[Top 5] D&D Best Wizard Race
A character of any race could potentially make a great wizard, especially with the introduction of the Custom Lineage option in Tasha’s Cauldron of Everything.
This alternative treats the default racial ability score bonuses as suggestions and instead allows the player to customize their character's abilities, skills, and tool proficiencies – as long as it maintains symmetry with existing races and classes.
But if you want to go by the default rules and are looking to optimize your wizard, there are definitely some races that work better than others. This article will show you a few of the best, most synergetic race options for the class.
Keep in mind that the extremely versatile races like human and half-elf won’t be included in this list, as they can excel in virtually any class.
5. High Elf:
While not all elf subraces are a good fit, high elves make pretty capable wizards with their bonuses to Intelligence and Dexterity.
Intelligence is a wizard's spellcasting ability, so a high modifier boosts your spell attack bonus and spell save DC. While Dexterity isn’t as much of a priority, it’s still useful. Wizards are fragile and lack armor proficiencies, and a higher DEX modifier will make the Mage Armor spell more effective at raising your AC.
Besides their ability bonuses, high elves have Darkvision, proficiency in Perception, advantage on saving throws against being charmed, and are incapable of being magically put to sleep. They also get an extra cantrip for free, though this is usually only useful in the early levels of the game.
It’s a solid choice, but overall other options have more to offer.
Why High Elf is Great for Wizards
- Ability Score Increase: +2 DEX, +1 INT
- Darkvision
- Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- Keen Senses: You have proficiency in the Perception skill.
- Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
- Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
- Extra Language. You can read, speak, and write one additional language of your choice.
4. Hobgoblin:
The Hobgoblin was introduced as a player race in Volo’s Guide to Monsters. More clever than their chaotic counterparts, these red-skinned humanoids are the leaders, tacticians, and diplomats of goblin society.
With +1 to Intelligence and +2 to Constitution, Hobgoblins make surprisingly adept wizards. While the Intelligence boost is a no-brainer, the bonus to Constitution is helpful because it raises your amount of hit points and helps you maintain concentration on spells. They also have the ability Saving Face, which lets you add a bonus to failed rolls based on how many allies are nearby and can help you avoid wasting spell slots.
However, the biggest boon for hobgolbins is their racial proficiency in light armor. This is very handy for the wizard, who has zero armor proficiencies, and it can save a spell slot you would otherwise use for Mage Armor.
Why Hobgoblin is Great for Wizards
- Ability Score Increase: +2 CON, +1 INT
- Darkvision.
- Martial Training. You are proficient with two martial weapons of your choice and light armor.
- Saving Face. Hobgoblins are careful not to show weakness in front of their allies. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
3. Githyanki:
Previously enslaved for generations by the Mind Flayers, the Gith are divided into two subraces– the Githyanki and Githzerai. Githzerai gives you a bonus to your Wisdom in addition to the races Intelligence bonus, advantage on saving throws against the charmed and frightened conditions, and psionics.
The best choice out of the two is the Githyanki, especially if you’re looking to play a hardy battlemage. The subrace gets +1 to Intelligence and +2 to Strength, which usually would be a dump stat for wizards unless you’re looking to play a more martial caster.
They also get medium armor proficiency and psionics, which gives you the ability to cast Misty Step once per day when you reach level 5.
Why Githyanki is Great for Wizards
- Ability Score Increase: +1 INT, +2 STR
- Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice.
- Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
- Githyanki Psionics. You know the Mage Hand cantrip, and the hand is invisible. When you reach 3rd level, you can cast the Jump spell once per long rest. When you reach 5th level, you can cast the Misty Step spell once per long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
2. Vedalken:
The Vedalken of Ravnica are an intelligent race of bald, blue-skinned humanoids driven by relentless improvement. They strive for perfection in all endeavors while recognizing how futile that goal ultimately is. As such, they see every setback as an opportunity to improve. Their culture around scientific progress and intellectual endeavors make them a thematically appropriate choice for a wizard.
The race has a coveted +2 to Intelligence and the ability Tireless Precision, which will really make your character shine as an expert in their field of choice. Vedalken Dispassion is one of their best features that gives you advantage on all Intelligence, Wisdom, and Charisma saving throws.
Why Vedalken is Great for Wizards
- Ability Score Increase: +2 INT, +1 WIS
- Vedalken Dispassion. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
- Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
- Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
- Languages. You can speak, read, and write Common, Vedalken, and one other language of your choice.
1. Gnome
Gnomes are known as skilled inventors, engineers, alchemists, and tinkerers, making them another excellent thematic fit for the wizard class.
They also have a +2 to Intelligence and either a +1 to Dexterity or a +1 to Constitution, depending on subrace. They also get advantage on all Intelligence, Wisdom, and Charisma saving throws against magic, which combined with the Wizards Intelligence and Wisdom saving throw proficiencies makes you very resistant to mind-affecting spells.
Why Gnome is Great for Wizards
- Ability Score Increase: +2 INT
- Speed: 25 feet
- Darkvision
- Gnome Cunning: Advantage on all INT, WIS, and CHA saving throws against magic
Forest Gnome
- Ability Score Increase: +1 DEX
- Natural Illusionist: Know Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
- Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
Rock Gnome
- Ability Score Increase: +1 CON
- Artificer's Lore. When you make an INT (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus.
- Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). You can have up to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Toy, Fire Starter, Music Box.
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