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.
Wizard's modification can be described as a joke
My English is not very good, but your message said what I wanted to say. Wizard's modification can be described as a joke, many people only see the create spell in the modify spell and create spell, but ignore the modify spell, create Spell is a very crazy thing, I have no problem with its deletion. But a lot of people forget to modify spell. You can only modify one spell per long rest and wonder why they should delete them completely like creating spells instead of making some effort to rationalize them.
For the record its confirmed that Malleable Illusion was replaced with the summon feature. Really kinda sucks.
Yeah, it's a shame :L
Talked about it with my DM for future games since we were planning to 'update' our characters for an ongoing game, just going to homebrew it back to Malleable Illusion, WotC totally failed the illusionist vibe check.
What happens to the Malleable Illusion? I loved that feature, especially with Mirage Arcane, and many other cool and great applications.
It was replaced with the Phantasmal Creatures feature at level 6. I assume they replaced it to remove as many "DM may I?" features from the new PHB as possible, like the need for the DM to roll for the Wild Surges feature. A quick Google search on Malleable Illusions also shows many complicated mechanical questions about how it works, RAW, etc. Since the new PHB aims to streamline the game and make it mechanically simpler and clearer (whether they achieved that in every case is up to debate), replacing Malleable Illusions with a mechanically defined feature achieves that.
Personally, I dislike that they replaced it. It was a fun and creative feature that fed the fantasy of being an illusionist. I wish they had provided more guidance on illusions and their "parameters" rather than removing Malleable Illusions altogether.
I am super excited to see my favorite class getting some love in this new edition. Still feels a bit weird to only have 4 subclasses for the schools of magic. I don't remember if it was mentioned if the rest were just gotten rid of, or they just focused on four for the release. Conjuration is still my personal favorite, so would be nice to see what interesting buffs could be done to that subclass. Overall, I am liking what I am seeing for the 2024 edition. Looking forward to playing some more wizard.
The whole point of illusions are that you let your imagination and creativity go wild as you out think the situation to try to acheive the goal by using illusions to baffle and bamboozle your opponents into doing what you want rather than just blowing them to bits with fireball.
It's hard enough to do as it is without even more restrictions being imposed on Illusions.
If I do migrate my illuionist to 2024 like you it will have to be homebrewed in the same way. What is so frustrating is it was fine right through the UA. If they had tested this in the UA we could have told them not to do this before it was too late.
got the book, yup class got cucked. gg
What happened to malleable illusions?
do the wizard no longer have (exclude 1+ spell level creatures from your evocations) so you no longer can cast fireball with your friends in the same space and not do damage to them
...Necromancer, when?
what happened to my favorite subclass the necromancer I want an explanation
Use the 2014 Necromancer subclass features until they get their update for 2024 (which I don't think has been specifically promised, but seems very likely). The 2014 subclass should still be available in the character builder as long as you select the right source options on page 1.
Yeah...they ignored plenty of stuff from UA. Very annoying.