As individuals get closer to Dungeons and Dragons Players often seek to test out a few characters when they play for the first time. Some want to play cunning rogue, stabbing members of their own party as well as adversaries in the back. Some want to be Barbarians, slamming as many goblin faces as they can with the biggest weapon a DM can conjure. Nevertheless, the Wizard class is perhaps the most well-liked one for beginners.
Using their acquired knowledge to communicate with a force buried deep beneath the laws of the universe, wizards summon the elements to strike down their enemies. Subsequently, you possess the ability to transform that power into a massive ball of fire and launch it against others. That is awesome.
Don't worry if you're new to DnD. In order to help you become the precise kind of Wizard you choose, this book will cover the fundamentals of a Wizard's stats and subclasses. Each subclass will be covered in detail in later guides, but for now, use this as a jumping off point for newcomers.
Fundamental Wizard Functions
Max HP and Hit Dice
The classic glass cannon class is the wizard. Wizard level plus 1d6 is the hit dice for wizards. Accordingly, at level 1, Wizards begin with 6 + the character's Constitution modifier maximum HP, and at each subsequent level, they acquire 1d6 + the Constitution modifier maximum HP. In comparison to a class like Barbarian, which has a hit die of 1d12, this is tied with the Sorcerer class for the lowest hit dice.
Overall Statistics
Since intelligence is the main spellcasting modifier used by wizards, it is the most significant stat. Wizards utilize spells that either compel adversaries to defeat their Spell Save DC, which increases in strength with your intellect, or use a Spell Attack Modifier. These are the results of the computations for both:
- Spell Save DC = 8 + proficiency bonus + Intelligence modifier
- Spell Attack Modifier = proficiency bonus + Intelligence modifier
As a result, you should constantly aim to get the greatest possible score on intelligence.
Constitution is also crucial since it increases maximum health and facilitates wizards' ability to focus on spells when necessary. While normally less significant, some attributes might be more or less significant depending on the Wizard's subclass, which will be covered later.
Capabilities
Because they lack armor proficiencies, wizards are much more of a glass cannon. They can only effectively use quarterstaffs, daggers, darts, slings, and light crossbows due to their restricted weapon skill. Wizards are now forced to depend solely on their spells to do harm. They may choose to be competent in two of the following six skills: Arcana, History, Insight, Investigation, Medicine, and Religion. They are also skilled at saving throws against Wisdom and Intelligence.
The Spellbook and Spellcasting
The Wizard's vast repertoire of spells is undoubtedly their main attraction. A Wizard's spellbook contains all of the level one Wizard spells, three cantrips, and six inexpensive, repetitive spells that are always usable. Wizards may store all of the higher level spells they acquire as they advance in level in their spellbook.
A wizard can't, however, cast every one of these spells at once. Spells to cast using an Intelligence modifier plus Wizard level may be prepared by wizards using a spell list. You will not always have access to all of your spells, but you may prepare the list each time you take a lengthy rest, so you can take the spells you believe will be most helpful for the next phase of the campaign.
Higher level spells are limited by the wizard's spell slots, although cantrips can be recast as often as desired. Wizards begin with two spell slots at level one, which they may use to cast two spells at level one until they take their next extended rest, at which point their spell slots are replenished. Casting higher level spells or more powerful versions of lower level spells is made possible by the Wizard's increasing number of spell slots as they advance in level.
Subclasses
Unlocking your Wizard subclass at level two is perhaps the most significant decision you will make. This tutorial will cover every Wizard subclass included in the core 5e rulebook as well as its expansions, along with an explanation of how each subclass should play. The following spells and constructions for each subclass will be covered in more detail in future guides:
- Abjuration
- Bladesinging
- Chronurgy
- Conjuration
- Divination
- Enchantment
- Evocation
- Graviturgy
- Illusion
- Necromancy
- Order of Scribes
- Transmutation
- War Magic
Abjuration
The Wizard who prefers to defend others above harming them should take up the Abjuration subclass. Wards and Counterspells are the mainstays of abjuration; they shelter allies from danger by disabling spells or completely dismantling them. They may not be the most visually appealing category, but they are among the most beneficial because to the enormous amount of damage they can avert.
Bladesinging
By summoning the ancient Elvish skill known as the Bladesong, a warrior with dexterity and danger may become a Bladesinger. You become skilled with light armor and your preferred one-handed melee weapon. Additionally, you get an Armor Class boost equivalent to their Intelligence Modifier, making you more resilient and lethal in nonmagical battle. This is the subclass of choice for a Wizard looking to spice up their melee attacks.
Chronology
Chronurgy is a supporting Wizard subclass that manipulates time and has very special effects. Chronurgy Wizards have the ability to imprison opponents in a box of frozen time or blink them out of space and time. You may even create spells in advance and preserve them as a point in time, so that your allies can use them at a later time. Fun and quirky, the best Chronurgy Wizard builds experiment with the game's rules in a way that many classes never get to.
.Conjuration
Conjuration Wizards create things out of nothing, whether it a summon sent forth to battle or a bank of fog to hide behind. More useful than strong in battle, the Conjuration Wizard may be used for shenanigans such as quickly copying crucial goods or quickly exchanging positions with a comrade, a la Aoi Todo from Jujutsu Kaisen. You may not be an expert on the battlefield, but you'll have an endless supply of original ideas for solving other issues.Retreativity
The unique thing about the school of divination is that you may use dice you've already rolled to substitute opponent or your own dice rolls. You have a lot more magical endurance than most other Wizard subclasses since you can cast higher-level spells to restore lower-level spell slots. This subclass is the option for individuals who wish to cast forever or who know what the future holds.
Magical
The manipulation of the mind is the essence of enchantment. Make friends by using magical charms, or use them to mislead and divert adversaries. When they get near, certain foes will even decide not to attack you because they find the player to be too cute to kill. Enchanters may even learn to rewrite memories, allowing you to erase any memory of your adversary even after you've persuaded them to reveal all of their deepest secrets. really enjoyable and really devious.
Acquiescence
Dad magic is evocation. Launch a Fireball. Do significant harm. Traditional. Arousal Wizards, who can unleash devastating spells and lay waste to foes with fire and brimstone—or, if you're feeling particularly spicier, lightning—feel like the prototypical Wizard archetype.Discover even how to do it without igniting your friends. An Evocation Wizard is a great option for a beginner who wants something straightforward and focused on doing harm.
Physics
As the name suggests, gravititurgy is the manipulation of gravity, and it may be an ideal subclass for clever and cunning Wizards. By controlling mobility, you may use spells to knock adversaries into traps, down cliffs, and around. Perhaps a little g-force added to an ally's swing might give it a little more kick. Graviturgy Wizards are ideal for players who like having alternatives in their approach since they can utilize their spells in a variety of subtle and not so subtle ways.
Trance
Distraction and deceit are the two main tools used by illusion wizards. Make noises out of thin air to distract security personnel, or trick adversaries by appearing twice on the battlefield. Masters of Illusion bend reality itself, allowing their delusions to momentarily come true. The Illusion subtype is ideal for a Wizard who loves deceit and cunning.
Darkness
Of course, the primary goal of necromancy is to raise the dead, but it is also primarily concerned with controlling life force. On the battlefield, you may resurrect fallen opponents to bring them back to life or drain the life force from everything in your path. Contrary to popular belief, necromancy is a more flexible subclass that might be ideal for players who prefer to engage in close combat while maintaining a large health advantage over their adversaries.
Scribes' Order
It's not typical for a Wizard to choose the Order of the Scribes; it's an unusual option. This wizard's bond with their spellbook is so strong that it develops consciousness and becomes the player's extension. Conjure the spirit of the spellbook and use both of your locations to cast spells on the enemy. As your connection to the Spellbook deepens and clarity increases, copy spells from the book onto scrolls to give them more potency. In the proper hands, this Wizard may be quite strong, but he needs more comprehension.
Transmutation
An alchemist and a transmutation wizard are similar in that they both aim to alter the nature of objects. These wizards have the ability to halt poisons, turn iron into gold, and even lengthen a person's life. Transmutation Wizards specialize in changing lethal creatures into much less dangerous ones or creating resistance to the elements.An odd and untamed subtype.
Magic of War
The War Mage rules the battlefield and is unfazed by spells or straw arrows directed against them. War Mages have perfected the art of wielding magic more tactically, using both the offensive and defensive aspects of the spell to parry attacks and save energy for devastating strikes. This isn't filler material. The War Mage is the perfect option for a player that is prepared to fight, take a few shots, and yet be ready to come back strong.
There are so many different ways to play a Wizard that it might be intimidating at first. Even so, you need to be well-versed in the fundamentals of Wizarding at this time, as well as the potential consequences of your next decisions. Continue reading and gaining knowledge. The opponent, gazing straight into a soaring flame, will understand more than anybody else that knowledge really is power.