
The Wizard is one of the most iconic and oldest classes in Dungeons & Dragons. With the revision from the D&D 5e Player’s Handbook to the new 2024 Player’s Handbook 🛒, the Wizards do not experience many changes compared to the druid, for example, but a number of noticeable ones. In this article, we take a look at what has changed for Wizards, what new mechanics have been added and what this specifically means for the game.
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Changes in the basic mechanics
Although the Wizard class was already solid in the original 5e version, the Player’s Handbook 5.5e brings some targeted adjustments. For example, Spellcasting has been slightly revised: Wizards can now exchange a cantrip during a long rest, among other things, which brings flexibility that was not previously provided. They also gain expertise in a skill area at a lower level, which further emphasizes their role as intellectuals and problem solvers.
In addition, from level 5, the Wizard may swap an already prepared spell for another one at every short rest using the “Memorize Spell” ability. This change noticeably improves tactical flexibility, as the Wizard is no longer dependent on a long rest to switch spells.
Subclasses & Arcane Traditions: greatly reduced, but more focused
One striking aspect of the revision is the drastic reduction of Arcane Traditions/Subclasses for Wizards: In the 5.5e version, there are only four schools to choose from: The schools of Abjuration, Divination, Evocation, and Illusion will remain. This means that the schools of Necromancy, Enchantment, Conjuration, and Transmutation are no longer available as Arcane Traditions in the new version.
Each of the four remaining schools receives targeted improvements or new features:
- School of Abjuration: Wizards of this subclass receive an Arcane Ward feature that can now be regenerated by using a spell; in addition, resistances/immunities of damage effects are clearly taken into account beforehand.
- School of Divination: This school retains its basic concept, but Wizards of this school will now be able to cast “See Invisibility” without using a spell slot.
- School of Evocation: Damage is the focus – with changes such as “Potent Cantrip”, where a cantrip deals at least half damage even if an attack fails.
- School of Illusion: This school has the most extensive revisions – illusion spells with verbal components are dropped, ranges are extended, and new features such as “Phantasmal Creatures” have been added.
This focus means that the Wizard class offers less subclass variety, but each remaining school is strengthened in a targeted manner. However, the loss of the schools does not necessarily mean that the corresponding spells are lost. You can still learn and use spells such as necromancy. You can find out which spells are available in detail in the new 2024 Player’s Handbook 🛒.
What does this mean for the game?
These changes have some important implications for players and Dungeon Masters. By swapping cantrips and prepared spells, the Wizard becomes more agile and can react better to different situations without having to wait for the next long rest. The expertise in a skill supports the classic role of the Wizard as a scholar and problem solver, not just a damage dealer. Those who miss the classic schools such as Necromancy or Enchantment must decide: Either fall back on older rules, adjust to the four new schools, or switch to another class, such as the Warlock for Necromancers.
The reduction in subclasses bothers some players, but the improved overview, focus and revised abilities are expected to make the game more fluid and balanced. For example, the rules regarding resistances and immunities are now clearer before the Arcane Ward is reduced.
Short overview of the important new features
- Exchanging a cantrip after a long rest.
- Swapping a prepared spell after a short rest (from level 5).
- Expertise in a skill area from level 2.
- Arcane traditions/subclasses reduced to four schools.
- Each school with new or improved core features (e.g., Potent Cantrip for Evocation; Improved Illusions for Illusion).
- Clearer rules regarding resistances/immunities in relation to class features.
Conclusion
The revision of the Wizard class in D&D 5.5e does not involve a complete redesign but targeted fine-tuning. The effects are significant. Those who want to play a Wizard in 5.5e will benefit from greater flexibility and cleaner mechanics. However, those who focused on exotic schools such as Necromancy or Transmutation will be disappointed with the changes. Overall, however, it can be said that the Wizard remains powerful, just a bit leaner.



