Summary
- Wizards in D&D 2024 have been revamped to focus on spellcasting versatility, with access to more spells and new abilities like Ritual Adept.
- Wizard subclasses have been decreased to 4 in the 2024 edition, giving each subclass more depth and uniqueness for players to explore.
- Changes to subclasses like the Abjurer and Illusionist offer new spells and features, making them more powerful and distinct in gameplay.
The Wizard is one of the oldest classic classes in Dungeons and Dragons. Focused on casting magic with a scholarly angle, Wizards are the quintessential academics of the Dungeons and Dragons group. Because they're such a popular class and have access to the largest variety of spells, the Wizard has been streamlined in 2024 to make use of that access to spells.
Wizards are due to get a massive revamp with the release of the new 2024 edition of the Player's Handbook. Half of their subclasses have been removed, with the remaining four getting a big overhaul. Some of the subclasses have very little to do with their 2014 predecessor, while the remaining classes that were already well-developed received only a few changes.
Changes to Every Wizard in DnD
Because Wizards are a pure spellcasting class and don't wield martial weapons of any kind, they have the longest spell list of any class. The changes to Wizards have been made to emphasize their spellcasting versatility and potency, with changes made to both the overall class and the four new Wizard subclasses.
Important new changes for every Wizard include:
- Wizards can now change one of their cantrips every Long Rest.
- Ritual Adept: From Level 1, Wizards can cast any Ritual spell in their spellbooks without preparing it.
- Memorize Spell: From Level 5, Wizards can choose one spell from their prepared spell and swap it out with another in their spell book every time they take a Short Rest.
- Spell Mastery: This has been changed to affect only spells that cost one Action, and only one spell can be swapped. Chosen spells are now always prepared.
- Epic Boon: Attained at Level 19 and brought over from the Dungeon Master's Guide.
- Scholar: A new feature created to drive home that Wizards are academics. Wizards can now gain Expertise in one Skill that they're also proficient in from this list: Arcana, History, Medicine, Religion, Nature, or Investigation.
Wizard Subclasses in DnD with Big Changes
The 2014 edition of the Player's Handbook included 8 Wizard subclasses. That number has been cut down to four in the 2024 Player's Handbook to match the other classes. While removing half the Wizard subclasses seems like a bad move, it goes a long way towards balancing the classes and making each Wizard subclass feel worthwhile, rather than having eight subclasses with some that go neglected.
Each subclass now has a variation of the Savant feature. Savant is not a new feature for the Wizard, but has been repurposed to make it more useful for players and to give Wizards better access to the spells on their subclass' Spell List. For example, the Abjuration Savant feature allows the Abjuration Wizard to learn two additional spells from the Abjuration Spell List for free upon leveling up for the first time, then an additional one each time upon leveling up. This is to guarantee that the Wizard gets at least one spell from their class' Spell List each time they level up. Like the other classes in the 2024 Player's Handbook update, Wizards get their subclass at Level 3.
Abjurer
As with the 2014 edition of the Player's Handbook, the 2024 version of the Abjurer is a Wizard that focuses on defending themselves and others. To this end, the Abjurer Spell List has been modified to include spells that previously weren't classified as Abjure Spells. Abjurers get a feature at Level 10 called Spellbreaker, which grants them Counterspell and Dispel Magic. Both of these spells can be cast as a bonus action and, if they fail, their spell slots aren't expended.
The Abjurer's signature spell, Arcane Ward, has also received an update. Any resistances the Wizard already has will be applied before Arcane Ward's protection is applied. The same applies to Shared Protection, with the Wizard's allies' resistances being applied to their protection before Shared Protection is activated, making the spell more effective.
Illusionist
The Illusionist was one of the weaker subclasses for Wizards in the past, and so this subclass has gotten the biggest overhaul to the point that it's nigh on unrecognizable. Illusionists now get Phantasmal Creatures at Level 6, which grants them two spells that are always prepared: Summon Beast and Summon Fae. These spells work differently compared to other classes in that the Illusionist can choose to summon them as Illusion spells rather than their original Conjuration spells. They can do this once per day, and without expending any spell slots, giving the Illusionist a wealth of potential to work with not only in combat, but also in terms of exploration and when creating distractions.
The range for casting illusions has been increased from 10ft to 60ft. The subclass also gains Illusory Self at Level 10, which is triggered upon being hit, and can be replenished by expending a level 2 or higher spell slot without using an action. As with the other Wizard subclasses, this class gains the Savant feature and gains an additional spell from the Illusion spell list every time they gain a level.
Wizard Subclasses with Fewer Changes
Diviner
As a strong class, the Diviner hasn't seen many changes from the 2014 to the 2024 Player's Handbook. Many of the changes to the Diviner and Divination spells are centered on streamlining their existing abilities, notably Level 10's feature The Third Eye, which can now be used as a Bonus Action rather than needing an Action to activate. Diviners can now also cast See Invisibility without expending a spell slot, and their Darkvision has been extended to 120ft.
Evoker
Like the Diviner, the Evoker subclass remains largely unchanged with only some minor refinements that are appropriate for the class and should improve combat. Of particular note are the changes to the Potent Cantrip feature, which is now applied to all cantrips that either force a saving throw or use an attack roll. If the enemy succeeds on their saving throw, or the Evoker's attack roll misses, the Evoker's cantrip still deals half damage.
- Franchise
- Dungeons & Dragons
- Publisher
- Wizards of the Coast
Created by Gary Gygax, Dungeons & Dragons is a tabletop game in which players craft their own worlds and band together to take on adventures through mysterious realms outlined in companion materials. One of the best role-playing games ever made, it has been adapted into a variety of video games and other media.
Checkbox: control the expandable behavior of the extra info- Original Release Date
- 1974
- Designer
- E. Gary Gygax, Dave Arneson