Arcane Traditions in D&D 5e Ranked from Ick to Sick

Alexa

You can learn all about the different Arcane Traditions for Wizards right here.

arcane recovery

You have a lot of options for the unique flavor of your wizard, with 13 arcane traditions to choose from. At level 2, one level before the majority of classes in Dungeons & Dragons, you can make some critical decisions about how you practice magic. That means you don’t have to wait as long to show your true wizarding colors, but you also don’t have as much time to consider your options.

Arcane Traditions

We’ll start with the arcane traditions that most players try to avoid. Keep in mind that each subclass does have interesting features and use cases, but they tend to be extremely situational. If you’re playing a prewritten campaign that caters to their strengths, or is more concerned about the story you want to tell, don’t let us dissuade you!

We’ll end with the best of the best. The arcane traditions with abilities in the top few are broadly applicable to various situations, cover all three pillars of play, and are suited for all campaigns. The score is from 1 (lowest) to 4 (highest) wizard hats.

School Of Transmutation (Arcane Traditions Rank 1)

(From The Player’s Handbook)

The School of Transmutation is difficult to use and is rarely recommended. The best aspect of this subclass is the Transmuter Stone, which grants your character a few extra benefits such as darkvision or resistance to one type of damage.

Fortunately, you can swap out your benefit after a long rest, but the majority of the benefits compared to other arcane traditions. Shapechanger allows you to cast polymorph once per short or long rest, which is useful for exploration and scouting but not always useful in battle.

transmutation savant

Level 2

The definition of this trait is self-explanatory. It’s easier for you to learn spells within your school than in others.

minor alchemy

Level 2

You’d have to be really creative to put this to use. Note that you can’t turn materials into gemstones or gold, so you’re not making money. Maybe for rare spell components?

transmuter’s stone

Level 6

This is the one good trait from this tradition. Darkvision, proficiency in Constitution saving throws (for concentrating on spells), or resistance to one type of damage are all handy features for a wizard.

shapechanger

Level 10

Polymorph is a great spell, and being able to cast it without expending a spell slot is nice, but not critical.

master transmuter

Level 14

Giving a wizard the ability to cast raise dead without either a spell slot or the costly materials can, literally, be a lifesaver.

Bladesinging (Arcane Traditions Rank 2)

(From Tasha’s Cauldron of Everything)

Bladesinging allows you to create a wizard capable of close-quarters combat. A wizard should generally stay as far away from the battlefield as possible while casting spells from a safe distance. Nonetheless, this is the only one of the arcane traditions that allow the normally squishy wizard to wear armor and attack with melee weapons. This is an excellent subclass for people in smaller groups or whose allies can’t always keep them safe from the bad guys.

Training in War and Song

Level 2

You need all the armor you can get.

Bladesong

Level 2

This is the primary feature of this tradition. Your Bladesong is supposed to make it safe for you to engage in melee combat, although you still can’t wear medium or heavy armor, use shields, or wield a weapon with two hands. Plus, you rely on your Strength or Dexterity score for attack rolls.

Extra Attack

Level 6

Self-explanatory, although it is nice that you can cast a cantrip as one of your two attacks.

Song of Defense

Level 10

You need to absorb damage considering you’ve got d6 hit dice, but surviving for 9 levels without this will be very hard.

Song of Victory

Level 14

A little bit of extra damage isn’t much.

Graviturgy Magic (Arcane Traditions Rank 2)

(From Explorer’s Guide to Wildemount)

Graviturgy magic, like its partner Chronurgy magic, is a special subclass available through The Explorer’s Guide to Wildemount and may not be allowed in all D&D settings. It focuses on enhancing the effects of combat by utilizing the effects of gravity. You can lend your magic to allies by making their weapons hit harder, drawing enemies closer to you, and slowing them down by increasing the gravity around you.

Adjust Density

Level 2

This isn’t a bad ability if you can get creative with it, but it can still be somewhat situational.

Gravity well

Level 6

Moving another creature is fine, but 5 feet isn’t very far.

Violent attraction

Level 10

Forcing an opponent to take extra damage from a weapon attack or a fall is never a bad thing, especially when it only takes a reaction.

Event Horizon

Level 14

This is an excellent feature when you need to stop enemies from advancing toward you. It does take your concentration, but you can still cast other, non-concentration spells while you maintain the Event Horizon.

School Of Conjuration (Arcane Traditions Rank 2)

(From The Player’s Handbook)

Conjuration spells do more than just summon monsters or creatures to do your will. It also includes teleportation and object summoning. You can make something out of nothing with this school. If you ever stop adventuring, your wizard will have a fairly consistent income for the rest of their life! But, while you are traveling, there are much better arcane traditions to choose from.

Conjuration Savant

Level 2

The definition of this trait is self-explanatory. It’s easier for you to learn spells within your school than in others.

Minor Conjuration

Level 2

Conjuring up a nonmagical object for an hour is great when you want to trade for something nice and then run away before they find out you’ve cheated them.

Benign Transposition

Level 6

Using your action to teleport seems like something of a waste, considering that by this level, you could just cast misty step (a bonus action).

Focused Conjuration

Level 10

All wizards worry about losing concentration on spells due to taking damage during combat. This solves that problem very neatly.

Durable Summons

Level 14

30 temporary hit points will likely let your conjured friend stay for a bit longer and be that much more helpful.

School Of Enchantment (Arcane Traditions Rank 2)

(From The Player’s Handbook)

School of Enchantment is a little difficult for new players to get into because it focuses on using spells in social situations, whereas most wizards do not put their higher ability scores into Charisma. It may feel unsatisfying to rely on special abilities like Hypnotic Gaze, but Split Enchantment allows you to affect multiple monsters with the same spell. This alone makes this arcane tradition quite potent.

enchantment savant

Level 2

The definition of this trait is self-explanatory. It’s easier for you to learn spells within your school than in others.

hypnotic gaze

Level 2

Charming a creature into being incapacitated is definitely a helpful skill, even if that incapacitation only lasts until your next turn. Using subsequent turns to continue the enchantment seems like a waste, though, since the effect ends as soon as the opponent takes damage or is more than 5 feet away from you.

Instinctive charm

Level 6

Like the Mastermind rogue, you can divert an attack to someone else nearby. And, similarly, the people nearby are usually your friends. Not a very nice thing to do!

split enchantment

Level 10

This is a great feature and mimics the sorcerer’s Metamagic option: Twinned Spell. However, it only applies to enchantment spells here.

alter memories

Level 14

Forcing a creature to neither remember being charmed, nor what they did while charmed, is mostly useful if you care about the creature or are afraid of others learning what you did. This might be situational, but the number of situations where it could come in handy is disturbingly high.

Order Of Scribes (Arcane Traditions Rank 3)

(From Tasha’s Cauldron of Everything)

The Order of Scribes is the generic wizard subclass, but its power should not be underestimated. It takes advantage of the fact that most wizards want to learn as many spells as possible. With Order of Scribes, you can use that knowledge in novel ways to protect yourself from harm and even change the fundamental nature of your spells. You also have a spellbook that talks. Isn’t that cool?

Wizardly Quill

Level 2

The main point of this feature is to reduce the amount of time it takes for you to copy spells into your spellbook.

Awakened Spellbook

Level 2

Changing the damage type of a spell can be exceedingly useful if you’re fighting something with a resistance or immunity to your favorite damage type. Additionally, negating the extra 10 minutes of casting time for ritual spells can make certain spells possible in combat.

Manifest Mind

Level 6

If you’ve ever played Nier, you understand how cool it is to have a talking book. Yours might not sound like Liam O’Brien, but it has darkvision, can float around you independently, and give you vague or unhelpful advice whenever you want.

Master Scrivener

Level 10

Crafting scrolls is nice, but since no one but you can use them it’s best to spend your daily scroll on a very situational spell that doesn’t have the ritual tag. You won’t have to prepare it, but you’ll have it handy just in case.

One with the Word

Level 14

Considering how many crucial skill checks use Intelligence, advantage on all of them is very nice. Plus, there’s an interesting feature to negate damage that also makes you incapable of casting certain spells of your choice for a few days.

School Of Abjuration (Arcane Traditions Rank 3)

(From The Player’s Handbook)

Because the School of Abjuration one of the more reactive arcane traditions, new players may be able to ease into the game with it. Instead of having to create situations for your wizard to shine, most of the features react to problems you’re facing. However, if your party does not frequently encounter other magic users, you may be left behind in terms of usefulness.

Abjuration Savant

Level 2

The definition of this trait is self-explanatory. It’s easier for you to learn spells within your school than in others.

Arcane Ward

Level 2

This tradition is all about protection. At level 20, this will be an additional 45 hit points which is a ton for a wizard. Plus, it regains hit points when you cast other abjuration spells.

Projected Ward

Level 6

Now you can use your protection to keep your friends safe too!

Improved Abjuration

Level 10

Adding your proficiency bonus to spells like counterspell and dispel magic might not seem like a big deal, but it could make all the difference in the world.

Spell Resistance

Level 14

Advantage on saving throws against spells and resistance to all magical damage? There are legendary items that don’t give you all of that.

War Magic (Arcane Traditions Rank 3)

(From Xanathar’s Guide to Everything)

War Magic, like School of Abjuration, focuses primarily on your wizard’s defensive abilities. They gain a bonus to saving throws and a permanent bonus to initiative, but the best feature is that while you concentrate on a spell, your wizard gains a bonus to AC and all saving throws. That can mean the difference between an attack hitting you and completely missing you.

arcane deflection

Level 2

Giving yourself a bonus to AC or an essential saving throw is often worth giving up access to leveled spells for a round.

tactical wit

Level 2

Your Intelligence modifier is likely high, and it’s always better for spellcasters to go first in the initiative.

power surge

Level 6

Extra damage is never a bad thing, especially if you steal it from others.

durable magic

Level 10

Any time you maintain concentration on a spell, you have a bonus to AC and all saving throws. That sounds like a pretty sweet deal, right?

deflecting shroud

Level 14

Now, instead of just deflecting an attack or succeeding on a saving throw, you can also do some damage to anything around you.

School Of Evocation (Arcane Traditions Rank 3)

(From The Player’s Handbook)

This is the school where things go boom. It’s possibly the simplest of the arcane traditions and, therefore, a good one for new players. Evocation spells are frequently large, flashy spells, such as fireball. You primarily rely on creating large areas of effect and attempting to kill as many enemies as possible without inadvertently harming your allies.

evocation savant

Level 2

The definition of this trait is self-explanatory. It’s easier for you to learn spells within your school than in others.

sculpt spells

Level 2

This is analogous to the sorcerer Metamagic option Careful Spell. Considering that your entire school of magic revolves around blasting the crap out of your enemies, it’s best to ensure that you don’t accidentally hit your friends.

potent cantrip

Level 6

Making sure that your enemies always take damage from cantrips, even if they succeed on their saving throws, is a good way to end battles faster.

empowered evocation

Level 10

A little extra damage here isn’t great at this level.

overchannel

Level 14

Guaranteeing that you deal maximum damage on a spell instead of leaving it in the hands of the dice is a great safety net.

School Of Illusion (Arcane Traditions Rank 3)

(From The Player’s Handbook)

The effectiveness of this subclass is entirely dependent on your own imagination and the permissiveness of your Dungeon Master. Because you’ll be using so many illusory spells, it’s highly recommended that you consult with your DM thoroughly before taking this subclass. The nature of those spells is frequently not specified in the description, so you’ll have to think quickly to come up with ideas.

illusion savant

Level 2

The definition of this trait is self-explanatory. It’s easier for you to learn spells within your school than in others.

improved minor illusion

Level 2

Minor illusion is already a good spell, but being able to add a sound makes your image that much more believable.

malleable illusion

Level 6

Depending on what your illusion is supposed to be, the ability to change it up may make it more realistic or allow you to stay on top of a developing situation.

illusory self

Level 10

Having a body double take the brunt of an attack is fantastic when you’re working with d6s for hit dice.

illusory reality

Level 14

This is undoubtedly the coolest mechanic of the arcane traditions. Making an illusory object real from your illusions is just fun. Sure, it only lasts for a minute, but it’s still very handy.

School Of Necromancy (Arcane Traditions Rank 3)

(From The Player’s Handbook)

Have you ever wished you could command a vast army of undead servants to fulfill your every desire so you wouldn’t have to get your hands dirty? Hello and welcome to the School of Necromancy. This school allows players to raise the dead and command them to do almost anything. None of your undead meat puppets are particularly powerful on their own, but when combined, they form a wave of dark, faceless bodies that can serve as shields, attackers, or a few extra pairs of hands.

necromancy savant

Level 2

The definition of this trait is self-explanatory. It’s easier for you to learn spells within your school than in others.

grim harvest

Level 2

Regaining hit points when you kill foes is especially nice when you barely have any to start with.

undead thralls

Level 6

As the name implies, you can start working on your undead army by level 6.

inured to undeath

Level 10

Resistance to necrotic damage is okay, but it’s a fairly rare damage type unless you’re playing a horror-themed campaign.

command undead

Level 14

It’s kind of hilarious to imagine a wizard coming at your party with their own ranks of the undead, and you just magically turn the undead into your servants instead.

Chronurgy Magic (Arcane Traditions Rank 4)

(From Explorer’s Guide to Wildemount)

Chronurgy magic is the study of manipulating the natural ebb and flow of time. Chronurgy is one of the strongest arcane traditions available at this time. The characteristics lend themselves to a wizard who uses time to either stop an enemy in their tracks or allow their allies to take advantage of time’s shaky status to succeed where they might have otherwise failed.

Chronal Shift

Level 2

This functions similarly to the Portent feature from the School of Divination where you can choose certain rolls to reroll. The main reason this isn’t as good as Divination is that with Portent, you already know the outcomes. Chronal Shift still makes you roll the dice.

Temporal Awareness

Level 2

It’s always good to go higher in the initiative order.

Momentary Stasis

Level 6

Incapacitating a foe, even if it’s only until the end of your next turn, is a great way to get them to hold still while your friends wail on them.

Arcane Abeyance

Level 10

The best part about turning a spell into a nice little bead is that you allow your friends to cast your spells too. Anyone can hurl the bead, or break it, and experience the effect of the spell, up to 60 minutes after you originally cast it.

COnvergent Future

Level 14

This feature lets you ensure success or failure. Even Portent just gives you a number, not a guarantee. You never know what kind of DC your DM might have set, but with Convergent Future, the DC doesn’t matter.

School Of Divination (Arcane Traditions Rank 4)

(From The Player’s Handbook)

The School of Divination grants your wizard the ability to see into the future. Every day, you have the option of giving yourself, an ally, or an adversary a pre-rolled die rather than letting them roll in the moment. That means ensuring a critical attack hits, a monster fails its saving throw against your spell, or your friend completes their scouting mission.

For more information about how to play the best of the arcane traditions, check out our in-depth guide here.

Divination savant

Level 2

The definition of this trait is self-explanatory. It’s easier for you to learn spells within your school than in others.

portent

Level 2

Two pre-rolled dice that you can sub in whenever you want an enemy to fail, or an ally to succeed? Fantastic.

expert divination

Level 6

Regaining spell slots when you cast spells is hands-down the best feature of any of the arcane traditions. Sure, you’re limited to lower-level spells (under 5th level), but you can do a lot of things with that.

the third eye

Level 10

This feature gives you a few choices and resets every time you complete a long rest. Generally, you’ll want to use darkvision if you don’t already have it. Otherwise, it’s hard to go wrong with see invisibility.

Greater portent

Level 14

Just because this is an enhancement of an existing feature doesn’t mean it isn’t handy. A third roll to substitute in when you really need it? Heck, yeah!

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