D&D Wizard 5.5e Guide
Master the Wizard in D&D 5.5e with this in-depth guide that covers the best spells, subclasses, spellbook tips, and build advice.

Randy Vargas - Wizards of the Coast - Hurkyl, Master Wizard
Wizard 5.5e Guide Rating Scheme
This guide is a deep dive into the DnD 5.5e Wizard. For a quick overview of other classes, check out our Guide to DnD Classes.
The color code below helps you quickly identify how good an option is for your Wizard. These ratings are guidelines, and sub-optimal choices can still be fun and viable.
- Red: Weak, unlikely to contribute to your build
- Orange: Situationally good, but below average
- Green: A solid choice
- Blue: A great option worth considering
- Sky Blue: One of the best choices for optimization
Wizard Overview
Wizards are the classic arcane spellcasters of D&D, wielding immense magical power learned through study. With unmatched access to spells, they can adapt to nearly any situation, be it blasting foes with fire, controlling the battlefield, or problem-solving through magic.
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Wizard Cheat Sheet
These tables offer quick build recommendations for Wizards, and we’ll dive deeper into each option later in the guide to give you more context on how to make the most of these choices in your gameplay.
Backgrounds
- Acolyte: Boost Intelligence, pick up Guidance and Healing Word via Magic Initiate (Cleric), and craft Spell Scrolls with ease.
- Criminal: Boost Intelligence and Constitution, plus gain a useful tool in the Alert feat. You can also pick up Stealth and Sleight of Hand for a well-rounded Wizard.
- Sage: Practically made for Wizards—Intelligence boost, extra spells via Magic Initiate (Wizard), and strong theming with extra knowledge skills.
- Scribe: Intelligence boost and Skilled feat increase exploration and RP potential. A thematic and practical pick with Investigation proficiency.
Species
- Human: Versatile and customizable. Grab Perception or a face skill, then use the Origin feat to pick up Lucky or Magic Initiate for added flexibility.
- Gnome: Gnome Cunning offers great spell defense, and Forest Gnome’s illusions add flair. Darkvision and Small size aid exploration and battlefield utility.
Ability Scores Priority
- Intelligence: Your spellcasting modifier—crucial for save DCs, attack rolls, and overall effectiveness.
- Constitution: Improves Concentration saves and boosts your fragile Hit Points.
- Dexterity: Helps AC (especially early) and Initiative.
- Wisdom, Charisma, Strength: Low priority unless needed for specific roleplay or skill checks.
Key Class Features
- Spellcasting: Wizards are the best spellcasters in the game. They may not get a ton of supporting features, but they really don’t need them to be an excellent all-around character class.
- Arcane Recovery: Regain some spell slots on a Short Rest—crucial for long adventuring days.
Key Spells
- Cantrips: Fire Bolt, Mage Hand, Minor Illusion, Prestidigitation
- Level 1: Shield, Magic Missile, Mage Armor
- Level 2: Misty Step, Mirror Image, Invisibility
- Level 3: Counterspell, Fireball, Dispel Magic
- Level 4: Greater Invisibility, Polymorph, Ice Storm
- Level 5: Wall of Force, Bigby’s Hand, Teleportation Circle
- Level 6: Globe of Invulnerability, Mass Suggestion
- Level 7: Forcecage, Simulacrum
- Level 8: Maze, Feeblemind
- Level 9: Wish, Time Stop, Prismatic Wall
Best General Feats
- Fey Touched: A bonus casting of Misty Step, more level 1 spells, and an extra spell slot—hard to pass up.
- War Caster: Advantage on Concentration checks and spell-based Opportunity Attacks.
- Resilient (Constitution): Helps shore up a Wizard’s biggest weakness—Constitution saves to continue Concentrating on spells.
Playing a 5.5e Wizard
Wizards specialize in raw spellcasting power, utility, and battlefield control:
Party Roles
- Controller: Spells like Wall of Force, Hypnotic Pattern, and Web shape the battlefield and shut down enemies.
- Blaster: Reliable AoE and single-target damage from classics like Fireball, Disintegrate, and Magic Missile.
- Utility Caster: With the biggest spell list and the ability to prepare spells daily, Wizards solve problems others can’t—from Detect Magic to Teleport.
Wizard Subclasses (Arcane Traditions)
Each subclass defines your Wizard’s playstyle, some focus on a particular school of spells. Here are the updated 2024 options:
- Abjurer : The School of Abjuration is a powerful and easy-to-use Wizard subclass that focuses on the defensive aspect of spellcasting.
- Diviner : Experts in seeing into the future, divination wizards use their abilities to manipulate the battlefield
- Evoker : School of Evocation wizards like to blast their enemies with big flashy elemental spells. If want a straightforward damage-dealing mage, this is the one for you.
- Illusionist : The School of Illusion focuses on deception through illusion magic. This subclass requires the most creativity to be effective, as well as a DM that sometimes lets you get away with silly ideas.
Leveling Up Your 5.5e Wizard
In this section, we’ll walk through your Wizard’s progression level by level:
Level 1
- Spellcasting: We already discussed why Wizard’s have the best spellcasting in the game: More prepared spells, stronger spells, and an unmatched library of spells to choose from. But, a Wizard’s spellcasting is also unique in that they prepare spells from a spellbook. The book starts with six level 1 spells and gains two more each Wizard level. The upside of this is you can copy found Wizard spells—like those on spell scrolls—into your book for 2 hours and 50 gp per spell level. But this comes with a massive risk: if you ever lose your spellbook, you lose access to all spells not currently prepared. Keep a backup or copy it to avoid starting over. For a guide on which spells to pick, check out our Wizard Spells Guide.
- Arcane Recovery: A Short Rest lets you recover a few low-level spell slots—super helpful when your party insists on pushing forward instead of taking a Long Rest.
- Ritual Adept: You can cast any ritual spell in your spellbook as a ritual, even if it’s not prepared. Utility spells like Detect Magic or Identify become at-your-fingertips tools that don’t cost you spell slots as long as you have 10 minutes to cast them. This is also excellent as these utility spells no longer take up space in your prepared spells for the day, allowing you to stock more combat-oriented options.
Level 2
- Scholar: You gain Expertise in a skill tied to your magical studies—Arcana, Investigation, Religion, etc. This makes your Wizard more than just a magical cannon: you’re a brainy beast in exploration and lore-based challenges.
Level 3
- Wizard Subclass: Time to specialize! Whether you want to control the battlefield as an Illusionist, protect allies as an Abjurer, or melt faces as an Evoker, this is where your identity takes shape. Each subclass offers a unique playstyle and flavor.
Level 4
- Ability Score Improvement: You get to pick up the Ability Score Improvement feat or another feat! Wizards will want to boost Intelligence first—it affects your spell save DC, spell attacks, and how many spells you can prep. If you’ve already got it to 20, consider grabbing one of the best Wizard feats like War Caster or Fey Touched for added defense and utility. You gain this feature again at Wizard levels 8, 12, and 16.
Level 5
- Memorize Spell: After a Short Rest, you can swap one of your prepared spells for another from your spellbook. This mid-adventure prep flexibility helps you by giving access to your wide library of spells if you have enough time for a 1 hour rest.
Level 18
- Spell Mastery: You can now cast one level 1 and one level 2 spell at will. There is, however, a catch: It needs to have a casting time of an action. Unfortunately, this disqualifies extra powerful options like Shield or Misty Step. It’s also no longer worth using this feature for ritual spells thanks to Ritual Adept. For level 1 spells, I like False Life for extra Hit Points, Magic Missile for consistent damage, or Disguise Self for infiltration. For level 2 spells, Blur, Invisibility, Levitate, Mirror Image, and Suggestion are good choices. You can swap these out after a Long Rest for new choices depending on your needs.
Level 19
Epic Boon Feat: At level 19, each class in the 2024 Player’s Handbook gets to choose an Epic Boon feat. The following options are available:
- Boon of Combat Prowess: Wizards get access to a ton of good damage dealing, attack roll-based spells, making this a good pick up for a blaster casters.
- Boon of Dimensional Travel: A fantastic tool for Wizards who want to reposition without provoking Opportunity Attacks or spending spell slots on Misty Step.
- Boon of Energy Resistance: Wizards typically stack into Constitution to help with their Hit Points and Concentration, which helps make Energy Redirection effective. All in all, they will get great defensive and offensive value out of this boon.
- Boon of Fate: Good for ensuring a big spell lands when it matters
- Boon of Fortitude: More HP is always good, but there are more exciting Epic Boon options.
- Boon of Irresistible Offense: Nothing here for a Wizard.
- Boon of Recovery: Most Wizards won’t need this since they stay out of combat, but can help them possibly maintain Concentration on a big spell if the get knocked down to 0 Hit Points.
- Boon of Skill: Wizards will appreciate proficiency in Intelligence-based skills, but they usually won’t be making enough skill checks to justify this feat.
- Boon of Speed: More movement is nice, but Wizards rarely need this much of it when they can simply teleport around the battlefield with the Boon of Dimensional Travel.
- Boon of Spell Recall: With Spell Mastery and Signature Spells, Wizards are unlikely to run out of their low-level spell slots. That said, this will make sure they never run out, even on tough adventuring days.
- Boon of the Night Spirit: Wizards with access to Misty Step can effortlessly reposition to remain in Dim Light or Darkness. Plus, they don't typically have many options for their Bonus Action, so using it each turn to become invisible—while also having Resistance to most damage types—is an excellent power boost.
- Boon of Truesight: Wizards often handle magical detection and problem-solving. With Truesight, they can do everything that See Invisibility offers and more so they can counteract any trickery with their ample using spells. A pretty good boon for them.
Level 20
- Signature Spells: At level 20, you pick two level 3 spells from your spellbook to always have prepared. You can cast each once for free per Short or Long Rest. Fireball offers strong area damage, Hypnotic Pattern shuts down groups of enemies, and Counterspell lets you potentially negate big threats without spending a slot. You can still upcast them with spell slots as needed, and you can swap your Signature Spells after a Long Rest.
Wizard Origins
2024 Player's Handbook Species
Aasimar: Wizards with an innate Fly Speed will be nearly impossible to pin down, and that's not even taking into account the healing, Resistances, and extra damage.Dragonborn: You already have access to Burning Hands, and would rather avoid damage than have Resistance. Flight and Darkvision are good, but there are more synergistic options.Dwarf: Dwarves are not typically associated with Wizards, but their resilience can help keep a Wizard alive, which is the most important part. Still, other races might better align with a Wizard’s needs.Elf: High Elves are the archetypal Wizard choice, offering spell versatility and easy access to Detect Magic. The other lineages also offer solid utility, but Wizards love having more Wizard.Gnome: Gnome Cunning protects Wizards from enemy spellcasters. Darkvision and Small size help with positioning, while Forest Gnome’s illusion can add tricks to their repertoire.Goliath: Multiple instances of Misty Step or some additional fire power on your spell attacks. A decent option.Halfling: Basically the only thing worthwhile here is Luck, which is only offensively useful for spells that require attack rolls. It can also apply to saving throws or ability checks, but this feature is still underwhelming for a Wizard.Human: Wizards love the ability to tailor their strengths with the Human race. For the skill proficiency, you can grab a face skill or Perception, and the Origin feat allows you to grab Lucky or Magic Initiate, both of which are incredible at increasing your versatility.Orc: Adrenaline Rush is situationally useful for positioning spells like Fireball. Relentless Endurance provides a safety net, but Orcs aren’t the most optimized Wizard choice.Tiefling: Infernal Tieflings are a classic Wizard choice, complementing their spellcasting with fire-based spells and a Resistance to Fire damage (just in case you singe yourself). Chthonic Tieflings also offer strong defensive tools, like a free casting of False Life each day, making them another excellent pick for Wizards who want added survivability.
Best Backgrounds for Wizards
Acolyte : If your Wizard wants to diversify their skill set and grab some healing spells, this is the perfect chance. With this background you can gain +2 to Intelligence and grab Guidance and Healing Word from Magic Initiate (Cleric). The proficiency in Calligrapher's Supplies will likely be redundant because you'll like have proficiency in Arcana already, which allows you to craft Spell Scrolls.Artisan : Wizards get to +2 their Intelligence and boost their Dexterity to help their AC with this background. The Crafter feat and Artisan's Tools proficiency can help you make mundane items. Proficiency in Persuasion is a good social skill to help mitigate your (probably dumped) Charisma ability and proficiency in Investigation will go well with your pumped Intelligence.Charlatan : Without a Intelligence boost, there's not much here for a Wizard.Criminal : Wizards will love the ability to boost Intelligence and Constitution, plus they get the Alert feat which can help them go first in Initiative and drop a huge spell before their enemies get a chance to spread out. Plus, Stealth and Sleight of Hand make your Wizard more versatile if magic is out of the question. Overall and an excellent background. Wizards may even want to +1 Dexterity, Constitution, and Intelligence, as it allows you to start off with 16 (+3) in all of your relevant abilities if you're using point buy.Entertainer : Without an Intelligence boost, there's not much here for a Wizard.Farmer : Without an Intelligence boost, there's not much here for a Wizard.Guard : You can get an Intelligence boost, solid feat, and a good skill proficiency, but this isn't the best background for Wizards in strictly a mechanical sense. The Criminal background provides an Intelligence boost, the Alert feat, strictly better skill proficiencies, and a boost to Constitution.Guide : Without an Intelligence boost, there's not much here for a Wizard.Hermit : Without an Intelligence boost, there's not much here for a Wizard.Merchant : Boosting Intelligence and Constitution and grabbing the Lucky feat is an amazing start for Wizards, especially builds focusing on making spell attack rolls more often than not.Noble : You can boost Intelligence, but there's not much else for Wizards here.Sage : The perfect background for Wizards. You can boost Intelligence, Constitution, and grab more spells for your massive repetoire with Magic Initiate (Wizard). The additional Intelligence skills are an added boost.Sailor : Without an Intelligence boost, there isn't much here for a Wizard.Scribe : Wizards love the Intelligence boost and the Skilled feat, which helps them gain more utility in exploration and roleplay scenarios. The Investigation proficiency complements their scholarly theme, making this a top choice.Soldier : Without an Intelligence boost, there isn't much here for a Wizard.Wayfarer : Without an Intelligence boost, there isn't much here for a Wizard.
Sources Used in This Guide
- : 2014 Player's Handbook
- 2024 PHB: 2024 Player's Handbook
- BR: Basic Rules
- GotG: Bigby Presents: Glory of the Giants
- SotDQ: Dragonlance: Shadow of the Dragon Queen
- ERLW: Eberron: Rising from the Last War
- EEPC: Elemental Evil Player’s Companion
- EGtW: Explorer’s Guide to Wildemount
- FToD: Fizban's Treasury of Dragon
- GGtR: Guildmasters' Guide to Ravnica
- MotM: Monsters of the Multiverse
- MToF: Mordenkainen’s Tome of Foes
- MOoT: Mythic Odyessys of Theros
- PAitM: Planescape: Adventures in the Multiverse
- PHB: Player's Handbook
- SAiS: Spelljammer: Adventures in Space
- SCoC: Strixhaven: A Curriculum of Chaos
- SCAG: Sword Coast Adventurer’s Guide
- TCoE: Tasha’s Cauldron of Everything
- TTP: The Tortle Package
- WBtW: The Wild Beyond The Witchlight
- : Unearthed Arcana
- VRGtR: Van Richten's Guide to Ravenloft
- VGtM: Volo's Guide to Monsters
- XGtE: Xanathar’s Guide to Everything