The Wizard of Dungeons & Dragons perhaps started the trend of “glass cannons” in the RPG meta scene. After all, the D&D Wizard began the archetype “powerhouse with a frail body” that many fantasy media still use today. Interestingly, D&D 5th Edition spices things up by ensuring that players have multiple options for building their ideal Wizard. As a result, gone are the days of coughing people draped with old robes and pointy hats.
Instead, thanks to unique features, some Wizards can casually destroy civilizations with a few good rolls of their Fireballs. Moreover, some Wizards gain expertise in sword-fighting as well as spell-slinging. However, for the newcomer, just which Wizard features should they pay attention to? Moreover, which ones should they probably leave alone?
10 Great: Arcane Recovery
Wizards suffer in previous editions as they tend to remain useful only for a single encounter. Back then, Wizards can dish out useful Spells but remain useless until the party gets a long rest. Thankfully, Arcane Recovery circumvents this by allowing Wizards to regain a handful of their Spell Slots during a short rest.
Essentially, Arcane Recovery lets Wizards regain Spell Slots equal to half their Wizard Level, rounded up. For example, a 4th-Level Wizard can gain Spell Slots worth two levels -either a single 2nd-Level Spell Slot, or two 1st-Level Spell Slots. This feature serves its purpose if Wizards are in search of magical artifacts and know there’s a boss battle awaiting them soon.
9 Useless: Keen Mind
Wizards take pride in their intellect, which they can use in many ways. Thanks to the Keen Mind Feat, Wizards can use their sheer intellect to track details, directions, and time with remarkable precision. Mechanically-speaking, they gain Intelligence + 1, identify the hours left before the next dusk or dawn, know which way is north, and recall anything they’ve heard or seen in the last month with extreme accuracy.
Despite how tempting the partial Intelligence bonus can be, its other features aren’t as useful. Wizards who want to become investigators can use these extra tidbits when gathering intel on powerful NPCs, but it won’t be as useful in most scenarios.
8 Great: Spell Mastery
When Wizards reach their prime, they have favored spells they can cast easily. Technically-speaking, Spell Mastery allows Wizards to choose one 1st-Level and one 2nd-Level Spells from their spellbook that they can cast without spending Spell Slots, provided they have them prepared. Moreover, they only have to spend Spell Slots if they want to cast these Spells at a higher level.
Wizards who attain 18th-Level might think of replacing their Cantrips with Spell Mastery. However, at this point, their Cantrips would likely deal more damage than most 1st-Level or 2nd-Level Spells. In turn, Spell Mastery works best with spammable support Spells such as Mirror Image or Invisibility.
7 Useless: Signature Spell
By the time Wizards reach the pinnacle of their power, they know their favorite spells at the back of their head. These show in their Signature Spells, which allows Wizards to cast two powerful Spells with little to no effort. With this feature, Wizards can choose two 3rd-Level Spells from their spellbook. These will become Signature Spells, which won’t count as part of their Prepared Spells. Moreover, Wizards can cast these spells once without Spell Slot costs at 3rd-Level before having to rest.
Essentially, Signature Spell can be a great way to get two extra prepared Spells – which can drastically improve a Wizard’s utility options. However, Wizards do need to wait for 20th-Level to get this feature. In turn, players will have to think hard whether they want to Multiclass (and not get this feature) or to stick to the end.
6 Great: Spell Sniper
Wizards of the highest caliber not only cast powerful Spells, but they can ensure their Spells hit their marks – even if they’re ridiculously far away. Thanks to the Spell Sniper Feat, players can make this possible. Essentially, Spell Sniper doubles the range of any Spells that require ranged attack rolls. Moreover, all ranged spell attacks by Spell Snipers now ignore half and three-quarters cover.
Moreover, Wizards get to choose a Cantrip that requires an attack roll from a Spellcasting Class (Wizard, Warlock, Sorcerer, Cleric, and Bard) that will use the same Spellcasting Modifier as its original Class. Essentially, Spell Sniper works best for builds that love ranged spell attacks.
5 Useless: Magic Initiate
Wizards who want to demonstrate mastery over the arcane might want to try dipping into other mystical arts. Thanks to the Magic Initiate Feat, players can get a free dip into a Bard, Cleric, Sorcerer, Warlock, or Wizard Class to get two Cantrips and one 1st-Level Spell of their choice.
At first glance, Magic Initiate seems like a handy way of getting access to other Class Spells – or even getting yet another set of Wizard Spells and Cantrips. However, Magic Initiate needs players to use the same Spellcasting Modifier for the Class Spells they took. Meaning, if Wizards have low Wisdom, they can’t use Cleric Spells effectively. In turn, Magic Initiate really only works if Wizards desperate need healing Spells, or if they have the Modifier high enough to use their chosen Spells efficiently.
4 Great: Light Crossbow
Wizards who need firepower might rely on the Fire Bolt (Evocation Cantrip), as it’s an easy 1d10 Fire Damage on hit. Moreover, it ups its damage into 2d10 (5th-Level), 3d10 (11th-level) and 4d10 (17th-Level) as the caster grows in power. However, players who want to make a more reliable weapon choice might instead go for the Light Crossbow. That’s right, a Wizard can become a substitute for the versatile Ranger, at least in terms of basic ranged combat.
Players with good Dexterity (around 14 at least) could greatly benefit from the Light Crossbow. It’s a Simple Crossbow that deals 1d8 Piercing damage with a remarkable 80/320 range. This means, for as long as the Wizard has a good aim, they can hit almost anything in the immediate vicinity. Moreover, Wizards can make more use of the Light Crossbow instead of Fire Bolt, at least until 5th-Level where Fire Bolt gets extra damage. Even then, Wizards can continue using the Light Crossbow and replace Fire Bolt with other Cantrips of their choosing.
3 Useless: Quarterstaff
If Clerics get attached to magical items such as maces, Wizards get attached to quarterstaves as magical foci. After all, quarterstaves make great substitutes for walking sticks as well! However, unless these staves have inherent magical properties, they aren’t as helpful as Wizards might think.
Remember, the Quarterstaff is a Simple Staff that deals 1d6 Bludgeoning damage. Mechanically-speaking, the numbers alone make the Quarterstaff inferior to Shocking Grasp (Evocation Cantrip) and its 1d8 Lightning Damage, or the Dagger’s 1d4 Piercing damage but has multiple properties (Finesse, Light, Range, Thrown).
2 Great: Ability Score Improvement
Wizards pride in their sheer intellect, which makes them mechanically reliant on the Intelligence stat. Since most Wizard Spells deal more damage with more Intelligence Modifiers, Wizards should prioritize racking up to 20 Intelligence as fast as possible. Afterward, Wizards should dip into Constitution for better HP and windows for Constitution Saves. The latter logic goes for Dexterity and Wisdom, as well.
Interestingly, Wizards can best approach these goals via the Ability Score Improvement (ASI) mechanic. Aside from Fighters, Wizards perhaps get the most ASI options – with a whopping five opportunities prior to 20th Level.
1 Useless: Skilled
Given how Wizards mostly rely on their Spell Slots in combat, players will want to make their Wizards useful even in roleplaying encounters. In that regard, Skilled seems a sensible choice – after all, it grants Proficiency in any combination of three tools or Skills of the player’s choosing.
However, mechanically-speaking, players might get more out of Feats instead of choosing Skilled. For instance, Wizards who want to get more than two Skills should take advantage of the Proficiencies of the Half-Elf or get their desired Skills by starting as a Rogue or other subclasses. They can then leave their Feats for more useful options.
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