Wizards are a cornerstone in Dungeons & Dragons almost os much as the dragons and the dungeons.  Spending hours and hours under piles of tomes and books in their local libraries are for these spell casters gain their ability to cast their spells.  Rather than making a deal with the devil or just being born with magic in their veins, wizards spend sweat, and blood and several gold pieces to harness their spells.

Features of the Wizard

Spellcasting and Spell books – Bippty Boppity Boo

Spellcasting is the life blood of the wizard class.  A wizard carries with them their spell book which is where they scribble down their spells to use except for cantrips.  A wizard can copy any spell they find in a library, a spell scroll, or a chest in a dungeon into their spell book and are able to use it whenever they reach the appropriate level.  Copying a spell takes a decent amount of time and 50 gold pieces worth of components of the spell.

Arcane Recover

While taking a short rest, a wizard can regain a certain amount of spell slots as well as some health.  This feature is a great way to remain a viable combatant while going deeper and deeper into the dark depths of the dungeon.

Arcane Tradition

A second level wizard must decide upon which school of magic they would like to focus on.  In this section we will go over each of those schools available in the Player’s Handbook as well as some of the features of each school.

Each school have their own version of the Savant feature which halves the amount of time and materials to copy spells of that school into a wizard’s spell book.

Abjuration

The magic of shields and protection is one that is very useful to protect yourself and your companions in the wild world of D&D. When an abjuration wizard cast a abjuration based spell a ward protects over them that can take a certain amount of damage untested of the wizard.  These wizards can also cast that feature over their friends 30 feet away as well.

Conjuration

The magic to summon creatures or create something out of nothing is the magic school of conjuration.  Why fight when you can summon a monster to fight for you?  Fight smarter not harder my fellow wizarding dudes.

Wizards studied in the school of conjuration can create a small inanimate object for about an hour.  Using this feature can be a great role-playing choice if used efficiently.  Wizards of the conjuration school can teleport themselves into an empty space or swap places with a willing creature instantly.

Divination

The school of divination is based in seeing the future and using that knowledge beneficially.  After a long rest, a divination wizard rolls two d20s and record those rolls.  They may replace any attack rolls, saving throws, or ability checks by them or another creature (friend or foe) to either assist or sabotage.  This is any amazing feature that can sway the momentum of a session drastically.

Higher level divination wizards can cast higher level spells and regain lower level spells slots which is very useful in spell slot  management.

Enchantment

Wizards who study in the school of enchantment are not focused on making themselves powerful but either boosting their companions or debuting their enemies.  These powerful arcane users can sway the mind of their enemies as long as they stay near them.  This feature could easily sway the course of a combat encounter.

An enchantment focused wizard also can divert enemy attacks to another target.  There ability to entrance the mind of others can become so powerful that the target never even knows they mind was meddled with!

Evocation

The wizards in the evocation college are the real “shock and awe” style wizards.  They harness the arcane forces to cast more combat heavy spells.  These wizards have such control over there spells that if a friend falls in the zone of a spell’s effect, the wizard can contort the spell’s area and save their companions from taking any damage.

Evocation wizards also have access to potent cantrips meaning, that when an enemy succeeds on a saving throw from a cantrip, the wizard can still deal a certain amount of damage to that target.

Illusion

A more subtle style of magic that could be used to entertain patrons of a tavern or to persuade the choices of kings and queens.  When a wizard who studied in the school of illusion casts minor illusion they may create an image and sound with the spell rather than just one.  These wizards can change the form of their illusions as well as miss attacks from their enemies by creating an illusion of themselves to confuse their targets.

Necromancy

The school of necromancy, depending on your campaign, could be the one school of magic that is frowned upon or even illegal.  The ability to raise the dead or reanimate corpses is one that could be great fun in your game.  These wizards can regain lost hit points from killing enemies with their spells, raise the dead to be servants (obviously), and have spent so much time with the undead they are immune to certain spell effects.

Transmutation

Equivalent exchange.  Transforming one material into another is the bread and butter of the school of transmutation.  These wizards can temporarily change the material of an object for a short time.  A great use of this could be tricking people by changing their copper coin into a silver (for a price of course) as done in the mega popular D&D show Critical Role by everyone’s favorite scarred transmutation wizard Caleb Widogast.  At later levels, these wizards can create a transmuter’s stone which allow a number of cool effects, such as resistance to different damage types or boosting the movement speed of the user.

Racial Choices

When creating a wizard, intelligence is by far the most important stat by far.  Second to dexterity in attempt to keep the armor class high enough to hopefully not get hit.

High Elf

Also known a sun elves or moon elves, these elves have a +1 to intelligence score and the natural +2 to the dexterity score for all elves.  The high elf also have access to an extra wizard cantrip which could be useful.

Gnomes

The small people of the D&D world have a +2 to intelligence scores and either a +1 to dexterity for forest gnomes or +1 to constitution for rock gnomes, either is a viable choice for a wizard.

Forest gnomes naturally know the minor illusion cantrip so creating a forest gnome illusion wizard would be fun by creating illusions to scare their friends making large monsters with sounds and visuals.

Half-Elf

Part human and part elf, half-elves have a natural +2 to charisma BUT can add a +1 to two different ability scores.  This means you could put the +1 into intelligence and either Dex or Con.

Role-playing Tips

Here are some ideas for some spell slingers for your next Dungeons & Dragons game!

  • A wizard who learns their spells only from stealing other wizard’s spell books
  • A small gnome wizard who creates illusions of dinosaurs in the middle of crowded places to cause panic
  • A necromancy wizard who falls in love with heir reanimated dead servants (a little weird I know)