Summary
Wizards of the Coast has released some content from the2024 Player’s Handbook, largely regarding changes made to the classes ofDungeons and Dragons. While certain classes like the fighter have gotten some well-received updates, and others like the ranger have invoked wide ire for their altered ruleset, asnot as much attention has been paid to the spellcasters of the game. The changes made to these classes have not been as extensive as those made to the martial characters, but they have caused some controversy in their own right.
The most substantial of these class changes pertains to the wizard and, more specifically, the wizard’s subclasses. InD&D5th Edition, wizards had the largest list of subclass options to choose from, allowing them to specialize in different kinds of magic. The2024 Player’s Handbookhas not only cut down on the number of subclasses severely, but ithas also stripped the wizard class of some of its identity.

5th Edition Wizard Subclasses Were Specific And Wide-Ranging
The Ability To Specialize In A Wide Range Of Magic Schools
There are13 total subclasses for wizards inDnD5e. Eight of the subclasses available corresponded to the eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.Each of these subclasses enhanced the powers associated with their spells and made wizards better at casting magic in their given school.There were also other subclass options, like the bladesinger and scribe, that gave wizards fresh ways to fight and act in the game.
No wizard functioned the exact same as any other.
The idea of these subclasses was to let wizards become savants when it came to certain kinds of magic. No wizard functioned the exact same as any other, and the wide range of spells they could take made them one of the more varying classes in5th Edition.Part of the wizard’s identity centered around both their ability to specializeand the wide range of things they could specialize in.
Description
School of Abjuration
Focuses on protective magic, creating barriers and wards to protect oneself and allies.
Specializes in summoning creatures and objects, and teleportation spells

School of Divination
Focuses on revealing information, using magic to see the past, present, and future.
School of Enchantment
Specializes in influencing and controlling the minds of others through magic.
Specializes in creating illusions to deceive and mislead enemies.

School of Necromancy
Focuses on manipulating life and death, raising the dead and draining life force.
Specializes in altering physical properties of objects and creatures.
Combines magic with swordplay, enhancing combat abilities with spells.
Order of Scribes
Specializes in the study and transcription of magical texts, with a sentient spellbook.
Focuses on blending offensive and defensive magic for combat efficiency.
Manipulates gravity to control the battlefield and hinder enemies.
Chronurgy Magic
Manipulates time to gain advantages in combat and alter the flow of events.
Draws on divine magic, combining clerical and wizardly spellcasting.
Onomancy - Unearthed Arcana (UA)
Focuses on the power of true names to control and influence creatures and objects.
The New Player’s Handbook Simplifies Wizard Subclasses But Simultaneously Waters The Class Down
Making The Game Easier To Understand For New People
One goal of theupdates coming toDnDis to make the game easier to understand and play for new people, just as 5th Edition aspired to do back in 2014. The new handbook will thus only include four subclasses for the wizard: the abjurer, diviner, evoker, and illusionist. These four subclasses are still centered around some of the game’s types of magic, and are certainly still quite powerful. In fact, with some of the early-level abilities these subclasses grant, they may be more powerful than many of the 5th Edition options.
Easier for new players to understand and play
Less overwhelming for unfamiliar players
Experienced players might find it less engaging
Reduces opportunities for unique builds
More focused abilities clarify subclass themes
Fewer options lead to a sense of sameness
Limits replayability and uniqueness
Easier spell selection and casting
Helps players grasp core aspects quickly
Removes tactical depth
Reduces rewarding decision-making for experienced players
Easier to balance subclasses
Reduces overpowering or underwhelming abilities
Loss of nuances and creative solutions
Less dynamic gameplay experience
Easier envisioning and role development for new players
Fewer growth paths for long-term players
Impacts engagement and investment
But the issue is that these subclasses don’t afford nearly as many options to wizard players, limit the scope of their magical focus, and generally make the class feel less versatile than it once did. Only having subclasses for four of the eight schools of magic will make setting up classic wizard archetypes, like the summoner or the necromancer, more difficult to achieve and less distinct from other versions of the class inDungeons and Dragons.