
Metallic: Repulsion Breath can be replacedīy Thunderwave, but Enervating Breath is harder to replace. I think the Gem Dragonborn would make a good bladesinger. Require Concentration, but if you just want flight you should play a fairy or Gem Flight is helpful in combat, especially since it doesn’t Mind is neat, but wizards aren’t much of a face so you’re likely only using it Resistance is hard to replicate since the Gem Dragonborn’s damage types aren’tĬovered by Absorb Elements, but the damage types are also uncommon. Short ofīladesingers, wizards should never be so close to enemies. Great, but the 15-foot range is dangerous for the Wizard. Replicate, but nowhere near good enough to justify the Chromatic Dragonborn as Wizards can (and should) cast Absorb Elements. Scorcher or Dragon’s Breath starting at level 3, the Chromatic Dragonborn’sīreath weapon stops being interesting. Shapechanger is the Changeling’s signature trait, but you can castĪlter Self, Disguise Self, and Polymorph, so Shapechanger feels prettyĮverything that the Deep Gnome does can be done with a low-level wizard spell. Interesting traits are tied up in Strength.Įverything that the Changeling does will eventually be made obsolete by spells like Disguise Self. CentaurĪll that the Centaur brings to the wizard is speed, and if you want to be fast you can cast Expeditious Retreat. Gain levels, spell attacks become less common so the Bugbear’s traits willĬlassic (Default Rules) VGtM: Bad ability spread. Surprise Attack only works with spells which makeĪttacks, so at low levels the damage boost can be a great opener. Otherwise, the Bugbear is unremarkable.Ĭlassic (Customized Origin) VGtM: +2/+1 increases,ĭarkvision, and one skill. If you can act before your target, SurpriseĪttack will fully double your damage from Scorching Ray. Bugbearįun if you want to start every combat with Scorching Ray. The Wizard can already replicate everything special about the Air Genasi. Radiant Soul is your best transformation option, but if all you want is flight you’ll do better with a race with permanent flight. The Aasimar’s damage resistances are difficult for the Wizard to replicate, and with nearly no healing options Healing Hands is a good way to save a dying ally. The Tiefling can get an Intelligence increase and flight, so there’s little Increase hurts, but flight without Concentration may be worth it. Excellent, but other flying options areįlight without Concentration or magic. Updated MMoM: Flight without Concentration or magic. Which might otherwise welcome any and all races. Consult yourĭM about which races are welcome in your game, as not all settings areĪppropriate to every setting or even to specific campaigns within a setting Keep in mind that not all races will be available in every game. Table of Contentsįilter controls are loading. This can give you access to spells from other class’s spell lists, such as the Fairy giving you access to Faerie Fire.Īfter reading this handbook, I encourage you to read my Wizard Handbook. Races published after Tasha’s Cauldron of Everything allow you to re-cast innate spells with spell slots, effectively adding those spells to your spell list and automatically preparing them. Additional cantrips are great because wizards don’t get very many, and innate spellcasting can offer access to spells. Traits which expand your spellcasting are very helpful, especially at low levels.

Natural flight can put you safely out of enemies’ reach and won’t consume Concentration like the spell Fly. Traits which improve your AC like the Tortle’s natural armor or resistance to common damage types will go a long way to help you stay alive until you have magical answers to those problems.

The wizard’s biggest liability is their lack of durability. The custom origin rules or the post-Tasha’s changes to race design make that easy to achieve, so if you’re using more recent rules its easy to achieve. Increases to Dexterity and Constitution can also be helpful, though they’re less important. Beyond supplementing your spellcasting, also consider ways to make your wizard more durable.įor wizards, Intelligence increases are crucial, and nothing else is strictly necessary. Wizards can do nearly anything with spells, and leaning hard into spellcasting is a consistently effective choice. Wizard races should first complement the Wizard’s core function as a spellcaster.
