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Wizard Subclass Ratings: D&D 5e Best Arcane Traditions Ranked

D&D 5e Wizard Subclass Ratings Ranked Best to Worst featured art is “trinity mage shadow battle” by macarious. Creative Commons License.
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You want to play a Wizard, but it’s cumbersome to scour the written word of D&D 5e for the perfect Wizard for you. I’ll help you find the best Arcane Tradition for your character. Wizard subclasses are generally strong. They need to be powerful because the Wizard class is a powerhouse!

“What Arcane Tradition should I choose?” Let’s find out!

Premise and Rating System

Wizards are book-smart spellcasters known for their versatility. These arcane scholars devote themselves to the schools of magic through Arcane Traditions for their subclasses. The Wizard class is blessed with a plethora of Arcane Traditions in the PHB alone. Official content for the Wizard’s subclasses came frontloaded in the PHB since there was one subclass per school of magic. The Wizard class has an innate strength in its flexibility, depending less on new subclasses in subsequent publishings.

The Arcane Traditions of the Wizard class are what I like to see; subclasses that encourage unique playstyles and empower spells that may otherwise be passed over. I’ll expound on my thoughts and experiences with the subclasses. I’ll also rate each subclass by its functionality at high/low levels of play, versatility, game design, and fun (of course). Wizards already excel in versatility, so I must be cutthroat about how each subclass specifically adds to a character’s diversity of viable, relevant options.

Each official Arcane Tradition subclass has been rated and ranked. Subclasses ratings are explained, then ranked in order at the end of this article. I grade subclasses based on five criteria:

  • High-level Functionality: How well the subclass functions and keeps up with other options beyond level ten.
  • Low-level Functionality: How well the subclass functions and keeps up with other options between levels one to nine. The subclass might be a strong multiclass dip option.
  • Versatility & Fun: The subclass offers multiple ways to play it without making a player feel stuck. Features are enjoyable and cohesive.
  • Design & Accessibility: I favor character options that are easy to understand and use. If they’re innovative and unique to other character options in the game, even better. A subclass that reinvents or reinvigorates neglected game mechanics receives top marks.
  • Lore & Roleplaying: Subclasses that evoke fantastic stories, can be flavored in a variety of ways, and are easy to imagine conceptually.

Let’s proceed in alphabetical order! Skip to your Arcane Traditions of interest by following the links below:

Which Wizard Arcane Tradition Is Best in D&D 5e?

I recently added this poll to give you a voice, and I’d like to hear what your favorites are regardless of ratings.

Misty Step to Your Favorite Arcane Tradition’s Rating:

Abjuration Wizard Subclass Rating (PHB)

  • High-level Functionality: ★★★★
  • Low-level Functionality: ★★★★★
  • Versatility: ★★★
  • Game Design: ★★★★
  • Fun: ★★★★

Flutes’ Wizard Subclass Evaluation (4/5): Arcane Ward is an incredible ability. The ward functions almost like a creature, so you can still benefit from temporary hitpoints and hitpoint boosts. You also won’t be making concentration saving throws if the ward absorbs all of the damage you might’ve taken from a damage source. When you reach level six and gain Projected Ward, your allies will love you. This is an excellent upgrade for your ward because you never know whether a foe will attack you or attack your ally. You’ll be ready either way.

I love that the Arcane Ward can replenish its hitpoints when you cast abjuration spells, meaning you’ll always want to prepare Counterspell and Dispel Magic. You’ll also want to have Shield, Fire Shield, Banishment, Globe of Invulnerability, Antimagic Field, Mind Blank, and Prismatic Wall. By the way, Prismatic Wall will inflict a crazy amount of saving throws and single-target damage. I’ll also note that Arcane Ward is crucial for remaining fairly close to the action without risking your hitpoints. You need to stay within sixty feet of enemy spellcasters so you can cast Counterspell, which means you may need to approach whatever line of scrimmage is created between the martial classes and their melee combatants. It’s like your a quarterback trying to sack the enemy quarterback.

It’s noteworthy that you can cast several abjuration spells at level eighteen as if they’re cantrips for you. Those spells will still replenish your Arcane Ward even though you’re not using spell slots. Shield, Absorb Elements, and Snare are likely to be helpful for you. Remember Absorb Elements will be useful against non-spell elemental damage (since your Spell Resistance will already resist spell damage). Arcane Lock is the second-level spell available. These aren’t spells you can readily spam to restore your ward, but you can find opportunities if you’re seeking them.

Abjuration Savant is great for games where you’re not filthy rich or overwhelmed with downtime. It’s a DM-dependent ability. It would be better if there were more abjuration spells, but there are not many. However, there aren’t a ton of abjuration spells. It’s disappointing. The spells available for abjurors are often circumstantial or in need of preparation.

Improved Abjuration adds your proficiency bonus to your rolls for Dispel Magic and Counterspell. In most cases, this will nearly guarantee your success. You can afford to use your third-level spell slots on Counterspell because you know you’ll probably pass the skill check, so there’s little point in using a higher-level spell slot for it. This is a unique ability in the game. Even though it is only as useful as how often your DM is throwing spellcasters at you, it’s still a great ability. It’s even better if your DM goes against RAW and allows you to Counterspell a dragon’s breath (don’t count on it, though).

Spell Resistance is powerful. You’ll have advantage on saving throws against spells and resistance to damage from spells. Characters would be psyched to have just one of those perks, but you get both. The downside is that dragon’s breath, banshee wailing, beholder rays, and other monster abilities are not technically spells (Sage Advice source). A dragon’s breath is not a spell, so you wouldn’t apply your Spell Resistance feature to it unless your DM decides to rule things like this as applicable. If your DM goes against the Sage Advice on this, you’ll be godlike in your durability. Enjoy your ‘abjuror duty.’ Heh Heh.

I recommend playing the abjuror as a spellcaster who hunts spellcasters. Enjoy shutting down archmages and archbishops as they cower under your boot! Follow the link to learn the secrets of professional mage slayers.

Bladesinger Wizard Subclass Rating (TCoE)

  • High-level Functionality: ★★★★
  • Low-level Functionality: ★★★★
  • Versatility: ★★★
  • Game Design: ★★★★★
  • Fun: ★★★★

Flutes’ Wizard Subclass Evaluation (4/5):  The Training in War and Song feature sets the stage for this elegant Arcane Tradition. Tasha’s Cauldron of Everything opened up this subclass to all races. It was previously limited to elves. Light armor, a weapon, and performance: these proficiencies at level two will enable the subclass to do what it does best. Bladesingers combine magic and steel in a flurry of arcane acrobatics. I don’t recommend taking feats to gain proficiency in medium and heavy armor because wearing those armor types will disable your signature ability, Bladesong.

Speaking of Bladesong, let’s talk about it. You may activate Bladesong as a bonus action as long as you have not donned medium armor, heavy armor, or a shield. It lasts for one minute, but it ends early if you become incapacitated or wield a weapon with two hands. You must keep your body free of burdens so you may freely move with arcane elegance.

Bladesong augments your AC, movement speed, Acrobatics checks, and concentration saving throws. You can activate Bladesong several times equal to your proficiency bonus, and the uses refresh when you complete a long rest. This subclass is clearly frontloaded with many useful augmentations. Multiclassing into Bladesinger is tempting for any class using Intelligence, including the Eldritch Knight Fighter and the Arcane Trickster Rogue.

Wizards normally turn to cantrips for spell attacks instead of using weapons. Extra Attack at level six allows you to attack twice when you use the Attack action. One of your two attacks may be replaced with the casting of a cantrip. Without Extra Attack allowing for two attacks with a cantrip swap, this Wizard would be crazy. Extra Attack enables you to use the Attack action and use Booming Blade or Green-flame Blade cantrips to augment one attack. The mundane attack you gain is your incentive to invest in Dexterity; it will boost your AC and your attack potency. Your attacks will not be spectacular when you’re not using an augmentation cantrip, but you’ll learn spells like Haste, Tenser’s Transformation, and more to improve your offensive prowess.

Song of Defense is your defensive trump card, but its price is hefty. Giving up a spell slot to reduce damage is harsh. I like this ability because it’s unique, and it’s something that gives players something to sweat about when they’re in combat (whether to use it or not). It will be more useful at higher levels when you are concentrating on spells like Tenser’s Transformation since concentrating on that spell will disable your spellcasting until the spell ends. I recommend learning the Shield spell since it will serve you better in many cases, and it only requires a first-level spell slot. Song of Defense is better than Shield if you take one or two instances of damage per round that aren’t based on your armor class.

Song of Victory is your incentive to invest in Intelligence. Dexterity will be your primary stat, and you’ll choose spells that don’t depend on your Intelligence at low levels. By the fourteenth level, you should have a higher Intelligence score so you can take advantage of this ability. It isn’t easy to get two stats to eighteen or twenty. I think these sorts of challenging decisions in character building is important to the game, especially since you’re not punished for your decision. Some classes don’t use this concept well, but the Bladesinger nails it.

Bladesingers become especially effective when they plan their spells wisely. The Contingency spell works wonders with Haste, allowing you to save a turn in combat to become hasted immediately. Look for ways to improve your combat mechanics, and you’ll do well.

I appreciate how the Bladesinger leans into the concept of a spellcaster who weaves magic while elegantly participating in close-quarters combat. Wizards tend to stay away from the action; the Bladesinger excels at participating in combat while diminishing its risks. There is no other Wizard subclass like it, and it holds my respect. By the way, I like the changes to this subclass after it was republished in TCoE. I recommend trying out the Bladesinger, but remember you’re still a Wizard with d6 Hit Dice.

We have an article about a unique meme build for the Bladesinger. I call it the Masochist Fire Dancer build. I recommend reading it for a new perspective on Alchemist’s Fire.

Chronurgy Wizard Subclass Rating (EGtW)

  • High-level Functionality: ★★★★★
  • Low-level Functionality: ★★★★
  • Versatility: ★★★★★
  • Game Design: ★★★★★
  • Fun: ★★★★★

Flutes’ Wizard Subclass Evaluation (5/5): Chronal Shift is a solid early ability. Players are constantly rolling dice, so you will have abundant opportunities to reroll dice with your reaction. You can only do so twice per long rest. Chronal Shift does not scale as you level up, but rerolls are so critical to the game that it retains its inherent relevance at every level of play.

Temporal Awareness is a flavorful freebie you gain at second level along with Chronal Shift. It’s passive and useful. Initiative rolls happen often enough that you’ll be glad you have a bonus to those rolls. Multiclassing to dip into the Chronurgist becomes enticing due to this low-level passive benefit.

I enjoy the narrative value of seeing briefly into the future for both Chronal Shift and Temporal Awareness. I’m reminded of the Faceless Void hero’s Backtrack ability from Dota 2. The Chronurgist’s design is thematically strong.

Momentary Stasis is your tool for taking a creature out of a fight temporarily. It uses your action to force a Constitution saving throw. Failed saves cause incapacitation with a speed of zero. This ability is similar to the Enchanter Wizard’s Hypnotic Gaze ability. Hypnotic Gaze is better for how much it can be used and for the potential duration, but it requires you to lock yourself down along with the target. Momentary Stasis will actually accomplish the same thing because it only lasts one round (you can’t use your action to prolong the effect). Damage to a creature will end Momentary Stasis. The range of Momentary Stasis is better than Hypnotic Gaze’s range of touch. Overall, I prefer Hypnotic Gaze.

Arcane Abeyance rewards proper planning. You can store a fourth-level spell in a fragile bead once per short/long rest. It can be activated to cast the spell by anyone holding the bead. This is better than creating a spell scroll because it does not cost gold, potentially require an ability check, or depend on the scroll user’s class spell list. The only noteworthy limitation is spell level, but the fourth level is a high spell cap for the spell-storing bead. Allies can gain powerful spell effects that would normally be limited to you. You can effectively gain the ability to concentrate on two spells as the Fighter in your party concentrates on Haste from the bead while you cast Haste on one other ally. This is a powerful ability, and I like how it fits the class’s temporal manipulation theme.

Convergent Future is a taste of godhood that takes its toll on your mortal body. Use your reaction to actually choose if a creature makes an attack roll, skill check, or saving throw. Yes, you get to choose if the roll fails or succeeds. You’ll gain one level of exhaustion that can only be relieved with a long rest when you use Convergent Future. The power spike with this spell is nuts because you can cast powerful spells knowing they’ll succeed. I’d be interested to see how it works with other reroll abilities. Legendary Resistance would trump Convergent Future because it can turn a failure into a success, so you must still use judgment when trying to force the BBEG to fail a saving throw.

This is a powerful Arcane Tradition with rich narrative opportunities. I’d love to roleplay with this class while using its unique abilities to assist my allies. I recommend this Wizard subclass as one of the best the class offers.

Conjuration Wizard Subclass Rating (PHB)

  • High-level Functionality: ★★★★★
  • Low-level Functionality: ★★★★
  • Versatility: ★★★★
  • Game Design: ★★★
  • Fun: ★★★

Flutes’ Wizard Subclass Evaluation (4/5): Minor Conjuration is an ability that theoretically could come in handy. I played a conjurer, but I did not find uses for it. I was playing in a game that heavier on combat without much exploration or social challenges. Cast Message in the comments section of this article if you have experienced big wins with Minor Conjuration. This ability gives me Green Lantern vibes. You can’t conjure a machine gun with it, but it must have cool possibilities.

Conjuration Savant is great for games where you’re not filthy rich or overwhelmed with downtime. It’s a DM-dependent ability.

Benign Transportation is a handy rescue tool. You can rescue party members from peril by swapping positions with them with your Benign Transportation action. Your bonus action will then be used to Misty Step away. I used this combination on a ship at sea when my traveling companion fell overboard. Misty Step is a conjuration spell, so it refreshes Benign Transportation to be used again. You can use it as a free teleport when you’re not swapping places with anyone. Here’s a complete list of Wizard spells from the school of conjuration. Each leveled spell can refresh Benign Transportation.

Focused Conjuration shifts the focus from teleportation to summoning creatures. Damage cannot break your concentration while concentrating on a conjuration spell. Concentration can still be broken by other means, such as the Sleet Storm spell. Summon creatures to your aid because you’ll probably get adequate mileage out of the summonings before you end the spell. You can reliably keep spells like Cloudkill and Fog Cloud going while you concentrate. This ability is stronger now that Tasha’s Cauldron of Everything has gifted D&D 5e with additional spells that summon creatures.

Summoning becomes stronger with the Durable Summons feature at level fourteen. You still won’t be as strong as the Druid Circle of the Shepherd when it comes to summoning, but an important tactic can give you an edge. Summon smaller creatures in bulk instead of fewer creatures that are larger. Each creature will receive thirty temporary hitpoints, so it’s better to summon many creatures to multiply Durable Summons’ value.

Do not focus on summoning if you have not invested the time to prepare your summoned creatures’ stat blocks ahead of time. Your DM will thank you. Your DM has enough to juggle without stopping the game for several minutes to help you with your conjuring. You’re the conjuror, so make sure you’re the summoning expert in your game. TCoE simplified summoning by leaps and bounds with its new summoning spells, but the initial game design of D&D 5e did not support summoning well.

Divination Wizard Subclass Rating (PHB)

  • High-level Functionality: ★★★
  • Low-level Functionality: ★★★★
  • Versatility: ★★★
  • Game Design: ★★★
  • Fun: ★★★

Flutes’ Wizard Subclass Evaluation (3/5): When I think of the Divination Arcane Tradition, I think of Portent. You gain the ability to roll two d20s when you complete a long rest; you’ll be able to save those rolls and swap them for actual rolls that happen sometime during your adventuring day. Every Diviner dreams of rolling a one or a twenty for their Portent rolls. A one will cause a foe to fumble, and a twenty will guarantee a critical hit when it matters most. Portent makes you a team player. It’s unfortunate when your Portent rolls are in the middle around tens. They’re not very exciting, but if you know a monster’s AC or saving throw DC, you can use even middling dice rolls at important moments.

Expert Divination may seem like a useful way to regain spell slots, but hear me out. Most divination spells on the Wizard’s spell list have the ritual tag, meaning they can be cast as a ritual without the usual need to prepare the spell (a perk of being a Wizard) and without a spell slot as long as you add ten minutes to the casting time. Expert Divination only restores your spell slots when you cast a spell of level two or higher, and you can’t regain slots above the fifth level. The spells that are not rituals are not much better for this ability because they are circumstantial.

You’ll only benefit from Expert Divination when you’ve expended spell slots, making this ability very circumstantial. I have also noted that many players choose to prepare divination spells for gaining information, and they cast those spells immediately after long resting when they have all of their spell slots available. For these reasons, I believe the primary spells that will benefit you with Expert Divination are these: Arcane Eye, Tongues, See Invisibility, Detect Thoughts, True Seeing, and Foresight. Don’t pick Mind Spike; it’s not a good spell even if you’re recycling spell slots with Expert Divination.

Divination Savant is great for games where you’re not filthy rich or overwhelmed with downtime. It’s a DM-dependent ability. It would be better if there were more divination spells, but there are not many.

The Third Eye allows you to passively gain abilities that mimic aspects of divination spells like True Seeing. You can gain darkvision, language reading, ethereal sight, or close-range invisibility sight. Fortunately, you activate one of the benefits as an action. If you were forced to choose one when you finish a rest, you’d need to guess which one would be useful for the day. This ability doesn’t get me excited to be a diviner, but it has its uses.

Greater Portent buffs the Portent’s ability to roll three dice instead of two. Portent is the reason you pick the Divination Arcane Tradition. Buffing Portent is enticing for players, but I wish this capstone ability did more than just buffing the level-two ability by one. It’s good but drab as the divination capstone ability.

The design flaws of the diviner are not as abhorrent to me as the transmuter. They have similar flaws based on their abilities’ timings and fit into the game as a whole. Diviner is not my top choice, but I’d be grateful to have a party member who uses Portent dice to help the group.

Notably, Divination Wizards grow in power in the typical D&D game. Many D&D groups are not running gauntlets with many combat and social encounters between long rests. The fewer dice rolls there are to worry about, the more a Diviner can feel free to use Portent dice instead of saving them for a dire need. They’ll have the dice back soon to use Portent again after the next long rest. I’m a resource hoarder; I’d need to learn how not to hoard my Portent dice. Hoarding those precious dice can result in unused rolls. Use your resources!

I rate Wizard subclasses higher when they synergize with the level-eighteen ability Spell Mastery. Divination Wizards don’t synergize Spell Mastery with their Expert Divination feature. This problem is a hefty hit against the subclass score at high levels. This subclass is ‘ok.’ Divination Wizards may foresee a future where they are gifted with more divination spells, but that time has not arrived.

Enchantment Wizard Subclass Rating (PHB)

  • High-level Functionality: ★★★★★
  • Low-level Functionality: ★★★★★
  • Versatility: ★★★★
  • Game Design: ★★★★★
  • Fun: ★★★★

Flutes’ Wizard Subclass Evaluation (5/5): This is the Wizard subclass I have the most experience playing. I’ve played it from low to high levels in a continuous campaign, and I love it. I regularly used all of the abilities given by the Arcane Tradition of Enchantment. However, I seldom used low-level abilities when I reached higher levels because I was good at positioning myself in combat. I wasn’t getting swarmed by foes or even getting focused down by a single bruiser.

Hypnotic Gaze is insanely useful if your party finds itself in a tight spot with depleted spell slots and dwindling hitpoints. There is no limit to how many times you can use this ability to lockdown enemies with vulnerable minds. Your only limitation is that you can’t use it on the same target a second time until you complete a long rest. You’ll want to identify the simple-minded among your foes so you can lock them down with this ability, as well as with your charm spells. This ability does rely on the charmed condition, so don’t use it on anything that may be immune to charms.

Instinctive Charm will probably make your DM scared of attacking you with multiple enemies. You can use your reaction to force a saving throw from your attacker, forcing the attacker to strike at another target within range if it fails the saving throw. You’ll need to be careful since it may be better to use the Shield spell, depending on the situation.

Counterspell and Absorb Elements will similarly be reaction resources, so consider whether you can afford to use your reaction on Instinctive Charm in a given situation. When Instinctive Charm successfully forces a foe to attack its ally, you’ll feel delighted.  Oh, and make sure the next nearest target for the manipulated attacker is its own ally. No matter what happens next, you’ll feel a sense of superiority. Enjoy it. Once again, this ability relies on the charmed condition, so don’t attempt it against a construct. You’re not limited by how many times you can use this ability, but you can’t use it a second time on a target that passes the saving throw until you complete a long rest.

Enchantment Savant is great for games where you’re not filthy rich or overwhelmed with downtime. It’s a DM-dependent ability. There are plenty of Enchantment spells to choose from.

My favorite ability of the Enchantment is Split Enchantment. I believe this is one of the best abilities in the game. You’ll be able to target two enemies instead of one when you cast enchantment spells. Many enchantment spells are risky because they do nothing if the target passes its saving throw. Split Enchantment mitigates that issue by effectively multiplying your spells slots and your chances to succeed. One target may pass, but another may fail. Increase your chances of success by choosing targets wisely. Targets should not be immune to charm or possess high Wisdom modifiers.

Some of the best enchantment spells to split are Hold Person, Hold Monster, Dominate Person, Dominate Monster, Tasha’s Hideous Laughter, Charm Person, Charm Monster, Suggestion, Enemies Abound, Geas, Modify Memory, Otto’s Irresistible Dance, Power Word Pain, Feeblemind, Power Word Stun, and Power Word Kill. I love Split Enchantment! By the way, don’t forget that you can make a spellcaster waste all of their spells if you have them under a Dominate Person spell. I highly recommend trying it. Dominate someone’s mind if you need to use their skills or spells, which will make you as versatile as anyone you can control.

Alter Memories will become increasingly useful as your mischievous and manipulative tactics need to work on high-level enemies reliably. Political intrigue campaigns will get a kick out of Alter Memories. It makes even the simplest of charm spells, like Charm Person, incredibly effective as you wipe out entire hours of recollection. One of the biggest problems with charming people and using mind control comes afterward if they’re still alive.

Alter Memories allows you to hide your influence entirely. You’ll force a single creature to be unaware that it was charmed, and then you can make it believe it killed all of its friends in an accident caused by an experimental explosion (not your party’s Fireball spell). See what I’m getting at? It’s the cover-up you’ve always wanted. It’s interesting that Alter Memories involves your Charisma, but it makes sense that you might invest in Charisma more than the average Wizard for your beguiling ways.

As I mentioned a few times, monsters with charm immunity are going to be your kryptonite. I recommend packing alternative spells specifically for dealing with those monsters. You can’t be a one-trick pony if you want to survive.

Once you reach level eighteen and gain Spell Mastery, you’ll be able to choose several leveled spells to cast without spell slots. Remember, you can cast these on two targets at a time, and you can do so repeatedly like a cantrip: Charm Person, Tasha’s Hideous Laughter, Hold Person, and Suggestion. Wow!

Similar to the Illusionist, I recommend speaking with your DM about your intent to play an Enchanter. The DM needs to be aware of the manipulation and abrupt encounter ending you’ll be capable of. It would be best to clarify whether your spellcasting would be loud and noticeable to nearby people because you don’t want every spell you cast to alert everyone in the city block that you’re using charms. Go ahead and create an enchanter if your DM is keen, and prepare for a good time. Your job is to prove to your fellow players that enchantment is the evilest, unethical school of magic (not necromancy). I didn’t give the Enchanter five stars on the Fun scale due to the problems I mentioned with monsters potentially packing immunity to charms. Wasting spells and turns is not fun!

Evocation Wizard Subclass Rating (PHB)

  • High-level Functionality: ★★★★
  • Low-level Functionality: ★★★
  • Versatility: ★★★
  • Game Design: ★★★
  • Fun: ★★★★

Flutes’ Wizard Subclass Evaluation (3/5): It’s the quintessential blaster of D&D 5e (at least by intuitive reputation). You’ll light up your enemies without worrying about your allies. ‘Fireball’ is your favorite word. The Evoker Wizard isn’t always the top damage dealer with spells compared to other classes and subclasses, but it might be the most socially responsible one. Smokey the Bear would be proud.

Sculpted Spells is the feature that will allow you to avoid harming your allies with your area spell damage. In my experience, other spellcasters will cast those spells regardless of allies in the area, making the Arcane Tradition of Evocation into a friendship-saving ability. Don’t blow up your friends. This ability is available at the second level for characters who want to multiclass and gain Sculpted Spells, though most players aren’t worried about blowing up their characters’ allies. You’ll actually find that the flexibility offered by Sculpted Spells is the greatest damage boost your receive for your level investment.

Evocation Savant is great for games where you’re not filthy rich or overwhelmed with downtime. It’s a DM-dependent ability.

Potent Cantrip has me scratching my head. My favorite cantrips use spell attack rolls, not saving throws. I also don’t necessarily love that Potent Cantrip gives you pity damage when you miss. That’s not an enhancement; that’s a participation trophy. Sure, it’ll sometimes matter when you need a little bit of damage, but do you get excited about it? I definitely don’t.

For the sake of exploring the options, here are the cantrips on the Wizard spell list that could benefit from Potent Cantrip since they force saving throws and deal damage: Acid Splash, Create Bonfire, Frostbite, Infestation, Lightning Lure, Mind Sliver, Poison Spray, Sword Burst, Thunderclap, and Toll the Dead. That list contains mostly cantrips that aren’t focused on damage because they have interesting added effects.

Potent Cantrip won’t help much with cantrips that deal damage but aren’t focused on damage. This leaves me with the following options that might actually be worth it: Acid Splash, Create Bonfire, Poison Spray, and Swordburst. That’s not a great lineup of cantrips for this ability. This realization leaves me with my prior conclusion that Potent Cantrip is better described as ‘Participation Cantrip.’

Empowered Evocation finally allows you to boost the damage of evocation spells. Now we’re cooking. I wish the Empowered Evocation ability arrived at level six instead of Potent Cantrip. The damage boost is minor, but it’s a boost nonetheless. The Intelligence stat might be a twenty at this point, allowing +5 to your evocation spells’ damage rolls (or an effective +2 when enemies pass their saving throws for half damage). As I said, it’s not a ton of damage, but I’ll take it. Wizards have a vast arsenal of damaging evocation spells to choose from, and some of them deal damage more than once. Spells like Melf’s Acid Arrow can benefit from Empowered Evocation damage boosts several times (especially if you use the improved version of the spell in my article about fixing lackluster spells).

We were cooking with Empowered Evocation, but now we’re blazing it with Overchannel. You can deal maximum damage with evocation spells, though doing so multiple times before resting will start to threaten your life. I know this ability is cool, but I wish it came at an earlier level. After all, Tempest Clerics could deal maximum damage at level two (and they could do it twice without hurting themselves at this point). The advantage of using Empowered Evocation is that the Wizard can access far more spells that apply to the max-damage ability. The Tempest Cleric is limited by its spell options and the thunder/lightning limitation.

It’s a shame that the fourteenth level is a long time to wait for the first dramatic increase to damage for your Evoker. The damage maximization is also limited to spells of the fifth level and lower. That’s disappointing because you can’t take full advantage of upcasting for more damage if you’re going beyond the fifth level. Oh well…

Overall, the main damage boost ended up coming from Sculpted Spells. It doesn’t boost damage, but it increases your flexibility to avoid harming your allies so you can increase the number of enemies included in a spell’s area of effect. The Sculpted Spells feature is truly the saving grace for this otherwise lackluster subclass. None of the abilities at higher levels are bad, but they are not a tempting package deal. Sculpted Spells indirectly scales as you level up because damage spells gain larger areas of effect. This feature really saves this subclass from the trash tier.

Graviturgy Wizard Subclass Rating (EGtW)

  • High-level Functionality:
  • Low-level Functionality:
  • Versatility:
  • Game Design: ★★
  • Fun: ★★

Flutes’ Wizard Subclass Evaluation (1/5): Adjust Density offers marginal benefits and debuffs, so it feels more like flavor. It would be cool to increase a foe’s density enough to collapse the flooring underneath it. This ability requires concentration, so it’s not useful in 99% of scenarios.

Gravity Well moves creatures five feet when you cast a spell on them. Five feet is not much. You could make foes weaker against grapples and your high-level Event Horizon ability, but it’s not much. I hope this subclass gets better…

Violent Attraction supports allies with 1d10 increased attack damage. You can alternatively increase a creature’s fall damage by 2d10. This is the third feature I’m disappointed with. What’s the fourth like?

Event Horizon gives you a gravitational aura that harms and halts hostile creatures when they start their turns near you. It uses a Strength saving throw. Bulky bruisers are likely to succeed on this saving throw, but they’re the ones you need to fail their saving throws. They need to move around the battlefield to seek out squishy spellcasters like you. You’ll definitely slow them down, but you won’t likely halt them entirely. This ability also uses your concentration, so it’s probably a waste of time if you have spells to concentrate on instead.

This subclass is flavorful and true to its concept… but it’s not good. Its abilities are riddled with circumstantial applications and mediocre results. This is my least-favorite Wizard subclass.

Illusion Wizard Subclass Rating (PHB)

  • High-level Functionality: ★★★★★
  • Low-level Functionality: ★★★★
  • Versatility: ★★★★★
  • Game Design: ★★★★
  • Fun: ★★★★★

Flutes’ Wizard Subclass Evaluation (5/5): I advocate for this subclass because it rewards creativity and is low-key powerful. Maybe it doesn’t fly below the radar as much as I believe, but I don’t hear about players choosing to play an Illusionist Wizard often.

The level-two ability Improved Minor Illusion gives you a bonus cantrip: Minor Illusion (shocking). It’s already one of the best cantrips in the game, and this feature enhances Minor Illusion to create an illusion that combines the audible and visual aspects of the cantrip. I can’t count how many times a player has been confused that they couldn’t create the sight and sound effects simultaneously with Minor Illusion, but the Illusion Arcane Tradition does not have that issue! Furthermore, Minor Illusion and other illusion spells that last at least one minute get buffed when you reach level six.

Malleable Illusions deals with the other trait of illusion spells that I experience players stumbling over: changing the nature of your illusion without casting the spell again. As long as you can see your illusion, boom, you can change it. Can you identify when a player tried to cast an illusion spell only to realize it wouldn’t work the way they envisioned, so they never used illusion spells again? I’ve lost count. This subclass solves the common problems with illusions.

Illusion Savant is great for games where you’re not filthy rich or overwhelmed with downtime. It’s a DM-dependent ability.

Illusory Self is a limited but useful ace up your sleeve. An illusionist will always try to stay out of harm’s way, but there will be times when a foe successfully identifies you. You can automatically make an attack miss you. We’re not talking about rerolls or reducing the attack roll’s total; they just straight-up miss you. At least it’s reliable! You can get it back with short rests too. It’s also a juicy ability to narrate. I remember the Naruto series had heaps of false deaths and grievous injuries when the true person was hiding nearby while their illusion took the hit. Very cool. You can really mess with someone by using the Contingency and Mislead spells together; when you set up the contingency Mislead spell, choose Illusory Self as the trigger.

The capstone ability for the Arcane Tradition of Illusion is one of the strongest capstone abilities for any Wizard subclass. I dare say it is the best, but I don’t particularly appreciate dealing in absolutes. When using a leveled illusion spell, you can form part of the illusion that is inanimate into a real object for one minute as a bonus action. You can’t use it to harm anyone. There is no limit to how many times you use this ability, except for your limited spell slots to use. This is when your creativity can really go wild. You can create incredible objects for art, battlefield control, storytelling, and many other objectives that would normally require specific spells or costly preparation.

The only downside to this subclass that caused me to not give it full marks in every category is that it’s almost entirely dependent on subjective interpretation. Even the most creative player can have a DM rule that an illusion does not affect its target. A DM may rule that the illusion didn’t seem reasonable or the illusion’s target was just too perceptive to be duped. I recommend asking your DM a few questions before starting a campaign as a master of illusion:

  • How obvious will it be to onlookers when I cast an illusion with verbal and somatic components? 
  • Are you going to enforce the mechanic that creatures and people will need to attempt to investigate an illusion consciously and must pass an Investigation check against my DC?
  • Would you allow a complex object like an engine, puppet, fancy garb, or even an entire house to be created as a single object in an illusion?
  • Will my character need to be proficient in a tool, skill, or otherwise know something to depict it in an illusion accurately? (You don’t want to botch a rug’s texture like the opening scenes of Inception)

Based on your DM’s responses to these questions, you’ll have some idea as to whether or not you should choose a different specialty for your spellcaster. Don’t let yourself be limited by a picky DM if you’re going to play an Illusion Wizard; save that experience for a time when you can spread your illusory wings and fly with your creativity!

Necromancy Wizard Subclass Rating (PHB)

  • High-level Functionality: ★★★★
  • Low-level Functionality: ★★
  • Versatility: ★★★
  • Game Design: ★★★★★
  • Fun: ★★★★

Flutes’ Wizard Subclass Evaluation (4/5): The Necromancer checks a lot of boxes that I’d expect it to cover. The Arcane Tradition of Necromancy creates powerful undead thralls and allows for necromantic lifeforce reaping. You’ll create more undead thralls than the average user of Animate Dead. This subclass also makes sure you learn Animate Dead by just giving it to you (even if it’s one level late). Your undead thralls will be numerous, but they’ll also be more durable and dangerous as they’ll scale with your Wizard and Proficiency Bonus.

I’ve seen heaps of content on YouTube and other D&D sites about how large you can make your undead army as a Necromancer. I respect that the timid game designers actually allowed this subclass to gain a sizable army in the proper circumstances. The game designers typically erred on the side of weak features when 5e first released, so I’m impressed that they took a chance on this one! I also appreciate the game design of making Grim Harvest a level-two ability, so a player wanting to make a life-draining character who isn’t a Wizard can multiclass two levels to gain the self-healing ability.

Don’t try to reap hitpoints from your undead posse because Grim Harvest doesn’t work on them (nor constructs). This is one of the few character options in the game that can make Vampiric Touch viable. Your skeletons and zombies can weaken a foe to the brink of death with nonlethal damage to knock out the target; you can then use Vampiric Touch to get the killing blow to heal yourself with the spell on top of the healing you receive from Grim Harvest. Undead thralls are shielding you from damage, but I’ve always liked Vampiric Touch in case healing is necessary (I’m biased).

Necromancy Savant is great for games where you’re not filthy rich or overwhelmed with downtime. It’s a DM-dependent ability.

The Inured to Death feature is passable to my standards. Necrotic damage resistance is probably going to be handy beyond the tenth level. It’s normally difficult to obtain necrotic resistance if you compare the common ways to gain resistances to elemental damage types. Being immune to hitpoint reduction will be nice if you’re playing in a campaign that often uses that effect. Curse of Strahd, anyone? It’s a little bit bland, but at least it’s better than some of the other Wizard features for level ten.

Command Undead is circumstantial to the campaign you’re playing in. Are you likely to run into undead creatures that you’d turn to your will? If so, you’re gonna have a good time. This subclass basically goes like this: ask your DM at session zero if you’ll ever be able to use Command Undead when you reach that level. It’s a green light if the answer is yes. If the answer is ‘no,’ you must wonder how much you want an army of undead thralls. Don’t choose this subclass if you’re not going to have opportunities to use it or enjoy it. I caution you to consider what it means to maintain an undead army. I’ve seen many players attempt to do so, but it’s often not practical to a campaign. Tread lightly and be wise, or you might be disappointed!

Order of Scribes Wizard Subclass Rating (TCoE)

  • High-level Functionality: ★★★
  • Low-level Functionality: ★★★★
  • Versatility: ★★★
  • Game Design: ★★★★★
  • Fun: ★★★★★

Flutes’ Wizard Subclass Evaluation (4/5): This Wizard subclass is a welcome addition to the game in TCoE. We needed this scholarly Arcane Tradition years ago! Let’s explore what it can do.

Wizardly Quill is the flavor of the subclass. I enjoy multicolor pens, so I’m immediately biased to love this. You can summon a magical quill for writing in colors of your choosing. Waving the quill over your text allows you to erase what you’ve written. The feature doesn’t specify what surfaces you can write on; I would allow this to be used on stone walls and wooden fences for graffiti. I can finally use graffiti in D&D 5e. Aside from this flavor, you become the fastest quill in the west.

Copying spells to your spellbook requires a paltry two minutes per level of the spell. For perspective, copying spells usually requires two hours per spell level. Gather the materials required, and you’ll be learning spells in record time. This is a big deal if your campaign doesn’t have weeks of downtime. Your DM should allow you to find spell scrolls and books so you can plagiarize like a freshman who procrastinated an essay.

You receive one more ability at level two: Awakened Spellbook. Some people spend all their time with their noses in their books instead of socializing; you can do both. Your spellbook becomes filled with arcane power and sentience, and you can transfer its essence to a new book by using your Wizardly Quill. Ritual casting is buffed for you as you cast ritual spells with their basic durations. You don’t require ten minutes to use them as rituals. Your spellbook becomes an arcane focus. Lastly, you can change your spells’ damage types if you possess other spells in your spellbook that use the new damage type. Your spellcasting powers have enabled you to mix and match damage types as you experiment with spell formulas.

Manifest Mind allows you to create a celebrity ghost from your book that telepathically shares information with you while floating like a ghostly Tinkerbell. I already plan to have my spellbook manifest and speak like Cameron’s impersonation of Sloan’s dad in Ferris Bueller’s Day Off. This ability is potent. Your book ghost can be up to 300 feet away from you as a scout and a bomber. You can cast spells as if you were in the manifestation’s space. The manifestation can’t be attacked, so if your enemies don’t have Dispel Magic to get rid of it as the feature says it can, they’re sunk. You can cast spells while safely out of harm’s way.

Master Scrivener is your level-ten ability. It can be amazing for your allies as you forge spell scrolls of spells that you could normally cast on yourself alone, allowing your allies to gain the benefits of powerful spells like Tenser’s Transformation that would greatly benefit Eldritch Knight Fighters. Any Wizard can do this by creating spell scrolls, but you’re especially talented with the craft.

The spell contained in a spell scroll must still be on the user’s spell list, which is why I say an Eldritch Knight could attempt to use a scroll with Tenser’s Transformation. I say ‘attempt’ because the rules specified for spell scrolls on page 200 of the DMG state that an ability check with the caster’s spellcasting ability must be made if the spell is higher than the user could normally cast. However, errata has removed the ability check to make it easier to use spell scrolls.

You get a freebie spell scroll that only works for yourself. Its casting time must be one action, and the spell must be of the second or first level from your spellbook (though this feature will upcast its potency by one level). In other words, you effectively gain an extra spell slot to upcast a low-level spell. Don’t hoard the spell scroll you create in this way because you can’t save them up beyond the next long rest.

One with the Word allows you advantage on Arcana skill checks, but the feature’s noteworthy portion involves a damage-canceling reaction. When you take damage, you can dismiss your Manifest Mind to reduce the damage taken to zero. It’ll cost you a bunch of your known spells for a few days, though. I like this subclass enough to overlook how much I don’t care for this feature as a capstone subclass ability. The Illusionist Wizard has a similar ability at the tenth level that applies to attacks only; One with the Word can work with any damage. Temporarily losing spells in your spellbook isn’t a big deal for a scribe like you who is constantly learning new spells.

I love this subclass at early levels. It might lose its appeal when a character reaches higher levels when the character may have learned most of the spells available to it (depends on the game). Roleplaying should be rich with the Order of Scribes Wizard. It remains fun at all levels. Enjoy the little touches like the magic quill and the book’s manifestation to get the most out of this subclass.

Transmutation Wizard Subclass Rating (PHB)

  • High-level Functionality: ★★★★
  • Low-level Functionality: ★★
  • Versatility: ★★★
  • Game Design:
  • Fun: ★★

Flutes’ Wizard Subclass Evaluation (2/5): First, I crafted a revision of this subclass to make it better, and you can read about it here. This Arcane Tradition clearly focuses on its Transmuter’s Stone. The Transmutation Wizard can effectively mimic the effects of several spells using the Transmuter’s Stone. The stone can be quickly handed off to different party members based on their needs since the stone works for anyone carrying it.

The stone’s ten feet of movement mimics the Longstrider spell. The Darkvision spell clearly resembles the darkvision granted by the stone. The elemental resistance options are significant since you’ll essentially be using the Protection from Energy spell constantly without concentration (effectively a third-level spell). Gaining proficiency with Constitution saving throws is also significant because it’s one of the best saving throws to be good at, especially for a spellcaster concentrating on spells. I often choose the Resilient feat as a Wizard to improve my concentration saving throws, but the Transmuter’s Stone may open up my feat options.

Transmuter’s Stone is increasingly versatile since you can change the stone’s benefit on the fly by casting a transmutation spell. Is it wrong that I wish the stone had more options? Only two of these options seem good, while the others are circumstantial. The illusion of choice, anyone?

This subclass needs proficiency with alchemist’s tools. Minor Alchemy is alright, I suppose. This ability depends on player creativity. Do you want to whittle wood into coins and then change them into silver for a transaction? Great, but you’re gonna be whittling for ages. You could also change a wooden sword into a silver sword just in time to fight a werewolf with it. It’s a circumstantial ability, but it’s one of those features that will impress everyone in a game if you can do something significant with it. I like that challenge. Abilities that seem subpar can create lasting memories for a group of D&D friends. Having said that, I really hate that Minor Alchemy requires so much time and demands your concentration…

The Shapechanger ability troubles me. If you’re playing a Transmuter, you’ll probably choose Polymorph for your spellbook three levels sooner at level seven. There’s no need to wait until level ten when Polymorph’s power level begins declining. It’s mildly cool to get what is essentially a free Wild Shape since beasts offer unique utility options. The only time this feature is acceptable is if you’re starting a campaign at level ten or higher, so you don’t care about the timing of learning Polymorph.

The Master Transmuter feature has impressive capabilities for a Wizard. Restoring life or fully healing a creature is not something you would think a Wizard could do. If you already have a Cleric or similar healing/resurrecting character, you’ll still be useful with your Master Transmuter feature. Any party can benefit from several characters capable of significant healing and resurrection; after all, even the greatest healers need healing occasionally.

The option for transmuting materials without the limitations set for the second-level Minor Alchemy feature could be cool. Similar to Minor Alchemy, it’ll be memorable if you can make it work. I hope you don’t have a DM who will be a stickler on what materials are of “similar size and mass and of equal or lesser value.” Restoring Youth is the last option, and that’s obviously useful for someone who wants to roleplay it, but it could be useful to appear much younger than you are when interacting with law enforcement. If you look like you’re only thirteen years old, stooges won’t take you seriously until it’s too late!

Transmutation Savant is great for games where you’re not filthy rich or overwhelmed with downtime. It’s a DM-dependent ability.

If I were to redesign this Arcane Tradition, I’d try to make it feel like a transmuter sooner. Many of its abilities feel like they’re too little too late. If it had more utility at low levels and around the tenth level, it’d be in good shape. Unfortunately, I can only rate the Transmuter as a poor Arcane Tradition because of the mixed values offered from its features.

War Magic Wizard Subclass Rating (XGtE)

  • High-level Functionality: ★★★★★
  • Low-level Functionality: ★★★★★
  • Versatility: ★★★
  • Game Design: ★★★★
  • Fun: ★★★★

Flutes’ Wizard Subclass Evaluation (4/5): This subclass resembles the Abjuration Wizard in that it specializes in getting more mileage out of Counterspell and Dispel Magic. I like the option to use Arcane Deflection given its downside of effectively disabling your spell slots for the round; these kinds of cost-benefit-weighing decisions are missing from most features of D&D 5e. Arcane Deflection synergizes with Tactical Wit because taking your turn early in the first round will allow you to set up whatever long-term concentration spell will be most useful. You can then use subsequent rounds to defend yourself with Arcane Deflection while not sweating your limitation to cantrips because your concentration spell is what you’re banking on.

Speaking of concentration, we have even more synergy with Durable Magic at the tenth level, giving you +2 to AC and saving throws while you concentrate. Deflecting Shroud then piggybacks off your durability as foes will try to focus you down to end your concentration, baiting them into your Deflecting Shroud damage as you activate Arcane Deflection. Its force damage is one of the best damage types in the game. This becomes exceptionally useful when you realize that Arcane Deflection doesn’t have a limitation on how many times it can be used before resting; you can use Arcane Deflection each round if you’re willing to limit your spell options to cantrips for one round.

Power Surge similarly adds force damage to your Wizard spells. It would be highly circumstantial if not for its last sentence about gaining one Power Surge charge when you complete a short rest if you don’t have any charges stored up.

War Magic is notably good for multiclassing. The fixed bonuses granted by War Magic can benefit a character like the Eldritch Knight Fighter, who doesn’t rely heavily on its reactions and can use heavy armor to obtain obscenely high AC.

Overall, War Magic is a solid Arcane Tradition for the game. Its abilities are useful without being overly circumstantial. The one downside would be if Counterspell and Dispel Magic don’t come up much in your game, such as if you mostly fight creatures who use magical effects but not spells specifically. The other abilities synergize enough to visualize several cool concepts for durable Wizards who are less squishy than others.

War Magic suffers from a lack of scaling for its flat bonuses to AC and saving throws with Arcane Deflection, but the problem is diminished since those numbers are good enough to remain relevant at high levels. Hence the subclass works well with multiclassing. I’d really like to play as a Hobgoblin who specializes as a War Magic Wizard. A Hobgoblin would start with proficiency in light armor. The Moderately Armored feat would then progress the character to use medium armor and shields for impressive AC as a Wizard. All it takes is one feat or a multiclass with Fighter (which I’d recommend for gaining Action Surge to cast two spells on your first round of combat before you begin relying on Arcane Deflection and cantrips).

The subclass is dinged on its versatility. Your abilities won’t enhance your spellcasting much if you’re not a Wizard in the line of fire. You might also need to awkwardly decide whether to learn and use the Shield spell so you can gain greater armor bonuses for entire rounds instead of against single attacks.

D&D 5e Wizard Arcane Tradition Rankings Best to Worst

  1. Chronurgy
  2. Enchantment
  3. Illusion
  4. War Magic
  5. Abjuration
  6. Bladesinging
  7. Order of Scribes
  8. Conjuration
  9. Necromancy
  10. Evocation
  11. Divination
  12. Transmutation
  13. Graviturgy

Of all the Wizard’s Arcane Traditions, Chronurgy ranked the best and Graviturgist ranked the worst. Several ratings were even between subclasses, so general community impressions, accumulated years of playtesting, and personal preference served as tiebreakers.

D&D 5e Best Wizard Subclasses

The best Wizard subclasses in D&D 5e are the Chronurgy Wizard, the Enchantment Wizard, the Illusion Wizard, the War Magic Wizard, and the Abjuration Wizard. These subclasses transform what a Wizard can accomplish. They truly stand on top of the other options for power and player fulfillment.

D&D 5e Worst Wizard Subclasses

The worst Wizard subclasses in D&D 5e are the Graviturgy Wizard, the Transmutation Wizard, the Divination Wizard, and the Evocation Wizard. I know this is a controversial list, but it’s my opinion when I size up all the subclasses. The Divination Wizard is a common favorite of the community because of its Portent ability, but I believe Portent isn’t good enough to warrant how bad the Divination Wizard features otherwise are. Portent is good, but not that good. The Evocation, Transmutation, and Graviturgy Wizard subclasses fail to deliver on player expectations mechanically and thematically (one reason I reworked the Transmutation Wizard).


Conclusion

With few exceptions, Wizards have worthy Arcane Traditions from which to choose. My favorites are the Illusionist, Enchanter, and Chromoturgist. The subclasses that don’t impress me are Graviturgist and Transmuter. Regardless of the subclass, the Wizard is one of the best classes to keep the game feeling fresh. You learn so many spells that it becomes difficult to use them all!

Which subclasses do you think deserve higher or lower ratings? Use a Sending spell or the comments section to inform me of my folly! I love to enjoy becoming convinced of new opinions because it means I’ve learned something. D&D is a game rich with possibilities. I can’t possibly account for each scenario, but I try. Tell me about scenarios where your subclasses fell short or rose above the competition.

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5 thoughts on “<b>Wizard Subclass Ratings</b>: D&D 5e Best Arcane Traditions Ranked”

  1. i really enjoyed this article, and I was particularly glad to see a writer who doesn’t dismiss Enchantment as useless because it doesn’t boost your damage. Actually, on the topic of Enchantment, an exciting multiclass build that is surprisingly good at stealth and has lots of roleplay opportunities is College of Glamour Bard/6, School of Enchantment Wizard/14. When you take the levels is up to you, but you want to get to 6 in one or the other, then get to 6 in the other, and lastly take the next 8 levels in Wizard.
    Your Mantle of Majesty will affect 2 enemies every turn by 12th level, and you can get expertise in Stealth. Alter Memories is a hugely fun capstone ability at 20th level, because now if the monsters do spot you, you can make them forget that they did. Also, it is hugely fun for RP purposes.

    1. Hi Stephany,
      I adore this character concept. I hadn’t thought about the idea to use Stealth and Alter Memories together! This class combination also seems like it’s made for creating a new deity/religious movement as the Glamour Bard’s Mantle of Majesty can make the character seem divinely beautiful. Commanding people, wiping their memories, sounds like a good time!

      1. This was one of a collection of stealth concepts I came up with for an adventure. The only trouble is the time it takes for the mind-altering abilities to come to the fore.

  2. I think you’re undervaluing the Evocation subclass. The Sculpt ability may be the most useful early level feature, making Evocation spells like Fireball all the way up to Meteor Swarm actually useable in the middle of combat. I do agree about Potent Cantrip, but Empowered is extremely nice with +4 or +5 damage.

    That said, nice analysis of Chronurgy and Conjuration. They’ll be next on my list to play!

    1. Hi Jeffrey, thanks for sharing your perspective! I’m probably biased to not care much for Sculpt because I’ve not had problems as a Wizard with getting allies in my blasts. When I started 5e, some of my friends chose evocation for several Wizard characters, and I wasn’t impressed. It may be that I’m undervaluing it since I’m a sample size of one, haha.
      I’m glad you liked several of the analyses accompanying the ratings. 🙂

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