[Top 5] D&D 5e Wizard Builds



Mastering the Art of Wizardry: Unveiling Multiclass and Pure Wizard Builds for D&D 5th Edition

Within the captivating universe of Dungeons & Dragons 5th edition, the wizard class stands as the quintessential symbol of arcane might. Armed with spellbooks and incantations, wizards have the power to reshape destinies and conjure wonders. This comprehensive guide introduces a diverse array of wizard builds, encompassing both multiclass and pure wizard options. Whether you yearn for the versatility of combined skills or the purity of focused mastery, these builds will empower your character's journey.

 

 1. The Arcane Sorcerer: Harmonizing Bloodlines and Spells


 

Race: Half-Elf

  • Ability Score Increases: +2 Charisma, +1 to two other ability scores of your choice
  • Skills: Arcana, Persuasion, Insight
  • Languages: Common, Elvish, and one other of your choice
  • Fey Ancestry: Advantage against being charmed, and magic can't put you to sleep
  • Background: Sage
  • Skill Proficiencies: Arcana, History
  • Languages: Two of your choice
  • Feature: Researcher - You have access to libraries and scholars who can assist you in your studies

 

Wizard 1:

  • Hit Points: 6 + Constitution modifier
  • Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows, Arcana skill, one type of artisan's tools or musical instrument
  • Equipment: Spellbook, quarterstaff, scholar's pack, spell components pouch
  • Cantrips: Prestidigitation, Mage Hand
  • 1st-level Spells: Mage Armor, Shield, Magic Missile

Wizard 2:

  • Arcane Tradition (Evocation): Evocation Savant - The gold and time you must spend to copy an Evocation spell into your spellbook is halved.
  • Action Surge (if using Fighter subclass): Once per short rest, take an extra action on your turn

Wizard 3:

  • Spell Mastery: Choose three 1st-level spells to always have prepared: Feather Fall, Magic Missile, Shield
  • 2nd-level Spells: Mirror Image, Misty Step

Wizard 4:

  • Ability Score Improvement: +2 Charisma (Total Charisma: 18)
  • 2nd-level Spells: Web, Scorching Ray

Wizard 5:

  • 3rd-level Spells: Fireball, Counterspell

Wizard 6:

  • Arcane Tradition Feature (Evocation): Sculpt Spells - When you cast an Evocation spell that affects other creatures, you can choose a number of them equal to 1 + the spell's level to automatically succeed on their saving throws.
  • 3rd-level Spells: Fly, Lightning Bolt

Wizard 7:

  • 4th-level Spells: Dimension Door, Wall of Fire

Wizard 8:

  • Ability Score Improvement: +2 Charisma (Total Charisma: 20)
  • 4th-level Spells: Stoneskin, Ice Storm

Wizard 9:

  • 5th-level Spells: Cone of Cold, Teleportation Circle

Wizard 10:

  • Arcane Tradition Feature (Evocation): Empowered Evocation - Add your Intelligence modifier to one damage roll of any Wizard Evocation spell you cast.
  • 5th-level Spells: Wall of Force, Bigby's Hand

Sorcerer 1:

  • Hit Points: 6 + Constitution modifier
  • Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows, Constitution saving throws, Sorcerer's focus
  • Cantrips: Light, Ray of Frost, Mage Hand (from Wizard), Fire Bolt (from Sorcerer)
  • 1st-level Spells: Shield, Magic Missile (from Wizard), Mage Armor (from Wizard), Thunderwave

Sorcerer 2:

  • Font of Magic: Gain sorcery points equal to your Charisma modifier (2).
  • Metamagic (Quickened Spell, Subtle Spell): Spend sorcery points to cast spells as a bonus action or without verbal or somatic components.
  • 2nd-level Spells: Mirror Image, Misty Step (from Wizard), Scorching Ray (from Wizard), Hold Person

Sorcerer 3:

  • Sorcerous Origin Feature (Draconic Resilience): Choose a Dragon Ancestor (e.g., Red Dragon for fire damage), gain AC equal to 13 + Dexterity modifier while not wearing armor, and gain resistance to the chosen damage type (fire in this case).
  • 3rd-level Spells: Fireball (from Wizard), Counterspell (from Wizard), Fly (from Wizard), Haste

Sorcerer 4:

  • Ability Score Improvement: +2 Intelligence 
  • 4th-level Spells: Dimension Door (from Wizard), Wall of Fire (from Wizard), Stoneskin (from Wizard), Ice Storm (from Wizard)

Sorcerer 5:

  • 5th-level Spells: Cone of Cold (from Wizard), Teleportation Circle (from Wizard), Wall of Force (from Wizard), Bigby's Hand (from Wizard)

Sorcerer 6:

  • Sorcerous Origin Feature: Choose a Draconic Ancestry (e.g., Red Dragon for fire damage); your spells of that damage type ignore resistance and treat immunity as resistance.
  • 6th-level Spells: Chain Lightning, Globe of Invulnerability

Sorcerer 7:

  • 7th-level Spells: Delayed Blast Fireball, Teleport

Sorcerer 8:

  • Ability Score Improvement: +2 Intelligence 
  • 8th-level Spells: Mind Blank, Power Word Stun

Sorcerer 9:

  • 9th-level Spells: Meteor Swarm, Wish

Sorcerer 10:

  • Sorcerous Origin Feature: Draconic Presence - As a bonus action, exude an aura of draconic power. Creatures within 60 feet must make a Wisdom saving throw or become frightened for 1 minute.

This build focuses on maximizing both your Wizard and Sorcerer spellcasting abilities, with an emphasis on evocation magic and elemental damage. You'll have an extensive spell repertoire, capable of adapting to various situations. The synergy between School of Evocation and Draconic Bloodline features provides excellent damage potential and control over elemental forces. Remember that D&D 5e allows room for customization and creativity, so feel free to adjust this build to suit your preferences and the campaign you're playing.

 

 2. The Rogue Arcanist: Melding Stealth and Spellcraft


 

The Rogue Arcanist build artfully combines the finesse of rogue skills with the wizard's arcane mastery. A master of stealth and spellcasting, this multiclass offers a unique blend of trickery and magical prowess.

Multiclass Combination: Wizard 9 (School of Illusion) / Rogue 11 (Arcane Trickster)

By merging the School of Illusion with the Arcane Trickster archetype, this build becomes an agile spellcaster capable of confounding foes with illusions while delivering sneak attacks. The result is a versatile character excelling in both combat and deception.
 

Race: Half-Elf

  • Ability Score Increases: +2 Dexterity, +1 Intelligence, +1 Charisma
  • Skills: Arcana, Deception, Stealth
  • Languages: Common, Elvish, and one other of your choice
  • Fey Ancestry: Advantage against being charmed, and magic can't put you to sleep
  • Background: Charlatan
  • Skill Proficiencies: Deception, Sleight of Hand
  • Tool Proficiencies: Disguise Kit, Forgery Kit
  • Feature: False Identity - You have a second identity that includes documentation, established acquaintances, and disguises.

Class Levels:

Wizard 1 (School of Illusion):

  • Hit Points: 6 + Constitution modifier
  • Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows, Arcana skill, one type of artisan's tools or musical instrument
  • Equipment: Spellbook, dagger, scholar's pack, spell components pouch
  • Cantrips: Minor Illusion, Mage Hand
  • 1st-level Spells: Disguise Self, Silent Image

Wizard 2 (School of Illusion):

  • Class Features: Illusion Savant - The gold and time you must spend to copy an Illusion spell into your spellbook is halved.
  • 2nd-level Spells: Mirror Image, Misty Step

Wizard 3 (School of Illusion):

  • Class Features: School of Illusion Feature - Minor Illusion becomes Silent Image when cast as an Illusion spell.
  • 2nd-level Spells: Invisibility, Mirror Image

Wizard 4 (School of Illusion):

  • Ability Score Improvement: +2 Intelligence (Total Intelligence: 18)
  • 3rd-level Spells: Major Image, Counterspell

Wizard 5 (School of Illusion):

  • 3rd-level Spells: Major Image (upcast), Hypnotic Pattern

Wizard 6 (School of Illusion):

  • Class Features: School of Illusion Feature - When you cast an Illusion spell of 1st level or higher, you can choose one inanimate, non magical object that is part of the illusion and make that object real.
  • 3rd-level Spells: Mislead, Nondetection

Wizard 7 (School of Illusion):

  • 4th-level Spells: Greater Invisibility, Hallucinatory Terrain

Wizard 8 (School of Illusion):

  • Ability Score Improvement: +2 Intelligence (Total Intelligence: 20)
  • 4th-level Spells: Seeming, Shadow Evocation

Wizard 9 (School of Illusion):

  • Class Features: School of Illusion Feature - You can create an Illusory Reality. When you cast an Illusion spell of 1st level or higher, you can choose one inanimate, non magical object that is part of the illusion and make that object real.
  • 5th-level Spells: Mislead (upcast), Creation

Rogue 1 (Arcane Trickster):

  • Hit Points: 8 + Constitution modifier
  • Proficiencies: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, Thieves' Tools, Dexterity saving throws
  • Skills: Choose four skills from Acrobatics, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
  • Equipment: Rapier, shortbow, burglar's pack, leather armor, two daggers, Thieves' Tools

Rogue 2 (Arcane Trickster):

  • Cunning Action: Bonus action to Dash, Disengage, or Hide
  • Evasion: No damage on Dexterity saving throws for half damage

Rogue 3 (Arcane Trickster):

  • Roguish Archetype (Arcane Trickster): Gain Mage Hand Legerdemain - You can use your bonus action to control your Mage Hand, using it to manipulate objects, pick pockets, or deliver spells with Sleight of Hand checks.

Rogue 4 (Arcane Trickster):

  • Ability Score Improvement: +2 Dexterity (Total Dexterity: 20)

Rogue 5 (Arcane Trickster):

  • Uncanny Dodge: Use your reaction to halve incoming damage from an attacker

Rogue 6 (Arcane Trickster):

  • Expertise: Choose two skills you're proficient in, your proficiency bonus is doubled for any ability check using those skills

Rogue 7 (Arcane Trickster):

  • Evasion: Improved version - No damage on Dexterity saving throws for half damage

Rogue 8 (Arcane Trickster):

  • Ability Score Improvement: +2 Constitution 

Rogue 9 (Arcane Trickster):

  • Versatile Trickster: You can use your Mage Hand Legerdemain to stow one object the hand is holding in a container worn or carried by another creature.

Rogue 10 (Arcane Trickster):

  • Magical Ambush: If you cast a spell that requires an attack roll, the target has disadvantage on the saving throw against the spell this turn if you are hidden from it.

Rogue 11 (Arcane Trickster):

  • Reliable Talent: Whenever you make an ability check that lets you add your proficiency bonus, treat a d20 roll of 9 or lower as a 10.

 

 3. The Warlock Arcanist: Binding Pacts and Spellweaving

The Warlock Arcanist build melds the wizard's arcane finesse with the enigmatic powers bestowed by a warlock patron. This multiclass wields both arcane and eldritch might, creating a character who commands infernal forces while conjuring spells.

Multiclass Combination: Wizard 8 (School of Evocation) / Warlock 12 (Fiend Pact)

By forging a pact with a patron, the Warlock Arcanist gains eldritch invocations and warlock spells. This synergy amplifies spellcasting capabilities and introduces the influence of infernal pacts, resulting in a character who can manipulate both arcane and infernal energies.

 

Race: Tiefling

  • Ability Score Increases: +2 Charisma, +1 Intelligence
  • Skills: Arcana, Intimidation
  • Languages: Common, Infernal, and one other of your choice
  • Infernal Legacy: Gain the Thaumaturgy cantrip. At 3rd level, you can cast Hellish Rebuke once per long rest. At 5th level, you can cast Darkness once per long rest.
  • Background: Sage
  • Skill Proficiencies: Arcana, History
  • Languages: Two of your choice
  • Feature: Researcher - You have access to libraries and scholars who can assist you in your studies.

Class Levels:

Wizard 1 (School of Evocation):

  • Hit Points: 6 + Constitution modifier
  • Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows, Arcana skill, one type of artisan's tools or musical instrument
  • Equipment: Spellbook, dagger, scholar's pack, spell components pouch
  • Cantrips: Fire Bolt, Mage Hand
  • 1st-level Spells: Magic Missile, Shield

Wizard 2 (School of Evocation):

  • Class Features: Evocation Savant - The gold and time you must spend to copy an Evocation spell into your spellbook is halved.
  • 2nd-level Spells: Scorching Ray, Misty Step

Wizard 3 (School of Evocation):

  • Class Features: School of Evocation Feature - Sculpt Spells
  • 2nd-level Spells: Mirror Image, Shatter

Wizard 4 (School of Evocation):

  • Ability Score Improvement: +2 Intelligence (Total Intelligence: 18)
  • 3rd-level Spells: Fireball, Counterspell

Wizard 5 (School of Evocation):

  • 3rd-level Spells: Lightning Bolt, Dispel Magic

Wizard 6 (School of Evocation):

  • Class Features: School of Evocation Feature - Potent Cantrip
  • 3rd-level Spells: Chain Lightning, Globe of Invulnerability

Wizard 7 (School of Evocation):

  • 4th-level Spells: Wall of Fire, Dimension Door

Wizard 8 (School of Evocation):

  • Ability Score Improvement: +2 Intelligence (Total Intelligence: 20)
  • 4th-level Spells: Ice Storm, Stoneskin

Warlock 1 (Fiend Pact):

  • Hit Points: 8 + Constitution modifier
  • Proficiencies: Light armor, simple weapons
  • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
  • Equipment: Light crossbow, 20 bolts, component pouch, scholar's pack, leather armor, two daggers
  • Cantrips: Eldritch Blast, Mage Hand (from Wizard)

Warlock 2 (Fiend Pact):

  • Invocations: Agonizing Blast (Eldritch Blast deals Charisma modifier as damage), Devil's Sight (can see normally in magical and non magical darkness)
  • Pact Boon: Pact of the Chain - Gain a familiar that can deliver touch spells and provide various benefits

Warlock 3 (Fiend Pact):

  • Pact Boon Feature: Chain Master's Fury (Familiar can attack)
  • Pact Spells: Gain access to 2nd-level Warlock spells
  • 2nd-level Spells: Hold Person, Scorching Ray (from Wizard)

Warlock 4 (Fiend Pact):

  • Ability Score Improvement: +2 Charisma (Total Charisma: 18)
  • Pact Spells: Gain access to 3rd-level Warlock spells
  • 3rd-level Spells: Fireball (from Wizard), Counterspell (from Wizard)

Warlock 5 (Fiend Pact):

  • Pact Boon Feature: Chain Master's Defense (Familiar can use its reaction to grant you advantage on a saving throw)
  • Eldritch Invocation: Eldritch Spear (Eldritch Blast range becomes 300 feet)

Warlock 6 (Fiend Pact):

  • Pact Spells: Gain access to 4th-level Warlock spells
  • 4th-level Spells: Dimension Door (from Wizard), Wall of Fire (from Wizard)

Warlock 7 (Fiend Pact):

  • Eldritch Invocation: Repelling Blast (Eldritch Blast can push targets 10 feet)

Warlock 8 (Fiend Pact):

  • Ability Score Improvement: +2 Charisma (Total Charisma: 20)
  • Pact Spells: Gain access to 5th-level Warlock spells
  • 5th-level Spells: Flame Strike, Hold Monster

Warlock 9 (Fiend Pact):

  • Eldritch Invocation: Improved Pact Weapon (Pact weapon is a +1 magic weapon)
  • Pact Boon Feature: Chain Master's Attack (Familiar can use its reaction to make an attack)

Warlock 10 (Fiend Pact):

  • Pact Spells: Gain access to 6th-level Warlock spells
  • 6th-level Spells: Fiendish Gaze, Circle of Death

Warlock 11 (Fiend Pact):

  • Mystic Arcanum: Choose a 6th-level Warlock spell to cast once per long rest

Warlock 12 (Fiend Pact):

  • Ability Score Improvement: +2 Constitution 
  • Mystic Arcanum: Choose a 7th-level Warlock spell to cast once per long rest

 

 4. The Evocation Savant: Harnessing the Power of Destruction

The Evocation Savant build is a pure wizard who delves deeply into the School of Evocation. This specialization allows the wizard to channel raw arcane energy with unmatched precision, resulting in formidable offensive capabilities.

Subclass: School of Evocation

By focusing on the School of Evocation, this wizard excels in dealing destructive spells, inflicting massive damage on adversaries. The subclass features amplify the potency of evocation spells, making this character a formidable force on the battlefield.

 

Race: High Elf

  • Ability Score Increases: +2 Intelligence, +1 Dexterity
  • Skills: Arcana, Perception
  • Languages: Common, Elvish, one other of your choice
  • Keen Senses: Proficiency in Perception
  • Trance: Meditate for 4 hours instead of sleeping for 8 hours
  • Background: Sage
  • Skill Proficiencies: Arcana, History
  • Languages: Two of your choice
  • Feature: Researcher - You have access to libraries and scholars who can assist you in your studies.

Class Levels:

Wizard 1 (School of Evocation):

  • Hit Points: 6 + Constitution modifier
  • Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows, Arcana skill
  • Equipment: Spellbook, component pouch, scholar's pack, spellbook
  • Cantrips: Fire Bolt, Mage Hand
  • 1st-level Spells: Magic Missile, Shield

Wizard 2 (School of Evocation):

  • Class Features: Evocation Savant - The gold and time you must spend to copy an Evocation spell into your spellbook is halved.
  • 2nd-level Spells: Scorching Ray, Misty Step

Wizard 3 (School of Evocation):

  • Class Features: Sculpt Spells - When you cast an Evocation spell that affects other creatures, you can choose a number of them equal to 1 + the spell's level to automatically succeed on their saving throws.
  • 2nd-level Spells: Shatter, Mirror Image

Wizard 4 (School of Evocation):

  • Ability Score Improvement: +2 Intelligence (Total Intelligence: 18)
  • 3rd-level Spells: Fireball, Counterspell

Wizard 5 (School of Evocation):

  • 3rd-level Spells: Lightning Bolt, Dispel Magic

Wizard 6 (School of Evocation):

  • Class Features: Potent Cantrip - Add your Intelligence modifier to the damage you deal with any cantrip.

Wizard 7 (School of Evocation):

  • 4th-level Spells: Ice Storm, Dimension Door

Wizard 8 (School of Evocation):

  • Ability Score Improvement: +2 Intelligence (Total Intelligence: 20)
  • 4th-level Spells: Wall of Fire, Stoneskin

Wizard 9 (School of Evocation):

  • Class Features: Empowered Evocation - Add your Intelligence modifier to one damage roll of any Wizard Evocation spell you cast.
  • 5th-level Spells: Cone of Cold, Teleportation Circle

Wizard 10 (School of Evocation):

  • Class Features: Overchannel - Maximize the damage of a wizard spell you cast at the cost of taking damage equal to twice the spell's level. Can only be used once per long rest.
  • 5th-level Spells: Wall of Force, Bigby's Hand

Wizard 11 (School of Evocation):

  • 6th-level Spells: Chain Lightning, Globe of Invulnerability

Wizard 12 (School of Evocation):

  • Ability Score Improvement: +2 Constitution 
  • 6th-level Spells: Sunbeam, True Seeing

Wizard 13 (School of Evocation):

  • 7th-level Spells: Delayed Blast Fireball, Teleport

Wizard 14 (School of Evocation):

  • Class Features: Signature Spells - You can prepare four 1st-level spells of your choice as Signature Spells that you always have prepared.

Wizard 15 (School of Evocation):

  • 8th-level Spells: Sunburst, Control Weather

Wizard 16 (School of Evocation):

  • Ability Score Improvement: +2 Constitution 
  • 8th-level Spells: Incendiary Cloud, Maze

Wizard 17 (School of Evocation):

  • 9th-level Spells: Meteor Swarm, Wish
  • Wizard 18 (School of Evocation):
  • Class Features: Spell Mastery - Choose three 1st-level wizard spells to always have prepared.

Wizard 19 (School of Evocation):

  • Ability Score Improvement: +2 Constitution 
  • 9th-level Spells: Time Stop, Prismatic Sphere

Wizard 20 (School of Evocation):

  • Class Features: Signature Spells Improvement - You can prepare five 1st-level spells of your choice as Signature Spells. 

 

5. The Divination Seer: Unraveling Secrets of Fate

Introducing the enigmatic Divination Seer, a wizard who's like a cosmic detective with a flair for peeking behind the curtain of fate itself. The Divination Seer build is a pure wizard specializing in the intricacies of the School of Divination. This archetype allows the wizard to peer into the threads of destiny, foreseeing outcomes and manipulating fortune.

Subclass: School of Divination

The School of Divination grants the wizard the power to alter fate through portents and manipulation of probabilities. By focusing on divination spells, this character becomes a strategic asset to the party, unraveling mysteries and predicting outcomes.

 

Race: Variant Human

  • Ability Score Increases: +1 Intelligence, +1 Wisdom
  • Skills: Arcana, Insight
  • Languages: Common, one other of your choice
  • Feat: Observant - +1 to Intelligence or Wisdom (Total Intelligence or Wisdom: 18), and you can read lips if the speaker is within 30 feet of you and is speaking a language you understand.
  • Background: Sage
  • Skill Proficiencies: Arcana, History
  • Languages: Two of your choice
  • Feature: Researcher - You have access to libraries and scholars who can assist you in your studies.

Class Levels:

Wizard 1 (School of Divination):

  • Hit Points: 6 + Constitution modifier
  • Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows, Arcana skill
  • Equipment: Spellbook, component pouch, scholar's pack, spellbook
  • Cantrips: Mage Hand, Prestidigitation
  • 1st-level Spells: Detect Magic, Identify

Wizard 2 (School of Divination):

  • Class Features: Divination Savant - The gold and time you must spend to copy a Divination spell into your spellbook is halved.
  • 2nd-level Spells: Augury, Find Traps

Wizard 3 (School of Divination):

  • Class Features: Portent - Before a long rest, roll 2d20s and record the results. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these foretold rolls.
  • 2nd-level Spells: See Invisibility, Clairvoyance

Wizard 4 (School of Divination):

  • Ability Score Improvement: +2 Intelligence (Total Intelligence: 20)
  • 3rd-level Spells: Tongues, Arcane Eye

Wizard 5 (School of Divination):

  • 3rd-level Spells: Scrying, Legend Lore

Wizard 6 (School of Divination):

  • Class Features: Expert Divination - When you cast a Divination spell of 2nd level or higher, you regain one expended spell slot of a level lower than the spell you cast.
  • 3rd-level Spells: Contact Other Plane, Rary's Telepathic Bond

Wizard 7 (School of Divination):

  • 4th-level Spells: Divination, Arcane Eye (upcast)

Wizard 8 (School of Divination):

  • Ability Score Improvement: +2 Constitution 
  • 4th-level Spells: Foresight, Scrying (upcast)

Wizard 9 (School of Divination):

  • Class Features: The Third Eye - Gain the ability to use the Detect Thoughts spell without expending a spell slot. You can also cast it as a ritual.
  • 5th-level Spells: Commune, Legend Lore (upcast)

Wizard 10 (School of Divination):

  • Class Features: Greater Portent - Roll 3d20s for your Portent rolls.
  • 5th-level Spells: Contact Other Plane (upcast), Rary's Telepathic Bond (upcast)

Wizard 11 (School of Divination):

  • 6th-level Spells: True Seeing, Arcane Eye (upcast)

Wizard 12 (School of Divination):

  • Ability Score Improvement: +2 Constitution 
  • 6th-level Spells: Foresight (upcast), Scrying (upcast)

Wizard 13 (School of Divination):

  • 7th-level Spells: Divination, Contact Other Plane (upcast)

Wizard 14 (School of Divination):

  • Class Features: The Fates - Once per long rest, when you make an attack roll, saving throw, or ability check, you can treat the d20 roll as a 15.
  • 7th-level Spells: Vision, Arcane Eye (upcast)

Wizard 15 (School of Divination):

  • 8th-level Spells: Mind Blank, Antipathy/Sympathy

Wizard 16 (School of Divination):

  • Ability Score Improvement: +2 Constitution 
  • 8th-level Spells: Glibness, Scrying (upcast)

Wizard 17 (School of Divination):

  • 9th-level Spells: Foresight, Time Stop

Wizard 18 (School of Divination):

  • Class Features: Perfect Predictions - When you roll initiative and have no Portent dice left, you regain one Portent die.

Wizard 19 (School of Divination):

  • Ability Score Improvement: +2 Constitution 
  • 9th-level Spells: True Polymorph, Wish

Wizard 20 (School of Divination):

  • Class Features: Signature Spells - You can prepare four 1st-level spells of your choice as Signature Spells that you always have prepared.

Within the enchanting world of D&D 5th edition, the path to wizardry is as diverse as the spells themselves. This guide has illuminated a spectrum of possibilities, from multiclass synergy to the focused expertise of pure wizardry. Whether you embrace the fusion of arcane arts or immerse yourself in the mastery of one tradition, these builds will guide your character toward unparalleled magical feats.

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