Class Features

As a wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st


Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A spellbook
1st+2Spellcasting, Arcane Recovery32--------
2nd+2Arcane Tradition33--------
4th+2Ability Score Improvement443-------
Arcane Tradition Feature
8th+3Ability Score Improvement44332-----
Arcane Tradition Feature
12th+4Ability Score Improvement5433321---
14th+5Arcane Tradition Feature54333211
16th+5Ability Score Improvement543332111-
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spells5433332211

Wizards Spellcasting

Wizards are generally limited by their spellbooks but do amazing tricks and magic of all manner in their capacity and are arcane spellcasters. With the right spellbook, a wizard can achieve wonders in the game of Dungeons And Dragons and sometimes can perform better than the non-magical creatures too. A wizard with the power of invisibility is as stealthy as a Rogue in the game.

Temporarily or for more summoned pets of wizards can replace a Fighter. Replacing clerics and healing of one’s own allies are tricky tasks and can be performed well by the clever wizards only. The roles of wizards are many in number and varied as wizards are capable of so much. Blaster, striker and utility caster are the primary functions of the wizard parties.

Class Features Of Wizard In The Game Of D&D 5th Edition

  • Hitpoints 

The lowest hit point in the game of DND 5th edition is d6. A decent constitution score is acquired by the wizards, only by the ability of intelligence.

  • Saves

Saves through intelligence are very rare and if the wisdom is terrible, proficiency in wisdom saves wouldn’t help much.

  • Proficiencies

Cantrips can easily replace the Weapons of the wizards which are in fact very pitiful. The con with wizards is that they end with only two skills.

  • Spellcasting

wizards are very well known to be the king of spell casting or masters of spell casters. Solve problems, kill stuff, travel, charm stuff, gather information, and whatever name, wizards are capable of doing it. A wizard can di it with the help of magic apart from the healing process. Healing is not their area of expertise.

  • Arcane Recovery

Sustainability to wizards is provided in this which is lacking un the previous editions. The main cause in the “five minute day” are the wizards in which the wizards would perform their biggest CLERIC SPELLS 5e in the first meet itself and would be mostly useless until the main party takes a big required rest. Arcane recovery makes sure to provide the ability to recover a big spell or several other required small spells allowing to continue at least through the 1st short rest without issues.

  • Spell mastery

Your first thought might be to pick up something to replace your cantrips as a go-to damage solution, but your cantrips hit 4dx damage a level ago, which means they will outstrip nearly all first and second spells in terms of single-target damage. Your best bets for damage are Shatter (if you need a spam AOE) and Scorching Ray, but even scorching ray only beats cantrips by an average of 3 damage. Instead, look for utility spells that are helpful to spam like Invisibility, Mirror Image, or a save-or-suck spell-like Tasha’s Hideous Laughter.

  • Signature spell

This, to be frank, is considerably isn’t that important as that of the spell mastery. What is nice in this feature is the free castings but the drawback that is considerably big is the 2 extra spells that are prepared per day which makes sure to improve the versatility.

The Abilities Of Wizard

Wizards are known to be a single ability class. Intelligence is the main requirement and henceforth everything else is supplemental.

Wizards play a really important role in the game of DND 5th edition and the above-provided details give a brief description of how wizards spell function, the features, and abilities, and how wizards function in the game of dungeons and dragons 5th edition.

  • Str – Dump stat. this I better known by a wizard.
  • Dex – A bit for AC is nice and good unless you would want to go for the blade-singing. Tin this case you would require a bunch for the rapier that you’re going to use.
  • Con – The main problems for wizards are the constitution and hit points.
  • Int – To get 20 intelligence points in the game should be the first priority for a wizard. To find a way to exceed more than 20 intelligence points should be the second priority for a wizard.
  • Wis – This is really good for wisdom saves in the game of Dungeons And Dragons 5th
  • Cha – Dump stat.

Wizards are known to be a single ability class. Intelligence is the main requirement and henceforth everything else is supplemental.