Wizard 5e Classes in D&D 5th Edition

Wizards are the ultimate magic users in Dungeons & Dragons 5E, with access to the most varied spells of any character class. Wizards can do an awful lot of stuff – like see the longer term, hurl fire, or animate teapots. The sheer force of their power is bonkers.

What’s the best build for a wizard in 5e? What is the best race for a wizard in 5e? So you would like to play a wizard in Dungeons and Dragons? Maybe you would like to play the brain of the party; the one who solves all of the puzzles. Or even you’re just curious about having the ability to cast a good sort of spells. Whatever your reason for enjoying a wizard, you almost certainly want to understand the way to make the most powerful character that’s possible.

In this guide, we’ll explore the best options for race, skills, and skills for a Wizard in D&D 5E. We’ll also explore arcane traditions, spells, and more. We’ll offer you the data you would like to form the most effective wizard under the present rules.

Wizard 5e class

More: D&D 5e Classes

How to create a wizard character in D&D 5E

When creating your wizard, the most things to figure out is their relationship to magic. Wizards are essentially the sum of their spells. They will do just about anything and believe their intellect to try and do so. They’re the category of raw mental power – unlike the warlock (as you’ll know from once we explained the warlock class) and sorcerer 5e classes – who draw magic from their charisma.

So first things first, the wizard skillset likely means your character features a little bit of an unusual job, like within the military or academic research. That said, many wizards find yourself in admin, bureaucratic, and petty criminal roles, so there’s no got to play someone super wild. Or indeed, even that competent.

Level
Proficiency BonusFeaturesCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32--------
2nd+2Arcane Tradition33--------
3rd+2-342-------
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 Spell5433332211

Hit Points

Hit Dice: 1d6 per Wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wizard level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

  • Armor: none
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: none
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Starting Equipment

• (a) a Quarterstaff or (b) a Dagger
• (a) a Component pouch or (b) an arcane focus
• (a) a Scholar’s Pack or (b) an Explorer’s Pack
• A Spellbook

How to play as a wizard in D&D 5E

Wizards are smart folks. As such, your characters are going to be supported INT and WIS. this is often because WIS causes you to a bit more perceptive, and ready to resist spells better.

Being smart means you’ll be good at tons of things associated with learning, like investigation, languages, and reading. You’ll be interested in your surroundings, and see things that others won’t.

As well as wizards having access to some really nasty brute-force damage spells, just like the infamous Fireball spell, they will also sport a surprising amount of utilitarian spells handy for adventuring.

Spells like Identify and Mending allow you to know what things are, and the way to repair ‘em. The irony of this is often that sometimes the party’s most powerful magic user also becomes its de facto handyman. This also means wizards are good at making things.

Attributes

  • Hit Die: d6
  • Spellcasting Ability: Intelligence
  • Starting Gold: 4d4 x 10
  • Subclass Name: Arcane Tradition
  • Suggested Abilities: Intelligence, Constitution / Dexterity / Charisma

How to create a D&D 5E wizard character

As a wizard, you’ll want INT to be your highest stat as you create your Dungeons & Dragons 5E character because it directly affects how likely your spells are to hit. Following this, pick constitution or dexterity. Constitution will up your (usually meager) hit-points, while dexterity will increase your odds of dodging out of the way. Unless you decide to be a wizard of illusions, during which case you’ll want high charisma to tug off those performance flourishes. Otherwise, feel free to form either charisma or strength your dump stat.

Point Buy

Str: 8
Dex: 14
Con: 14
Int: 15
Wis: 12
Cha: 8

Standard Array

Str: 8
Dex: 13
Con: 14
Int: 15
Wis: 12
Cha: 10

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