What is a Wizard.
Wizards are the most versatile class in all Dungeons and Dragons. Wizards are full casters (get spells are level one) and being the master of the arcane arts, each wizard devotes their studies to specific type of spell or spell casting style (but all wizards learn Fireball because a Wizard not knowing Fireball is like bird not knowing how to fly) , this has led to Wizards fitting any role the party needs. Wizards are also the class that gain spells outside of levelling up via finding spell sheets and adding the to spell books, which has led to Wizards having the most spells in the game. The only Problem with playing a Wizard is their physical strength is lacking.
The Following are Wizard subclasses
- Abjurer: Your research is on the study of defensive Magic and defence against the arcane arts; your knowledge allows you to create a magical ward when casting Abjuration spells that will protect you and your allies. (Player’s handbook 2024)
- Bladesinger: You researched this ancient Elven art form that incorporates the Arcane arts with swordplay and dance, you can enter a Bladesong state that boost your physical and magical capabilities for a minute (ten rounds of combat). (Forgotten realms: heroes of Faerûn)
- Daemonologist: Your research is on the study of Theology and the relationship between magic, the Demonic, and the Divine; through your research you have learned to siphon the power of either Angels or Demons getting different powers depending on which you choose. (Grim Hollows: Players Guide)
- Diviner: Your research is on the study of Prophecy and how to use magic the effect fate; Through your studies you have learned how to see into the future allowing you to role two D20 and use results for later uses. (Player’s handbook 2024)
- Evoker: Your research is on the study of offensive magic and the use of magic on the battlefield ; over the years of practice, you have learned how maximize you damage output and minimize friendly fire. (Player’s handbook 2024)
- Illusionist: Your research is on the study of Illusion magic, and it is practical, monetary, and entertainment value in everyday life; your Illusions you create is so life like that they can harm your foes. (Player’s handbook 2024)
- Order of Scribes: Your research is on the study of Arcane History and the documentation and experimentation of already existing spells; to further your goal, you have brought your spellbook to life to aid in your spellcasting and to alter spells. (Tasha’s Cauldron of Everything)
- Plague Doctor: Your research is on the study of Alchemy and the relationship between magic, science, and medicine; you can make potions to heal, to harm, or to apply spell effects. (Grim Hollows: Players Guide)
- Sangromancer: Your research is on the study of Blood magic and how magic travels through the body: your field of study is a questionable one, but your Sangromancy spells get results. (Grim Hollows: Players Guide)
- School of Biomancy: Your research is on the study of Biomancy and the uses of magic for self-augmentation and improvement; you have either literally hunted down the part you need for your experiments or grown them in test tube. (Heliana’s guide to Monster Hunting: part one)
- School of conjuration: Your research is on the study of Teleportation and summoning magic and the use of magic for transportation; as you grow in power your summons becomes increasingly more dangerous. (Player’s handbook 2014)
- School of enchantment: Your research is on the study of hypnosis magic and the effects of the Arcane arts on the mind; your magic is so strong that the most powerful minds bend to your will. (Player’s handbook 2014)
- School of Necromancy: Your research is on the study of Necromancy and relationship between life, death, and magic; a easily misunderstood but dangerous research topic, Necromancers can reap souls and raise the dead. (Player’s handbook 2014)
- School of Transmutation: Your research is on the study of Transmutation and using the Arcane arts to modify and change the physical world; through years of practice, you have learned how change creators and objects into new forms. (Player’s handbook 2014)
- Wand Lore: Your research is on the study of traditional magic and Arcane focuses and the creation and development of wands; during your studies you have created your own custom wand that can enhance your spells and magical resistances. (The Griffon’s Saddlebag: Book Two)
- War Magic: You study principle of both evocation and abjuration magic so you can strike a perfect balance of offence and defence; over the years you specialise in fighting other magic users. (Xanathar’s Guide to Everything)
- *Chronurgy: Your research is on the study of magics effects of the flow of time; using this power you can give your allies a second chance while also stopping enemies in their tracks. (Explorer’s Guide to wildemount)
- *Graviturgy: Your research is on the study of magics effects on gravity; over years of research, you have learned to pull, push, crush, and repel as well as doubling and halving the weight of objects and creatures. (Explorer’s Guide to wildemount)
- *Blood Magic: Your research is on another version of blood magic known as hemocraft that allows you to use your blood to enhance your regular spells. (Tal’Dorei Campaign Setting Reborn)
- *Origami Mage Your research is on the study of Origami magic and the cultural and creative impact of magic; after years of practice, you can create paper construct that are imbued with magical effects that can help you combat. (Obojima: Tales from the Tall Grass)
