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.
Literally nothing but one overpowered feature was nerfed. I swear some of yall are commenting to complain about any change, good or bad.
Am I on a dnd subreddit? lol but really, I agree with you
Not addressing this is a big failure.
Combined with the heavy nerf to Spell Mastery, the nerf to number of prepared spells, the nerf from the UA version of Memorize Spell to now requiring a short rest, and the expected nerfs to some of the best spells, there's nothing to get excited about for Wizard players here.
I've played a necromancer for 45 years. What have you done for the Necromancer? Have you removed the subclass? I have played with several groups, we have always allowed the necromancer the ability to cast all necromancy spells. Quote: "The School of Necromancy explores the cosmic forces of life, death, and undeath. " The Players Handbook.
Could it be clarified:
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.
Is this in addition to the current "Malleable Illusions" feature? As it doesn't specify that this is being replaced as opposed to being added to.
This would make a big difference as if this is in addition then I would Happily play this. If this is a replacement then this is a misjudgement because "Malleable Illusions" is one of the key features of the Illusionist and none of the other bonuses you have provided are worth losing it and so I will continue with the 2014 version it's not even a close call.
Does this mean the only 4 subclasses are Abjurer, Diviner, Evoker & Illusionist?
I'm really liking most of these changes although I wish we could have seen an example of what non school specific subclasses would get, if anything, to make up the difference in spells learned as you level from the savant feature. I have not yet had the pleasure of playing a wizard in a game where I actually got to add spells to my spell book outside of leveling up but maybe someday I will have a DM that lets it happen. I also feel like nerfing spell mastery is a little unnecessary considering it's an 18th level feature. The only really busted spell available at those levels in my opinion is silvery barbs. Easily solved by making it a 3rd level spell. Some people seem to think that the shield spell is also a busted option for the feature and I think that could be pretty easily fixed by just lowering the ac boost from 5 to 2 or 3 to be on par with actual shields. Enough of a boost to still matter in a pinch for every wizard but not enough to give the munchkin bladesinger an ac of 30 without getting magic items involved.
nonsense + L + ratio + sapo conchetumare
Not sure if this will get noticed, but one thing I would add is that "Speak With The Dead" should be added to the Necromancer spell list. The old definitions of necromancy were 'communicating with/ divining through the dead', so it's odd that it isn't part of our spell list, when every other spellcasting class has access to it. My two cents.
well, I don't see an updated wizard here, my favorite order of scribes.
And I don't see some of the other schools, like the school of enchantment or the school of necromancy, reworked.
So, it makes no sense for me to pre-order this book now and spend 60 dollars on it just to get a scrap of what I have now.
At best, I will insist on staying with the 2014 rules until the "new" rules are as complete as the current rules. at worst, I will insist that the "new" rules aren't really needed and I can stay with the old rules until the end.
Agree, these are not the best choices. Your thoughts on some other options:
1st: Charm Person- take a few minutes to charm the entire bar, now you’ve got a mob on your side. Disguise Self- all day long. Detect Magic- I know my DM hates and will punish ritual casting this every 10 minutes, now you’ve got magic vision for every exploration. And my favorite, Longstrider- everyone in the party is 10 feet faster. Repeat every 40 to 50 minutes and you’ll enjoy this tactical advantage every encounter.
2nd: Detect Thoughts, a different potent detection spell always on. Invisibility, now go everywhere unseen except for brief blips when you recast. Or if you want to be more showy, Mirror Image, always go everywhere with your three best friends in matching outfits.
Disguise Self - ok, this is a really good option. On the other hand, if you have a feat slot free you can get it at 1st level using Eldritch Adept.
Charm Person - very DM interpretation dependent. Also, people like to confuse "charmed" with "dominated".
Detect Magic - situational and Ritual, good for roleplay/"cool factor" reasons but not much else.
Longstrider - situational, I would say it depends on how much this increase is actually useful for the party.
Detect Thoughts - this spell is simply bad; with its short range and duration, unless you have a way to mask casting it, you become suspicious even with a single casting.
Invisibility - concentration and it's broken basically by anything other than walking. And if you want only to walk, 1 hour time from a normal casting is more than enough
Mirror Image - lasts only a minute, so it is useless outside of combat, and until you have very favourable conditions like an ambush you will not be able to precast it. And at this level you have enough 2nd level slots to cast it once per combat anyway at this level
Definitely the loser of the class redesigns. 2014 Wizard was a strong class, but the 2024 minor buffs and big nerfs + buffs to other classes moved Wizard down the tier list. Going down the list of changes:
Servant is nice and adds some much-needed spells to the wizard list, but the 60-ish spells available are nothing compared to the Druid/Cleric 100+ spell lists; the wizard as a utility caster has always been a myth, and while this does get them closer to true utility casting it still falls short. Remember, the wizard spell list isn't 400. It's 60.
Scholar doesn't add much, as expertise is extremely easy to get for other classes making the wizard still struggling to compete with skill monkeys at int check, minor buff.
Memorize Spell was the big one; this could have been the saving grace of wizards, allowing them to react to a situation with an "Oh, oh, I have just the spell for this!" But it's limited to a short rest, meaning by the time you use the feature, the situation you wanted to use this for has likely already been resolved, minor buff.
Spell Mastery was nerfed into the dirt; instead of being a resource-saving feature for common reaction/bonus action spells, it's now a trap to make wizards not use their actually relevant spells in combat, massive nerf.
Epic Boon: all spell casters get access to it not just wizards
Capstone unchanged and still mid.
Still love wizards and will play them till I die but it's sad seeing them not get the same TLC other classes got.
Bladesinger still a subclass?
This feels more wizard, always prepared. These changes make the base class way more thematic without mathematically buffing it (evocation aside lol that’s kinda its whole point). Great work guys
Preach!
Probably. As I understand it, 2024 is supposed to be backward compatible, so if the 2024 rules don't change something, the 2014 version stays in place, so all the wizard subclasses are still usable, except that they come in at 3rd level instead of 2nd (they harmonized subclass acquisition across all classes instead of starting some at 1st, 2nd, or 3rd). So while there isn't a bladesinger (or necromancer, or conjurer, or order of the Scribes) subclass in the 2024 initial rollout, you should still be able to use the 2014 version of those subclasses. I suppose it's somewhat fair to say that they're not gone, just haven't received a 2024 update yet (although it does feel weird to roll out 2024 wizard without at least the 8 school subclasses. Yes, I know each character class gets exactly 4 subclasses in the 2024 PHB, but still; if you're gonna keep with the 8 schools of magic, it's weird to not have all 8 debut together).
I would guess that all of the popular 5e subclasses will probably show up with a 2024 edition revision at some point. Somehow. Somewhere. In some product.
If there's any good news in this, it's that each of the Wizard subclasses so far all seem to have been improved a little. Give the 2024 rules a little time to get broken in, and the other Wizard subclasses should arrive, also hopefully with improvements (and maybe with the benefit of a little hindsight). As has been observed elsewhere in the thread, the base Wizard class didn't get powered up; Spell Mastery got weakened and the class got a basket of smaller features sprinkled throughout the lower levels, making Wizards maybe a little more flexible and better-rounded in the most popular levels of play (roughly 1st-11th?). While a little disappointing, it does leave room for the subclasses themselves to get a little more powerful. At least none of them seems to have gotten weaker.
Indeed, this needs clarification; 'Malleable illusions' is vastly superior to some disposable summons and would easily save more spell slots than one free summon per day would ever do. Half the fun of playing an illusion wizard was playing around with your illusions, and its removal would be a major mistake, in my opinion.
Is Malleable Illusion still also given at 6th level for illusionists? It would suck if they got rid of that feature.
Edit: Looks like I'm late to the ball and others have already asked this.
It's possible that the spells themselves have been reworked to allow changes to be made (i.e. like Cloud of Daggers being movable now). Obviously we won't know until we see the spells themselves.