Masters of the arcane arts, scholars of the esoteric, and delvers of eldritch secrets, the Wizard class wields the forces of magic with greater poise and prowess in the 2024 Player’s Handbook. Ten years of study have paid off as we look at the changes and tweaks made to one of the most iconic classes of Dungeons & Dragons.
Below, we cover key changes to the 2024 Wizard you’ll find in the new Player’s Handbook. If you don’t see a feature covered, such as Signature Spells, that means it is unchanged from the 2014 Wizard, or only saw very minor changes.
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2024 Wizard Class Features Overview

Spellcasting — Level 1
The Wizard’s Spellcasting feature hasn’t seen a huge number of changes but has certainly received some quality-of-life improvements. The most immediate difference you’ll notice is that Wizards no longer use their Intelligence modifier plus Wizard level to determine their number of prepared spells, instead referring to a fixed value listed in the Wizard table.
Pulling a page from Igwilv’s spellbook, the Cantrip Formulas optional class feature from Tasha’s Cauldron of Everything is now a core spellcasting feature. Also, spellbooks receive a bit of love, with more defined properties, the ability to be used as a Spellcasting Focus, and are now impossible to read by anyone but you without the use of Identify.
Ritual Adept— Level 1
The 2024 Wizard still gets special treatment in the Ritual department, as seen in their other level 1 feature, Ritual Adept. As long as a spell with the Ritual tag is in your spellbook and you read the spell from your spellbook, you can cast it as a Ritual without needing to prepare it.
Scholar — Level 2
The 2024 Wizard has become much more multidisciplinary and can gain Expertise in one of the following skills that they’re proficient in: Arcana, History, Investigation, Medicine, Nature, or Religion.
Wizard Subclass— Level 3

Wizards now pick their subclass at level 3. But, an extra level of study has paid off! Their Savant features now allow them access to two free level 1 or level 2 spells of their associated school rather than a reduction of cost and time when copying new spells. Additionally, thanks to the new Savant feature, they get to add a spell from their chosen school to their spellbook each time they unlock a new level of spell slot in the Wizard class.
- Abjurer: Formerly the School of Abjuration, you’ll notice that the Abjurer’s signature Arcane Ward feature has had its language clarified, and you can refill it directly as a Bonus Action by expending a spell slot. At level 10, Abjurer Wizards get a new feature called Spell Breaker which, in addition to absorbing 2014's Improved Abjuration, grants Counterspell and Dispel Magic as always prepared spells, the latter being able to be cast as a Bonus Action. But the real standout of this feature is that if you use either spell and fail, no spell slot is consumed!
- Diviner: The Diviner subclass doesn’t see many changes from its previous incarnation as the School of Divination, other than some refinements to The Third Eye. The feature now uses a Bonus Action, and the Darkvision feature has increased its range to 120 feet. The See Invisibility option now allows you to cast the See Invisibility spell without using a spell slot, combining and boosting the benefits of the 2014 Ethereal Sight and See Invisibility benefits.
- Evoker: The most explosive Wizard subclass has seen Potent Cantrip and Sculpt Spells swap places, with the former now applying half damage on missed spell attacks as well as successful saving throws against your cantrips. Beyond this, the subclass is largely unchanged from the 2014 Wizard's School of Evocation.
- Illusionist: Despite a multitude of improvements, the first you’ll notice is Improved Illusions, which absorbs Improved Minor Illusion and includes new benefits—it now also allows you to ignore Verbal components for Illusion spells and increases the range of certain spells. At level 6, Illusionists get the new Phantasmal Creatures feature which grants Summon Beast and Summon Fey as always prepared spells. These can be cast as Illusion spells, which summons a modified version of the creature, and also allows a free casting of each once per Long Rest. Finally, Illusory Self has been clarified to trigger on a hit instead of an attack roll, and it can be restored by expending a level 2+ spell slot without requiring any action.
Memorize Spell — Level 5
A new level 5 feature, Wizards can now swap out one prepared spell for one in their spellbook whenever they take a Short Rest.
Spell Mastery — Level 18
Spell Mastery sees a few minor changes, starting with the limitation that the chosen spells must have a casting time of one action, and you can only swap one spell at a time rather than both. However, the chosen spells now count as always prepared and can be swapped out on a Long Rest rather than requiring 8 hours of dedicated study.
Epic Boon — Level 19
Previously a special reward found in the 2014 Dungeon Master’s Guide, Epic Boons have made their way over to the 2024 Player’s Handbook as a new type of feat with the prerequisite of being level 19+. While Wizards can take any of the twelve Epic Boons, the recommended pick is the Boon of Spell Recall, which we’ll look at here:
- Boon of Spell Recall: Increase your Intelligence, Wisdom, or Charisma ability score by 1 up to a maximum of 30, and when you cast a spell using a level 1-4 spell slot, roll 1d4. If you roll the spell's level, the slot isn’t expended.
Turn to Page One of Your Spellbook
The 2024 Player’s Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
Much like the spellbook of a level 20 Wizard, the pages of the 2024 Player’s Handbook contain a plethora of exciting arcane options in the form of the 2024 Wizard class. Always the spellcasting class with the most toys and tools at their disposal, the new and improved Wizard has even more options at their crackling fingertips.
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!
Davyd is a moderator for D&D Beyond. A Dungeon Master of over fifteen years, he enjoys Marvel movies, writing, and of course running D&D for his friends and family, including his daughter Willow (well, one day). The three of them live with their two cats Asker and Khatleesi in south of England.
This article was updated on August 13, 2024, to issue corrections or expand coverage for the following features and subclasses:
- Spellcasting: Removed reference to Ritual Caster being removed, as it's covered in the Ritual Adept section.
- Wizard Subclass (Diviner): Removed error stating that Ethereal Sight has been removed, as it's included in the See Invisibility benefit.
- Wizard Subclass (Illusionist): Clarified that Improved Illusions absorbed 2014's Improved Minor Illusion and provided new benefits. Also added that Illusory Self triggers on a hit instead of attack roll.
- Wizard Subclass (Abjurer): Clarified that Spell Breaker includes 2014's Improved Abjuration's ability to add your Proficiency Bonus to Dispel Magic on top of the new benefits.
A little sad we don't get necromancer or enchanter, but the new abjurer and illusionist are neat.
I'm curious what the conjurer will end up looking like once it eventually returns. If the illusionist always has two conjuration spells prepared, what will the conjurer get? Permanent summons? Improved find familiar? It's misty step, isn't it? It's always misty step.
2014 wizards were awesome. 2024 wizards are all that and a little bit more.
I don't mean to be argumentative, but just because your DM hasn't given you more spells doesn't mean that you cannot gain more spells if that is what you want to do. For the most part players have a great deal of agency in what they wish to do as a character. If gathering magical knowledge is something you want to do as a character, you could make it a priority to seek out other wizards who possess the knowledge of spells you desire and you could petition them for access to their spell books. This could potentially lead to a story where you are sent on a quest by said wizard to gain the favor necessary for them to share this knowledge with you. Alternatively, you could try and plan a heist to steal this magical knowledge from a greedy wizard who seeks to horde this knowledge to the detriment of those around him. This could end up being a very compelling story, if that is the story you want to tell.
Remember that it is not the DM's job to serve up exactly the story you want on a platter. The DM and the players both engage in collaborative storytelling to tell the sort of story they would like to tell. If the type of story you would like to tell centers around the acquisition of magical knowledge, you should talk to your DM about that and work out a way to tell that sort of story together instead of just being upset that you don't get what you want.
Did illusionist lose malleable illusions? Or is phantasmal creatures in addition?
I miss the Conjurer subclass. :/
I like what I see for the most part, but I just have this weird feeling when I see no Class Features from Level 5 to Level 18. I understand the subclasses give extra things, but a whole 13 levels of no base class additions? I don't know. It seems a little unrewarding to me.
Overall though, solid 7/10 in updates.
The article is mentioning the differences from the 2014 wizard. If it t isn’t mentioned, you can assume it’s the same.
True, but assuming has gotten me in some interesting predicaments... lol. So I'll just wait until release and find out then.
Where Warlock
I hope so. The Warlock video was the least informative of the bunch. I have more questions now than I did before seeing the video. We really need to see the invocations to know how well it's balanced.
I think your argument here actually reinforces my point. It doesn’t counter it. Spell versatility is the entire identity of the wizard, yet to progress in that way you have to pursue separate storylines/quests to progress your classes core identity, while that is not a requirement for any other class. What you’re describing is how I’ve tried to handle the lack of spell access for wizards before, but DMs were always at best hesitant because it distracted from the story we wanted to focus on, and at best we’re combative because it required deviation from modules.
I would like to point out that while seeking out magical knowledge *can* be a story someone wants to tell, I usually want to have a wizard who’s access to spells can at least somewhat compare to other casters while engaged in the story we’re focused on. I don’t think it should be the DMs job to accommodate that. That’s exactly my complaint. Even the narrative based solutions presented here will not work in a large number of stories/settings.
i ideally would like a mechanic where you can make skill checks in downtime to figure out/experiment with spells, so that you can gain some versatility without taking the focus away from the other narrative you’re trying to engage in
Te one thing that stood out for the Wizard was Ritual Casting being built in. that was how they included something that made the wizards more flexible than the other classes. ALL of their known spells were ALWAYS available for ritual casting, whether prepared or not. They made it only those prepared. Swiss army knife just got broken.
The change to the Evoker's Potent Cantrips is very much necessary, so that it doesn't only affect Poison Spray and Acid Splash.
No, it's still there, and literally the same, they just moved it from under Spellcasting to a level 1 "Ritual Adept" feature baked into the Wizard class.
No, you misread. Ritual Casting still works as it did. It just got separated to give it more visibility. This thing just states that you need to have the book available for clarity, but rituals need not be also prepared.
@Zape
I withdraw my complaint... nothing to see here. :)
I know that wizard ritual casting does not require the spell to be prepared because the feature says as much... but the sentence right above it says that rituals must be prepared. You may want to go in and edit this text because it appears to contradict itself.
I get what you are saying, I do like the flavour of your hypothetical feature. Although I would say given the even the 2014 Wizard at base could learn 44 spells no problem, Wizards as a class do not NEED such a feature. I can speak from experience as someone who has played as more than one Wizard who was not given a change by the DM to gain any extra spell. The new Wizard subclasses get an improved Savant feature which could allow them to possibly learn over 60 spells (more spells than most anyone may wish to remember for a single character, even if they had access to more) without the DM giving them anything. And there is nothing stopping you as the player from flavoring parts of your down time as you studying up on and experimenting with those sort of spells you will gain on level up.
WotC missed the big issue with Wizards which is prepared spells. Yes it's likely the Wizard spell list in 2024 will reach 400 spells (up from 320ish atm) and that does add a lot of flexibility to build out your magic however you want but what the issue is you could learn all 400 spells (you get 45 for free base wizard, around 63 with the new 2024 subclasses) but you are capped at 24/25 prepared spells. Now we don't yet see the stat table for Wizards but in UA it was 24 at lv20 which is actually 1 less than max before which was 25 in 2014 version.
Now people may say 24/25 is a lot but it's the same number as Clerics and Druids and they have the advantage they can completely re-spec every long rest from any of their 100+ spells plus they get upto 10 bonus spells prepared as part of their subclasses so they get upto 34 prepared spells compared to a wizard's 24.
The other issue is Wizards don't have cool other features say like a druid and wildshape. Can't as a Wizard for example become a talking flying seagull dropped 4D6 cantrip damage on people from 300ft away! Btw I christen this move the poop of doom attack :)
So they limit the casting time of Spell Mastery to prevent Wizards from casting Shield at will . . . but one level later they recommend a feat that lets you cast all prepared level 1 spells at will? Like shield maybe?