Best Wizard Races in D&D 5e

Published on December 13, 2024

Choose your Wizard’s origin with the help of our breakdown of playable races in Dungeons & Dragons 5th edition. Discover which races can help you channel the Weave’s arcane secrets!

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What is this guide?

This guide is meant as a deep dive into the best races for the 5e wizard. For the full overview of the wizard class, check out our wizard class guide.

To allow you to scan through the options quickly, we use the following color rating scheme:

  • Red : Isn’t going to contribute to the effectiveness of your character build at all
  • Orange : Situationally good, but a below-average option otherwise
  • Green : A good option
  • Blue : A great option, you should strongly consider this option for your character
  • Sky Blue: An amazing option. If you do not take this option your character would not be optimized

Best Races for Wizards

Masters of the arcane and wielders of infinite possibilities, Wizards are the quintessential casters of Dungeons & Dragons. These spellcasters dedicate themselves to rigorous study, unlocking the secrets of magic through tomes, scrolls, and discovery.

Wizards are often regarded as one of the most powerful classes in the game due to their unparalleled access to high-level spells and their ability to prepare a diverse array of magic. While their d6 Hit Dice and lack of armor make them fragile, Wizards compensate with their ability to control the battlefield, deal devastating damage, and solve problems through clever spell usage.

Tips for Choosing Your Wizard’s Race

While any race can thrive as a Wizard, certain options synergize particularly well with their need for a high Intelligence modifier, love for extra spells, and reliance on staying out of harm’s way. If you’re playing with post-Tasha’s Cauldron of Everything Customizing Your Origin rules, you won’t need to find a race that offers a bump to Intelligence and can focus on racial features that enhance survivability, utility, or spellcasting.

An innate Fly Speed is one of the most powerful racial features to look for when building a Wizard, as it offers survivability and mobility. Also, grabbing extra spells, especially healing spells, can help fill any gaps and allows you to stock more high-damage options.

Standard Races

Dragonborn:
  • Gem: The flight can help you keep out of reach while you cast powerful spells down on your enemies. The resistance and Breath Weapon can help if you get caught in melee range.
  • Draconblood: Draconblood offers the +2 INT that wizards want, though the CHA is not as good as DEX or CON would be. Darkvision is handy but Forceful Presence likely won't be too useful given your CHA score.
Dwarf: No INT is tough and the wizard won’t be tanking any time soon. Additional hit points are always helpful, especially with the meager d6 hit dice.
  • Hill: A bonus to WIS can occasionally help with Wisdom saves, additional hit points are useful.
  • Mark of Warding: CON can help with survivability and INT is necessary to make this subrace worth it. Outside of that, there is a lot of overlap between the spells and none that are particularly exciting for wizards.
  • Mountain: STR won't help but light and medium armor proficiency is always nice for casters.
Elf: Elves get a DEX bonus which can somewhat help the miserable AC of a Wizard. High Elves get an INT boost and a free cantrip of your choice, as well as an extra language for your roleplaying needs.
  • Aereni High: Aereni high elves get a DEX bonus which can somewhat help the miserable AC of a wizard. They also get an INT boost and a free cantrip of your choice, as well as an extra language for your roleplaying needs.
  • Eladrin: +1 CHA will be a minor benefit in social situations. The free casting of misty step always interesting to a wizard. Unless you pump your CHA quite high, the bonus effects won't do much so it might be worth going with the spring effect because it doesn't use CHA.
  • Eladrin (Variant): +1 INT makes this a viable pick. The +2 DEX helps with AC and the free casting of misty step is exactly what you're looking for as a wizard.
  • Mark of Shadow: +2 DEX is okay but not INT makes this suboptimal. The buffs to stealth and free minor illusion and invisibility are nice, but the spell list has significant overlap.
Gnome: +2 INT is a great start for any wizard, along with Darkvision and Gnome Cunning.
Half-Elf: Not being able to pick up a +2 to INT is going to make the Half-Elf a tough go for Wizards.
Half-Orc: Wizards need INT to be effective.
Halfling: No INT for Wizards.
Human:
  • Mark of Making: Mark of Making provides the best ability score increases for a wizard with +2 INT, but has a ton of overlap with classes’ spells list.
  • Mark of Passage: Useful for Bladesingers for mobility, though they will need to focus on their INT as much as possible for future ASIs.
  • Standard: A middle of the road pick because they increase all their ability scores by 1.
  • Variant: Getting INT plus a proficiency and a feat at 1st-level is typically really good. Picking up Shadow Touched or Fey Touched is a great way to get extra spells at 1st-level. Bladesingers would really enjoy the free feat for something like Mobile, Spell Sniper, or War Caster.
Tiefling: INT bonus subraces will work just fine with wizards, although +2 would be preferred. Access to more spells is never a bad thing, and you have the choice of which spells best suit your playstyle.
  • Bloodline of Asmodeus: +1 INT, good spells, and useful racial traits.
  • Bloodline of Baalzebul: +1 INT like other subraces, but with less effective spells.
  • Bloodline of Mammon: +1 INT like other subraces, but with less effective spells.
  • Bloodline of Mephistopheles: +1 INT bonus, good spells, and useful racial traits.
  • Variant – Devil’s Tongue: Decent spells, especially vicious mockery, but enthrall isn't good. Use Feral to get INT.
  • Variant – Feral: If playing with variants, use the Feral ASI. DEX is better than CHA for most wizards.
  • Variant – Hellfire: Replacing hellish rebuke with burning hands is personal preference, so this subrace is just as good as the Asmodeus. Use Feral to get INT.
  • Variant – Winged: Having flight without needing to cast a spell is amazing. Use Feral to get INT.

Non-Standard Races

Aarakocra: The only beneficial thing here is flight.
  • Updated: 1st level, concentrationless flight, an extra spell, and a beneficial ASI array make this an extremely attractive option for wizards.
Aasimar: Nothing here a wizard.
Aasimar (2024): 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.
Air Genasi: All the spells provided by Mingle with the Wind are already on your spell list, which makes the air genasi's extra movement speed, Darkvision, and damage resistance not exactly worth it for your wizard.
Astral Elf: Sacred flame is an effective alterative for fire bolt and the free castings of misty step via Starlight Step means you can spend your ample spell resources elsewhere. On top of this, you get a proficiency in Perception, which you normally wouldn't as a wizard, a floating skill/tool proficiency, advantage against charmed, and you can't be put to sleep with magic. Finally, because you only have to trance for 4 hours, you can cast spells like mage armor, contingency, or seeming while your party is sleeping and short rest to recharge your spell slots.
Auto Gnome: The AC boost is on par with mage armor, but you have plenty of spells to spend on picking this option up. Built for Success also doesn't apply to casters as much, nor does the tool proficiencies and survivability options. One of the biggest boons is you can self heal with mending, but seeing as it's not combat-ready healing and you only get to roll a d6, it doesn't make that much of a difference.
Bugbear: Nothing here for a wizard.
  • Updated: Bugbear wizards can now take INT, and the new Surprise Attack can be very effective with spell attacks that deliver multiple hits. You can get scorching ray at 2nd-level, which allows you to make three ranged spell attacks for 2d6 damage. With Surprise Attack, these now do 4d6 damage each bringing you up to 12d6 damage as early as level 2.
Centaur: Nothing here for a wizard.
  • Updated: Nothing here for a wizard.
Changeling: Wizards can use the free ability score increase for INT, though they would much rather see +2. Since they have access to so many spells, a wizard could use Shapechanger in combination with a whole host of Illusion spells to make a pretty sly character.
  • Updated: This still isn't a great choice for wizards as they will likely not choose to take CHA, rendering the skill proficiencies less effective. At least they can cast Illusion spells to help their deceptiveness and take +2 INT.
Deep Gnome: Deep gnomes don't have much that can't be replicated by a wizard's huge repertoire of spells. The biggest advantage here is the Gnomish Magic Resistance, but that won't be a big enough draw to choose a deep gnome for your wizard.
Dragonborn (2024): 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.
Duergar: The spells are nice, but not entirely necessary because all the spells you learn as a wizard. The resistances are useful if you get hit or targeted with effects, but again aren't particularly sought after.
Dwarf (2024): 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.
Earth Genasi: Nothing really here for a wizard, unfortunately.
Eladrin: While you may not need the free misty step, gaining access to a couple of free castings per long rest will enable you to use your reserved spell slots for dishing out damage or utility. Seeing as wizards get access to Arcane Recovery, you can use Trance to your advantage by waking up before your party, casting a spell with a long duration like mage armor and short resting to get the spell slots back. Keep in mind that you can only use Arcane Recovery once per day and only to regain a spell slot up to 6th level.
Elf (2024): 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.
Fairy: The flight option offers a great evasion tool to help with your lack of durability as a wizard. The free spells are always welcome.
Firbolg: Wizards need INT to be effective.
  • Updated: Though they can choose +2 INT, a firbolg wizard would be redundant because wizards get access to the firbolg's spells already.
Fire Genasi: The extra spells learned don't really do much for wizards. They might enjoy the fire resistance, but there are better races out there.
Genasi:
  • Fire: Ideally the wizard would like to see +2 INT, but there is plenty here to make up for that. Increased survivability from the CON bonus and Fire Resistance that the wizard desperately needs, Darkvision, and a useful cantrip to boot.
Giff: Nothing here for a wizard.
Gith: +1 INT is fine, but wizards would really like +2.
  • Githyanki: Interesting for the additional armor options. The spells, while useful as a free cast, can all be obtained by wizards already.
  • Githzerai: Good protection from conditions which will be helpful for spellcasting and getting out of dangerous situations. The spells, while useful as a free cast, can all be obtained by wizards already.
Gnome (2024): 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.
Goblin: Wizards need INT to be effective.
  • Updated: Now that goblins can choose INT they are a solid pick for a wizard. Fury of the Small will add damage to all of your spells and Nimble Escape is a great failsafe to get out of harms way if you find yourself within melee range. Goblins are also now a strong choice for Bladesingers for boosted weapon damage and more maneuverability on the battlefield.
Goliath: Wizards need INT to be effective.
  • Updated: Not a terrible choice since Stone's Endurance will do lots for survivability, though ideally your wizard won't be taking lots of damage to begin with. Even Bladesingers won't be too interested in the goliath since they have access to shield, absorb elements, Bladesong, and Song of Defense to stay alive.
Goliath (2024): Multiple instances of Misty Step or some additional fire power on your spell attacks. A decent option.
Hadozee: A bit of damage reduction, a climbing speed, and the ability to negate falling damage isn't particularly exciting for a wizard.
Halfling (2024): 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.
Harengon: A small bonus to initiative can help you drop a big AoE spell and the free disengages can help if you get caught in melee distance. While all these abilities are "nice to haves", there is nothing here is particularly exciting for an wizard.
Hobgoblin: Unlike artificers, wizards don’t naturally get access to any armor, so the light armor proficiency from Martial Training will do wonders for survivability. The light armor, combined with CON and Saving Face for saving throws and concentration checks creates a good baseline for a sturdy wizard build.
  • Updated: Bladesingers could use Fey Gift in combat, but other subclasses are far too squishy as they would need to be close to an ally to provide the Help action. Still, Fortune from the Many is useful to have as a failsafe for saving throws.
Human (2024): 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.
Kalashtar: Wizards need INT to be effective.
Kender: The kender's Taunt gives wizards a decent bonus action ability. Unfortunately, with their measly hit dice and lack of armor, wizards really don't want enemies focusing fire on them.
Kenku: Wizards need INT to be effective.
Kobold: Wizards need INT to be effective.
  • Updated: The updated kobold isn't a bad option for a bladesinger, as they can easily activate Draconic Cry. The cantrips from Draconic Sorcery are probably not necessary due to the wizard's large pool of spells, so you'd be better off taking Craftiness or Defiance to round out your character.
Leonin: The +2 CON is okay for hit points and concentration checks, but not getting an INT or even DEX bonus really hurts. The Daunting Roar ability can help you get out of situations where you find yourself surrounded, but so could a misty step.
Lineage: None of the lineage options provide anything particularly exciting for wizards.
Lizardfolk: Wizards need INT to be effective.
Loxodon: Wizards need INT to be effective.
Minotaur: Wizards need INT to be effective.
Orc: Wizards need INT to be effective.
Orc (2024): 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.
Plasmoid: Beyond the resistance to poison and acid and against being poisoned, there isn't much here for the wizard. Especially because the pseudopod is essentially a strictly worse mage hand, despite its ability to deliver touch spells from range.
Satyr: No INT really hurts the viability here for a wizard. The Magic Resistance and extra movement speed are good enough to make the satyr race a consideration though.
Shadar-kai: While you may not need the free misty step, gaining access to a couple of free castings per long rest will enable you to use your reserved spell slots for dishing out damage or utility. Seeing as wizards get access to Arcane Recovery, you can use Trance to your advantage by waking up before your party, casting a spell with a long duration like mage armor and short resting to get the spell slots back. Keep in mind that you can only use Arcane Recovery once per day and only to regain a spell slot up to 6th level.
Shifter: Wizards need INT to be effective.
Simic Hybrid: INT is the best choice for the ability score, but DEX could also work if you are building a melee Bladesinger. Carapace is a good choice for the squishier caster classes and is even more tempting for a Bladesinger.
Tabaxi: Wizards need INT to be effective.
Thri-kreen: Most of the thri-kreen's abilities are replicateable through spells, which you have plenty of ability to learn and cast as a wizard. Mage armor mimics the 13+DEX of the thri-kreen's armor, invisibility for sneaking, and message for telepathic communication.
Tiefling (2024): 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.
Tortle: Wizards need INT to be effective.
Triton: Wizards need INT to be effective.
Vedalken: +2 INT is just about all you need for your average wizard build. Vedalken Dispassion helps when fighting other spellcasters, and Tireless Protection offers you the chance to get some skill or tool proficiencies you may not normally have access to.
Warforged: Most wizards stay out of combat range whenever they can, with the exception of Bladesinger wizards. Take INT as the free ASI choice and you have a viable and more durable wizard build.
Water Genasi: Nothing here for a wizard.
Yuan-ti Pureblood: +2 INT would of course be better here, but Magic Resistance is just so good that +1 will do.

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

Other Wizard Guides

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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