out of any class, and choosing a spell from another class means you have to cast it with a different modifier. Love it, feels very Diablo-esque! I took the charlatan background mostly for flavor. One of her first spells was find familiar… Kenrius the cat is one of the best scouts in the world, and can also bestow curses. That sounds amazing!
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Did you know? Aarakocra : The only beneficial thing here is flight. The Fire Genasi gets us most of the way there, plus increased survivability from the CON bonus and Fire Resistance, Darkvision, and a useful cantrip to boot.
Githyanki is interesting for the additional armor options, while Githzerai offer good protection from conditions. The spells, while useful as a free cast, can all be obtained by Wizards already. The light armor, combined with CON and Saving Face for saving throws and concentration checks creates a good baseline for a sturdy Wizard build.
Vedalken Dispassion helps when fighting other spellcasters, and Tireless Protection offers you the chance to get some skill or tool proficiencies you may not normally have access to. Warforged : Most Wizards stay out of combat range whenever they can, with the exception of Bladesinger Wizards.
Wizards need INT and nothing else is critically important. CHA : Leave this to other classes. Arcana INT : You will probably be the party member who is relied on for Arcana checks, and great flavor too.
Investigation INT : This will be one of your go-to skills for exploration encounters. More options are usually a good thing and that is the case here. What makes this extra cool is that you can use it on allies or enemies and you get to use this ability after seeing if the roll succeeds or fails. Taking your turn before your enemies in a fight is very valuable as you can immediately use some crowd control to give your party an advantage.
The drawbacks are that many creatures have good CON saves and that it burns an entire action to use. If you fail, you may have been better off just casting a more reliable control or damage spell. You could give the spell to your ally so that they can buff themselves, or even to your familiar so you can cast two spells in a single round. You would be much better off concentrating on a more powerful spell as the effects are quite situational.
If you have a high INT modifier the damage will really add up since you can use it many times throughout the day. Awakened Spellbook : Great for role-playing and adds even more utility to spells. Being able to change damage types of your spells on the fly is great if you know that a certain enemy is resistant to a specific damage type.
Additionally, sometimes you want to pull off your ritual spells without waiting or burning a spell slot, and this lets you do just that once per day. Using the secondary effect, mitigating damage by temporarily sacrificing the ability to use certain spells, is really not good unless you have built your character to take advantage of this.
The best way to go about this is to collect vast amounts of gp throughout your adventures and use it to copy new spells into your spellbook. School of Enchantment As the name implies, Wizards in the School of Enchantment can enchant people and monsters to obey their commands. Ideally, you would use this as a last resort since it only has a range of 5 feet, or to take the strongest enemy out of the fight for a round.
School of Evocation School of Evocation Wizards like to blast their enemies with big flashy elemental spells. This is especially good to power up cantrips or spells like Magic Missile where the damage would be added to each missile.
Watch your hit points though. School of Illusion The School of Illusion focuses on deception through illusion magic. Perfect for a necromancer. Vedalken Dispassion provides an excellent defensive option, and Tireless Precision can make you more effective at some non-magical stuff.
If you just want durability the Yuan-Ti Pureblood may be more effective, but the Vedalken is still a very effective choice. Default Rules : The Intelligence increase is a great start. The free proficiencies add some extra utility, and getting an extra d4 on the ability checks with those proficiencies really helps the Vedalken stand out as an expert. Vedalken Dispassion will help protect you from spells and effects which might otherwise take you out of a fight in one go.
Default Rules : Bad ability spread. Wildemount elves share the core traits of PHB elves, but Wildemount adds two new subraces. See above for more information on other elf subraces.
Wildemount halflings share the core traits of PHB halflings, but Wildemount adds a new subrace. See above for information on other halfling subraces. Lineages are applied on top of a base race. Despite selecting a base race, you do not count as a member of your race for the purposes of any other effect, such as qualifying for feats or using magic items.
A wizard should never be in a situation to use Vampiric Bite, you can cast Spider Climb, and you can get flight from numerous other places. There is very little mechanical justificatiom to play a dhampir wizard. Eerie Token is neat, and while it can be replaced with spells, those spells are often high level and expensive.
Ancestral Legacy can get you two skills or flight. If you want flight, the Fairy will be more consistently effective, but a Hexblood wizard is still definitely a viable build. You could start as an elf, then become reborn after becoming a bladesinger, but generally when you stop qualifying for things feats, mostly they stop functioning, which would mean losing your subclass features.
At that point, most other flying races will be more interesting. Instead, this section will cover the options which I think work especially well for the class, or which might be tempting but poor choices.
Racial feats are discussed in the Races section, above. Instead, this section will cover feats which I think work especially well for the class or which might be tempting but poor choices. Cast Mage Armor and learn Shield. For more on multiclassing, see my Practical Guide to Multiclassing.
The obvious use is to turn one object into another object, such as a weapon into a tool to get past an obstacle, or a block of gold into a diamond so that you can raise an ally from the dead. Even better, you can use this to sabotage obstacles, such as by turning door hinges or locks into coins. In fact, spending a charge of the book to turn random objects into money coins, gems, or bars of precious metals all work is a great idea because it removes a problematic object and gives you a small, value-dense object of a specific value which you can then use later to recreate that object if necessary.
Evocation Wizard A slender figure sits hunched over a table in the corner, scribbling furiously into a thick tome, seemingly oblivious to your presence. The fluffy white cat curled up next to the book opens an eye to study you, before letting out an annoyed mewl. The figure jumps to their feet with surprise at the sound, much taller than you expected, their delicate high elven features at odds with their disheveled pale gold hair.
From the state of their rumpled robes they seem to have been working for several hours, if not days, and had not been expecting interruption. If you need a functional build with nothing fancy or complicated, this is a great place to start. By wizard standards, the evoker is simple. Blow stuff up, long rest, repeat. High Elf. High Elf is a spectacular option for the Wizard. The ability score increases line up nicely, and a free cantrip provides extra versatility at low levels where it is sorely needed.
Your party will look to you to know things about stuff, and you should meet that expectation as much as possible. You also get Perception proficiency as a racial trait.
Assuming that you take the Sage background as suggested below, I recommend that you take Investigation and Religion to start with the following proficiencies:. Acolyte and Sage both have things to offer. Sage is go-to option for wizards, giving you two knowledge skills and two languages. Of course, you could cast Comprehend Languages as a ritual. Acolyte gives you proficiency in Insight and Religion, both of which are on your skill list, but Insight should usually be left to someone with higher Wisdom if anyone else in the party has it.
You also get two languages, but again: Comprehend Languages as a ritual. Intelligence is the only ability score that wizards really need, so once you hit 20 Intelligence you might consider exploring feats.
For your starting equipment, take a dagger, a component pouch or spellcasting focus, either pack, and a spellbook. Use Acid Splash on clustered enemies, on enemies within 5 ft. A 10 ft. Fire Bolt is the most damage 1d10 which you can get from a cantrip while remaining within the SRD. But at this level if all you want is damage you should grab a longbow.
Get a familiar as soon as possible, and use Detect Magic as a ritual whenever it could be useful. That leaves use three useful combat options: burning hands, mage armor, and magic missile. Burning Hands is your go-to crowd control option, while Magic Missile is a reliable pile of damage at range. You only get to use it once per day, but it allows you to recover a few spell slots, which can be the difference between life and death in a full day of adventuring.
Use it early, use it often. Sculpt Spells is a crucial tactical option for evokers. The majority of the best evocation spells are area spells like Fireball, and when you drop big damage spells into a fight it typically means damaging your allies. Shield adds another defensive option, allowing you to block an attack at the last second and potentially protecting you better than Mage Armor.
Shatter is your go-to option whenever you can hit three or more targets. First, and most importantly, your Intelligence increases, raising your spell attacks and your spell DCs. For the first time your cantrips are more accurate than your longbow, and with Fire Bolt added to our arsenal it may be worthwhile to use Fire Bolt.
However, your longbow will still deal more damage, so against foes with low AC I would lean on your longbow first, and use Acid Splash or a leveled spell on targets with high AC. We mostly want Fire Bolt for 5th level and beyond. Misty Step is a crucial defensive option that gets you out of grapples, traps, etc. Fire Bolt now deals 2d10 damage avg.
Fly provides some utility and mobility. Our leveled spells at this level are boring, but extremely important. Counterspell allows you to shut down enemy spellcasters, while Dispel Magic removes numerous problematic magical effects. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which tend to be more consistent than 3. Because so little of 3.
For help identifying sourcebook abbreviations, see my Sourcebook Abbreviations Guide. Those options also tend to be wildly unbalanced and rarely receive errata. Wizards have the ability to specialize in one school to get additional spells per day by losing access to to two other schools, which can be a very potent option for many Wizards.
Content from Unearthed Arcana is generally considered optional variant rules.
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