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Wizard 5eClass Guide & NPC Generator

Arcane traditions, the full spell list and slots, features by level and the stats that matter — then forge a finished wizard NPC, portrait and all, without typing a thing twice.

Hit Die
d6
Primary
Int
Saves
Int & Wis
Casting
Full · L1
Armour
None

A wizard is a scholar of the arcane — spells copied into a spellbook by candlelight, then prepared fresh each morning for whatever the day is going to throw. No armour, few hit points, and an answer to almost everything.

Choose your subclass

Wizard Subclasses — The Arcane Traditions

Eight schools, eight ways to be the smartest and most fragile thing in the room. Choose one; the forge follows.

Damage

School of Evocation

Sculpt raw elemental force. Sculpt Spells lets your Fireball spare the allies standing in it — the reliable blaster.

FireballSculpt SpellsBlaster
Full School of Evocation guide →

The Forge

Forge School of Evocation Wizard

Everything you have chosen travels with you and arrives pre-filled. Nothing to type twice — just press Generate.

Forge a Evocation Wizard

School of Evocation · level 5 · pre-filled for you

Role in party

The Arcane Engine

TankHealDPSUtilityControl

Wizard = the party’s answer key — battlefield control, burst damage and a spell for every problem, wrapped in almost no hit points.

You want to solve the encounter, not survive it — shut down the battlefield and end fights before they reach you.

Forged this morning

The Archmage

School of Evocation · Level 12 · Neutral Good

Archmage Veylin

Turned a besieging army to ash in one afternoon and has been apologising ever since. Keeps the spellbook open at the page he will not cast again.

Armour Class
15
Hit Points
54
Spell save DC
17
PortraitNameBackstoryStat block
Build Guide

Chosen lineage

Best Races for a Wizard

Intelligence drives everything, so the best lineages either raise it or keep your paper-thin wizard alive long enough to cast.

Where the points go

Wizard Builds — Where the Points Go

Intelligence is the engine: it drives your attack, your spell save DC and how many spells you prepare. Constitution keeps the engine running once someone hits you.

Blaster / control

INT → CON → DEX

Intelligence is everything: attack, save DC and how many spells you prepare. Constitution holds concentration.

Bladesinger (gish)

INT → DEX → CON

Dexterity for armour class and finesse attacks while Bladesong is up. Still Intelligence first.

Survivalist

INT → CON → WIS

Lean on Abjuration or War Magic. Constitution and Wisdom keep you upright when the save comes.

Top picks

Best Feats for a Wizard

A wizard wins by getting the spell off and keeping it up — so the best feats protect concentration and your action economy.

War CasterAdvantage on concentration saves, somatic components with your hands full, and a spell as your opportunity attack. The near-mandatory caster feat.
Resilient (Constitution)Constitution save proficiency plus a hit point per level — the other half of never dropping a concentration spell.
Alert+5 initiative and immunity to surprise — land your control spell before the enemy takes a single turn.
Elemental AdeptIgnore resistance to one damage type and treat 1s as 2s — keeps your Fireballs landing full at high tiers.
LuckyThree rerolls a day — force a failed save on the enemy, or save yourself from the hit that would drop you.

Armory

Best Wizard Equipment by Tier

What to carry as you level — from a first spellbook to the regalia of an archmage.

T1 · 1-4Quarterstaff, an Arcane Focus, and a full Spellbook — plus Mage Armor for your AC.
T2 · 5-10A +1 Wand or focus, Bracers of Defense, a Cloak of Protection — and a Headband of Intellect if your INT lags.
T3-T4 · 11+Staff of Power or Staff of the Magi, Robe of the Archmagi, Ring of Spell Storing — the archmage’s regalia.
Reference

The Spellbook

Spell List

Wizards prepare from the spellbook each day, from the broadest list in the game. Spellcasting is online from level 1 — collect utility and swap to fit the adventure.

Full caster

Spell Slots by Level

Wizard level1st2nd3rd4th5th6th7th8th9th
Level 12
Level 23
Level 342
Level 443
Level 5432
Level 6433
Level 74331
Level 84332
Level 943331
Level 1043332
Level 11433321
Level 12433321
Level 134333211
Level 144333211
Level 1543332111
Level 1643332111
Level 17433321111
Level 18433331111
Level 19433332111
Level 20433332211

The Long Study

Features by Level

Lv 1Spellcasting, Arcane Recovery, Spellbook
Lv 2Arcane Tradition (subclass)
Lv 4Ability Score Improvement, cantrip scaling
Lv 53rd-level spells — Fireball & Counterspell
Lv 6Tradition feature
Lv 105th-level spells, tradition feature
Lv 18Spell Mastery — a 1st & 2nd spell at will
Lv 20Signature Spells — two 3rd-level spells free

Counsel

Frequently Asked

What is a wizard in D&D 5e?

The archetypal arcane spellcaster: a scholar who learns spells into a spellbook and prepares a fresh set each day. The broadest spell list in the game, d6 hit points and no armour — wizards win by preparation, not durability.

How do I build a wizard in 5e?

Max Intelligence — it drives your attack, spell save DC and how many spells you prepare. Constitution next, to hold concentration. Take Shield and Mage Armor for defence, and choose your Arcane Tradition at level 2.

What is the best wizard subclass?

Divination’s Portent is arguably the strongest feature in the game; Evocation is the reliable blaster; Abjuration is the most survivable; Bladesinging is the best melee option. Pick by whether you want fate, fire, walls or a sword.

Wizard vs Sorcerer — what’s the difference?

Wizards learn into a spellbook and prepare a different set daily from a huge list — unmatched versatility. Sorcerers know a small fixed list but bend it with Metamagic. Wizard for flexibility; sorcerer for on-the-fly power.

What are the best stats for a wizard?

Intelligence first, always — everything keys off it. Constitution second for hit points and concentration saves, then Dexterity for armour class and initiative. Strength, Wisdom and Charisma come last for most builds.

Can wizards wear armor in 5e?

Not without a feat or multiclass — wizards have no armour proficiency, so armour blocks their spellcasting. They use Mage Armor (13 + Dex) instead, or take Bladesinging, which grants its own AC bonus.

What spells should a wizard take?

Shield and Magic Missile at 1st; Misty Step and Web at 2nd; Fireball and Counterspell at 3rd; Polymorph at 4th; Wall of Force at 5th. You prepare from your book daily, so collect utility and swap to fit the adventure.

Open the Book

Read the rules, choose your school, and forge the wizard — all on one page. Your first is free.

Forge a Wizard NPC