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.
IT not showing up here just means they still have their old Capstone.
Which isn't the strongest thing ever, but is still not the worst capstone to have. Honestly part of me feels like their level 18 feature is better.
My own version of the wizard 2024:
Class Feature
level
Description
Spelcasting
1
Scholar
2
Gain Expertise in arcana and another select skill among history, investigation, religion or nature.
Wizard subclass
3
1) Battle Wizard:
- Starting at 3th level you gain the Telekinetic feat: You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. The spell range increases up to 60 feets.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of intelligence) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
-At level 6 you gain the Telepathic trait. You can establish telepathic communication with any intelligent creature within 120 feet. You can talk to her and she can answer you, it is not necessary that you know a common language.
-At 10th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
Memorize spell
5
Using an action you can cast an unprepared spell using your spellbook as an arcane focus. You can do this a number of times equal to your proficiency each long rest.
Spell Mastery
18
-Chosen spells must now have a casting time of one action, but count as always prepared.
-You can swap a spell on a Long Rest rather than using 8 hours of study, but only one per Long Rest.
Epic Boon
20
Choose one Epic Boon feat, or another feat of your choice.
damn, I hate that Spell Mastery (18) big nerf - no free Shield or Misty Step anymore? Really nasty surprise :(
The swap is on short rest. This will not be helpful in combat.
Why does Illusion Wizard get Summon beast
First, did you learn nothing from Baldur's Gate 3? Memorize Spell shouldn't be a wizard-exclusive class feature; it should just be a property of all prepared spellcasting for all levels. The "Oops, I prepared my spells for the exact opposite scenario from what is currently happening! Guess I'll die!" scenario sucks.
Also, did you remove the ability for wizards to switch out their cantrips on a Long Rest, or is that more feature that all prepared casters may do, as it should be?Edit: I completely missed that it was made a baseline feature of the wizard class, so way to go in that respect! I still think that prepared casters should be able to swap out cantrips but that's good!I'll withhold my judgement on the 'fixed value' change to prepared spells until I find out what those 'fixed values' are. I will be VERY annoyed if the 'fixed values' are anything less than what a wizard with 20 Int would've gotten in the old system.
Wizard Expertise is pretty cool! I'm still going to get Analysis Paralysis about which skill to choose, but that's a ME Problem.
I kind-of feel like every class should get it's own range of Expertise options but I'm definitely glad wizards get one.Wait I forgot that other classes do get expertises. Now I think Wizards should get more, and be lore nerds.Oof to wizards getting even less out of short rests than they did before. RiP in Peace, Arcane Recovery. You didn't even get mentioned.Edit: I have been corrected; class features not mentioned remain as they did originally. I should've noticed that with the lack of a capstone ability.I am very irritated at the 4-subclass-limit you applied, especially when other wizard subclasses that needed way more help. Looking at you, Transmuter. The subclass changes you made are good, though. I was about to complain about getting rid of Ethereal Sight before I realized it's included into See Invisibility, so props to you for just doing a flat improvement.
I do kind-of feel like there's a dearth in the wizard class features that aren't just 'you cast spells' as compared to other prepared spellcasters. I assume that the huge gaps I'm seeing are filled in by subclass abilities, but like . . . isn't that true of every other class's subclasses? I feel like something's missing here.
They say it's an illusory version of the spell; I assume you're summoning an illusory version of the beast in question. Might even be semi-real with shadow magic or something.
They did add an additional spell per level up (3 now, 2 of you specialization and 1 general, rather than just 2) so there’s at least a small change for the better on spell acquisition’s front.
I agree on most of this. Wizards are the masters of spellcraft yeah more spells is great but its laxluster in terms of what other classes get in their features.
The article says that the subclasses' Savant features give you a new spell whenever you unlock a new level of spell slots, but in the video Crawford says that the feature gives you a new spell whenever you level up. Do we know which is correct?
While the ability in BG3 to switch out spells whenever out of combat was fun, I don't actually think it belongs in the game. Spell casting is already an advantage and to make it so modular would be, IMHO, unbalancing. Making people rest in order to change spells encourages both spell diversity and creativity in spell use. Again, that's just my opinion.
Features not mentioned remain the same as in 2014. So, presumably, Arcane Recovery is the same. That said, and especially considering how easy they make it for monks to recover Ki Points, I think they should have improved this aspect. Even without Ki Points, a monk remains a monk, capable of a minimum of 2 attacks per round (including the BA unarmed strike). Without spell slots, Wizards are reduced to weak fighters and relatively weak cantrips.
I think they mentioned in some other videos that other sub-classes will be addressed later. Hopefully, they will also fix Rangers, for instance.
BG3 translate to a visual and friendly environment how Wizards, despite having access to all spells (not really - Bard has access to all spells) and prepare them on demand without resting.
Playing the game you know that swap spell on short rest is really a joke feature.
Now the new version 2024 of Wizards changes nothing. You must also consider that:
1) To have access to all Spells, you must burn your Gold on Scrolls instead of Items. BG3 Comparison: If you save scam, that's not a problem. But if you play honor mode you will see a limitation. If you play Trials of Tav, you cant buy scrolls. I wonder how many tabletop DMs have a Scroll Shop in their world. ^^
2) The base class is lacking. BG3 Comparison : The only builds from Wizard that's shines are the ones with subclasses features that are implemented different from tabletop. The most iconic are Abjuration Wizard as Tank and Evoker because of Empower Spell that procs multiples times from spells and items because its implemented different.
3) Wizards don't have access to metamagic and now others caster have a higher spell DC. This makes them a secondary spell class in the game. I think even bard is better now since they are the real ones that have access to all spells in the game. BG3 Comparison: Sorcerer is the meta caster in BG3 because of Metamagic Quickenspell and Multiclassing synergy.
I have made the factual corrections to my original post; thank you. Hard agree that Rangers need . . . so much help. Just so much.
On spell preparation: you can argue that in theory it encourages creativity, but in practice it has never been a fun or challenging game mechanic; it's just annoying. If it were a cast of picking and choosing trade-offs once you actually know what you're about to face I'd agree, but 90% of the time I feel compelled to choose the spells with the broadest applicability.
what does this mean? "All Wizard subclasses get two free spells from their school and another free spell each time they gain access to a new level of spell slot."
Is it every level?? or once when you first get access to 3rd, 4th, etc.?
when you get access to 3rd, 4th, etc. During the videos I believe he said every level, so it might be confusing, but as written here for each level above 1 you get two additional known spells. (16 known spells total)
If I read it correctly, it means you get some bonus spells based on your subclass when you level up. When you hit L3, you get two extra 1st or 2nd level spells. You also get an extra spell when you hit a level that grants you a higher level spell slot, e.g., 5 (3rd), 7 (4th), 9 (5th), etc. The bonus spells are restricted to your subclass school description (however "school" works in 5.5).
What happened exactly to the other school specialists? Necromancer? Conjurer? etc..
I think the belief is because there is a static cap to prepared spells now based on a the level but I don't know it looks interesting I'm more curious is how old subclasses will work with it
Me realizing I need to quote not reply
Nothing yet. My understanding is that 'Backward compatibility' means that all the 2014 subclasses are still available to you to play, except:
- their subclass features come in at the levels specified in the 2024 base classes, so for example you get your first set of Necromancer subclass features at Wizard 3rd level rather than Wizard 2nd level.
- they haven't gotten a formal 2024 rework yet, but it seems fair to expect it sooner or later, especially since it means that for the time being, they're in a bit of limbo when it comes to how their Savant feature works with spell progression. It would be a fair and logical extrapolation to say that theirs would mirror how the 4 2024-revamped school sublasses do theirs, but it's still just an inference, and not RAW yet.
I haven't found or read anything that clarifies how all of that is supposed to work with the D&Dbeyond character builder.