Dungeons & Dragons Wizard Skills

Dungeon Dragons Wizard

Dungeons & Dragons Wizard Skills

The wizard class in Dungeons & Dragons is one of the most sought-after classes. Their access to an extensive library of spells makes them the ideal choice for players seeking to customize their character with a diverse selection of options.

In D&D, there are multiple schools of magic – each specializing in a particular type of spell. Each has its own advantages and drawbacks, so it’s essential that you select the correct school for your character’s playstyle.


Dungeons & Dragons offers magic as one of the most powerful and versatile tools you can use to aid you in playing your character. Whether it’s to solve a problem, take down an opponent, or simply enchant the world – magic can make life simpler!

The wizard is one of the most versatile spellcasters in the game, having access to an expansive library. This makes them great for many types of play. Unfortunately, new players often make several common errors when creating or playing their wizards; hopefully these tips can help improve your gameplay as a spellcaster!

Wizards cast spells using their magical knowledge (augmented by their Intelligence score) and experience. To learn new spells, they study various magical writings and copy them into their spellbooks. This method allows them to build up an arsenal of spells which they can then re-use whenever desired.

Spells can be used to do a number of things, such as inflict damage and buff or harm enemies. Each spell has its own effects which usually take the shape of a cone, cube, cylinder, line or sphere.

Depending on the spell, you have two choices: make a save to avoid its effects or roll an attack to see if it hits. The DC for resisting a spell equals 8 plus your spellcasting ability modifier plus your proficiency bonus.

Wizards have some of the lowest hit points among all classes in Dungeons & Dragons, yet they remain safe thanks to some of D&D’s most effective defensive spells. Mage Armor and Shield, for example, allow you to increase your armor class against certain attacks.

Selecting a character race that corresponds with your magic specialty can be advantageous, as this will grant additional bonuses in terms of ability scores. Human and gnome characters both make great choices here; humans benefit from natural intelligence boosts while gnomes possess racial abilities ideal for magical-based play.

In addition, tieflings and hobgoblins possess great spellcasting potential due to their racial powers, while high-elves and half-elves possess plenty of intellect for wizardry endeavors.


Invisibility is a necessary skill for any wizard. It allows your character to go about their business undetected by enemies and the environment, granting them the power to open doors or spy on a target with ease.

The power to be invisible has been around since ancient times, with records dating back to the earliest recorded use of magic. Invisibility was often employed in mystical texts to conceal victims or even shield hunters’ eyesight (as depicted in the classic movie Bladerunner).

Unfortunately, this strategy had its drawbacks. For instance, hunters who needed to keep track of their prey would find this strategy impractical.

Another issue with invisibility is that it does not shield you from attacks made by your adversary. This presents a problem in most combat scenarios.

Invisibility makes it harder for you to attack or defend against other creatures in your vicinity, and invisibility causes disadvantages against sight-based Perception checks made by other creatures.

One way to detect an invisible adversary is by using caltrops. These small spikes have a similar effect as wearing a cloak of invisibility and can be placed on the creature’s feet for added detection.

These can be purchased for 2gp from any adventuring gear supplier. While they may not seem powerful at first glance, when combined by 5-7 characters they can have an immense impact on a much wider area.

If an invisible creature passes through the caltrops it may become prone and fall to the ground. This could be a useful strategy in combat as it reduces space for successful attacks with disadvantage.

Other strategies for detecting an invisible opponent include using a circle of lights or talisman that indicates its location. While not the ideal solution, this method can be useful when tracking down opponents in dimly-lit rooms or on deserted mountain trails.

There are several methods to eliminate an invisible creature, though these usually have drawbacks. For instance, it may be difficult to detect them if they have submerged themselves in water or are walking through terrain like sand or snow. Furthermore, dust or other substances can impair their invisibility as well.

Armor Proficiency

Armor proficiency is a critical skill in Dungeons & Dragons, as it grants you access to armor and shields. Without proficiency, your attack rolls will be hindered and spells won’t work for you.

Light armor gives you AC plus your Dexterity modifier, medium armor adds up to a maximum of two, and heavy doesn’t take into account Dexterity at all. Therefore, light armor is recommended for characters with high Dexterity or stealth skills who want the highest possible AC.

Artificer: Starting as an Artificer can grant you some nice armor and shields, as well as access to some low-level spells that the Wizard doesn’t recommend. Furthermore, Arcana saves and other abilities are available that aren’t worth learning permanently but might be tempting you in.

Fighter: Two levels of fighter can grant you action surge, but at a considerable cost. Other classes offer more benefits at fraction of the level invested. Clerics get plenty of powerful low-level spells and an attractive Domain, so taking one level to gain heavy armor proficiency may make sense.

Druid: As a druid, scaling mail with some amazing AC can be very advantageous. Unfortunately, it’s quite heavy and you take disadvantage on Stealth checks because of this.

Ranger: If you’re hunting down dragons, scale mail is an affordable and useful option that offers some nice AC. Unfortunately, it can be somewhat difficult to sneak in with and may make it hard to see in the dark when wearing it.

Ranger: For late-game characters, the Spellguard Shield is an attractive late-game option that grants a d20 advantage on magical saving throws and has disadvantage against spell attacks. This powerful item makes for a worthwhile investment for high-level characters.

If you’re searching for armor and shields, our Ultimate 5e Armor Guide has everything you need! Packed with tips and tricks on wearing and using the gear that works best for your character, it includes information about how armor affects hit points and other statistics as well as all the feats a character can choose to enhance their armor or shield’s effectiveness.


Wizards have access to a vast array of feats, but selecting the right ones can significantly boost their character’s performance. Feats are optional bonuses that you can select instead of ability score increases and come in all shapes and sizes.

Wizards often opt for Telekinetic, which enables you to push a target into an obstacle without using a move action. This feat can be particularly helpful when casting spells and engaging in combat with enemies; it enables you to push them into pits, cliffs or fire that otherwise would not be possible.

This feat also makes it simpler to move enemies around during battle, provided they don’t block your movement. While this may not seem like a major benefit at first glance, it can be immensely helpful for ranged casters such as Bladesinger.

Wizards may find Tough to be an advantageous feat, providing additional hit points and a free cantrip at low levels. This feat is especially helpful for conventional wizard builds which are vulnerable to low-level damage, as well as higher level builds such as Battle Wizard or Bladesinger.

Divination Wizards should consider Trance as a viable option, as it allows for taking breaks during an adventuring day to recover spell slots without needing a full Long Rest. This gives them more flexibility with spell casting and reduces the chance of running out of spell slots.

Magic Initiates and Eldritch Knights can benefit from this, as they can use it to gain an edge on Concentration checks as well as focus on an elemental type of damage which may be resistant to their opponents’ damage types.

Wizards might want to consider using War Caster, which allows them to focus on one type of damage regardless of any resistances an opponent might have against it. This feat can be especially advantageous for evocation and war magic wizards who often specialize in one elemental damage kind for maximum power output.