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.
What happened to warlock and druid breakdowns?
Wizards keep eating very good. You know what they say: this wasn't called wizards of the coast for nothing
Looks great! Can't wait for Sorcerer and Monk!
Ah, yeah, well… Whenever you notice something like that… A wizard did it!
The Druid one got posted
https://www.dndbeyond.com/posts/1755-the-2024-circle-of-the-moon-druid-and-changes-to
But Warlock disappeared into the Abyss
Druid: https://www.dndbeyond.com/posts/1755-the-2024-circle-of-the-moon-druid-and-changes-to
Warlock: Unknown
Man........... Illusion wizard is POTENT
They killed the wizard and gave nothing in return. Thanks WOTC for removing the desire to play this class.
That’s just wildshape. Where are the features.
The reason people play wizard is for all of the spells, and the entire class is focused around that point. You won’t get a good feel for the 2024 wizard until we get to see the new spells.
Warlock is delayed for some reason. But is stated to be coming this week.
Out of curiosity how did they kill it. From what I can tell there is no real nerfs to wizard. I can understand the complaints for other classes but for the most part wizards seems the same except more opportunities to swap spells (which personally I don't like the cantrip swapping on a long rest since it makes it feel like less of a commitment but that is a pretty small gripe) and an expertise. The only real nerf I guess is they have to wait one more level for their subclass but that isn't much.
Yeah I don’t see how they killed it - other than removing the other school focused subclasses. It’s actually stronger and some good options beyond bladesinger.
Same can’t be said about some of the other classes.
How did they kill it precisely? Like it's pretty much buffs across the board, they're getting new spells, what did you want for Wizard to be different?
Honestly really disappointed that nothing was changed about actually acquiring spells. People say it’s the strongest class but it’s entirely up to your DM how strong it is. It’s great to have such a large spell list, but with the DMs I’ve had the reality in actual play is that you’re rarely ever given more spells, meaning they have less versatility than druids or clerics, despite spell versatility being their entire class identity.
Feels like the only real change is memorize spell, which could be good, but you need to be able to acquire spells to have a chance to use it.
It had to be, lest truesight defang it.
How so? It's barely changed. Main power level reduction seems to be not allowing bonus action or reaction spells in Spell Mastery, and there were only ever a few and very broken choices for it making the feature awkward (and coming in at a class level too high for most games).
Wizards were one of the classes people haven't had many complaints about, and Wizards get stealth power creep that most other classes don't; adding new spells to the game's spell list over time (not just for individual characters, but rules expansions in general) increases the Wizard's potential power level without requiring any modification to the class' features and, thanks to the spellbook mechanic, minimal opportunity cost. While this is true for all casters, this happens most often for Wizards. Silvery Barbs is one of the best examples of this. Meanwhile, martials don't get anything like this unless errata is issued in their favor; publishing more martial feats helps them but still imposes a much bigger opportunity cost when it comes to choosing the hot new feat over alternative builds. Wizards only have to add the hot new spell to their spellbook and make a reversible decision about preparation (especially with their new 5th level feature).
While I agree that Wizards didn't get anything earth-shattering this time around, which makes me just a bit sad, I think they're one of the classes that least needed it this time around.
What in gods name are you talking about? They removed nothing from 5e wizard and only new them extra known spells and feature. You lose ua spell creation, 5e spell mastery shield, and ua memorize spell but ua spell creation was the most insanely overpowered nonsense to exist, spell mastery changes are a bit annoying cuz most good spells for this were reactions or had longer cast times, and new memorize spell is far superior in combat to the ua because you can pull out the spell to just win the encounter even if its not prepped.
I didn't think they needed a buff but I am not oppose to these changes. The boon of spell recall seems that it would be best for half-casters rather than full casters.
The problem with wizard has always been that it feels like every other full caster can do the same thing, but also has actual abilities. This update doesn't feel like it's fixed that, sadly. A few needed changes were made, but it feels massively underwhelming compared to the other classes revealed so far.