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!
Ryan Pancoast - Wizards of the Coast - Kasmina, Enigma Sage
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
- 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.
- 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.
- 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.
- 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.
- 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
- Updated: 1st level, concentrationless flight, an extra spell, and a beneficial ASI array make this an extremely attractive option for wizards.
- 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.
- Updated: Nothing here for a wizard.
- 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.
- Updated: Though they can choose +2 INT, a firbolg wizard would be redundant because wizards get access to the firbolg's spells already.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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