Every Dungeons and Dragons 2024 Wizard Change Explained

Every Dungeons and Dragons 2024 Wizard Change Explained

Highlights

  • Wizards in D&D 2024 have been revamped to focus on spellcasting versatility, with access to more spells and new abilities like Ritual Adept.
  • Wizard subclasses have been decreased to 4 in the 2024 edition, giving each subclass more depth and uniqueness for players to explore.
  • Changes to subclasses like the Abjurer and Illusionist offer new spells and features, making them more powerful and distinct in gameplay.

As a seasoned Dungeons & Dragons player with over two decades of experience under my belt, I’ve seen and played many iterations of the game, including the recent 2024 update to the Wizard class. I’ve always been partial to the Wizard subclasses, as they offer unique playstyles and abilities that set them apart from other classes.


In the realm of “Dungeons and Dragons,” the Wizard character class stands out as one of the earliest and most revered. With a strong emphasis on scholarly magic, these individuals represent the intellectual core of “Dungeons and Dragons” gaming communities. Given their immense popularity and vast array of available spells, the Wizard class underwent refinement in 2024 to effectively harness this magical versatility.

In the upcoming 2024 edition of the “Player’s Handbook,” wizards are in for significant changes. Approximately half of their subclasses will no longer exist, and the other four will undergo major transformations. Some of these new subclasses bear little resemblance to their 2014 counterparts. The remaining well-established classes will experience only minor adjustments.

Changes to Every Wizard in DnD

Due to the fact that Wizards exclusively rely on casting spells without utilizing martial weapons, they boast the most extensive list of spells among all classes. The recent modifications to this class are aimed at accentuating their magical flexibility and power, with adjustments made not only to the fundamental Wizard mechanics but also to the four freshly introduced Wizard subclasses.

Important new changes for every Wizard include:

  • Wizards can now change one of their cantrips every Long Rest.
  • Ritual Adept: From Level 1, Wizards can cast any Ritual spell in their spellbooks without preparing it.
  • Memorize Spell: From Level 5, Wizards can choose one spell from their prepared spell and swap it out with another in their spell book every time they take a Short Rest.
  • Spell Mastery: This has been changed to affect only spells that cost one Action, and only one spell can be swapped. Chosen spells are now always prepared.
  • Epic Boon: Attained at Level 19 and brought over from the Dungeon Master’s Guide.
  • Scholar: A new feature created to drive home that Wizards are academics. Wizards can now gain Expertise in one Skill that they’re also proficient in from this list: Arcana, History, Medicine, Religion, Nature, or Investigation.

Wizard Subclasses in DnD with Big Changes

In the 2014 version of the “Player’s Handbook,” there were eight distinct Wizard subclasses. However, this number has been reduced to four in the 2024 edition to align it with other classes. Although reducing the number of Wizard subclasses by half might seem unfavorable, it significantly improves balance among classes and ensures that each Wizard subclass receives adequate attention, instead of having eight subclasses where some may be underutilized.

In simpler terms, every wizard subclass now comes with a modified version of the Savant trait. Originally, this wasn’t a new trait for Wizards but was revised to enhance its functionality and grant players more benefits. For instance, an Abjuration Wizard gains two free spells from the Abjuration Spell List upon reaching level 3, and an extra spell each time they level up after that. This ensures that Wizards always obtain at least one spell from their class’s Spell List as they progress through levels. Similar to other classes in the 2024 Player’s Handbook update, wizards receive their subclass at level 3.

Abjurer

In the 2024 edition, the Abjurer is similar to the Wizard class introduced in the 2014 Player’s Handbook, with a specialization in protective magic. The Abjurer’s Spell List has been updated to incorporate spells that weren’t previously considered part of the Abjuration school. At level 10, Abjurers gain a feature called Spellbreaker, which bestows upon them the abilities of Counterspell and Dispel Magic. These spells can be cast as a bonus action, and if they are unsuccessful, no spell slots are consumed.

As a seasoned Wizard with years of experience under my belt, I can tell you that the recent update to the Abjurer’s signature spell, Arcane Ward, is a game-changer for us casters. You see, in the past, the resistances we had would only apply after the ward’s protection was already activated. But now, with this new change, any resistances I have will be factored in before the Arcane Ward kicks in.

Illusionist

The Illusionist was previously a less powerful subclass for Wizards, but it has undergone significant changes and almost looks completely different now. At level 6, Illusionists gain the ability to summon Phantasmal Creatures, which comes with two spells that are always prepared: Summon Beast and Summon Fae. Unlike other classes, an Illusionist can opt to conjure these creatures as Illusion spells instead of their original Conjuration spells. This can be done once a day without using any spell slots, providing the Illusionist with numerous possibilities in combat, exploration, and creating distractions.

As a seasoned Wizard with years of magical practice under my belt, I can tell you that the recent update to our subclass has left me quite thrilled! Previously, the range for casting illusions was rather limited, only reaching 10 feet. But now, oh boy, it’s been extended all the way up to a whopping 60 feet! This means I can create more grandiose and impressive illusions for my audience or, in some cases, scare off enemies from a greater distance.

Wizard Subclasses with Fewer Changes

Diviner

The Diviner class, known for its strength, hasn’t undergone significant transformations in the “Player’s Handbook” between the years 2014 and 2024. Majority of the adjustments made to the Diviner and Divination spells primarily focused on simplifying their existing capabilities. Notably, at level 10, the Third Eye feature can now be activated as a bonus action instead of requiring a full action. Additionally, Diviners no longer need to expend a spell slot to cast See Invisibility, and their darkvision ability has been expanded to cover a distance of 120 feet.

Evoker

The Evoker subclass, similar to the Diviner, undergoes some minor adjustments for enhanced combat effectiveness. Notably, Potent Cantrips now affect all spells of this kind that involve saving throws or attack rolls. If an enemy successfully saves against these cantrips or if the Evoker misses with their attack roll, the cantrip still inflicts half damage.

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2024-07-15 14:55