In the grand tapestry of a traditional Dungeons & Dragons game, no class best exemplifies arcane mastery like the studious wizard. Intelligent, measured, and disciplined, players who embrace the wizard label choose a path of true expertise over the mysteries of the Weave. Whether calling down elemental destruction on enemies or rewriting the rules of reality through roleplay, wizards have long been defined by the school of magic they pledge themselves to. These magical schools have served as both a mechanical foundation and a storytelling springboard for decades in the world of D&D. But as an upcoming revision of Dungeons & Dragons 5e draws near, a discussion ensues about whether wizard subclasses should stick with the established eight schools of magic or forge ahead with bold, original archetypes.
The wizard class in 5e is traditionally structured around the eight schools of magic in Dungeons and Dragons: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Each of these serves as a subclass that offers thematic consistency and mechanical clarity, helping the player situate themselves in the Forgotten Realms. These schools also allow players maximum freedom to choose how they will interact with combat and the larger world. Lastly, this dependable design not only helps players envision the kind of wizard they want to become but also offers Dungeon Masters a shorthand for understanding magical capabilities and narrative potential. Players who choose the School of Evocation, for example, know they’re in for a damage-dealing power fantasy, while those aligned with Divination are masters of foresight and manipulation.
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The Safe Route: Revisiting the Schools of Magic in Dungeons and Dragons
One route Wizards of the Coast could take is to modernize the existing schools. Some schools of magic, like Divination and Abjuration, are widely regarded as flavorful and some of the best wizard schools in D&D. Others, such as Transmutation or Conjuration, may be less popular subclass options due to their counterparts having stronger identities in the fandom. A redesign could address these disparities, breathing new life into the underloved schools while maintaining the nostalgic connection that long-time players cherish.
The danger, however, is that this approach may feel too constrictive or conservative. D&D has undergone a creative renaissance over the last decade. From an off-Broadway interactive play with an adoring audience to the massive success of Baldur’s Gate 3, the constant reinvention of the Dungeons & Dragons IP breathes new life into the fandom and arms newcomers with curiosity. In fact, Baldur’s Gate 3 inspired rule changes for 5e, a sign that this renaissance is pivotal to the modern operation of Dungeons & Dragons. Thanks to this revival, many players now crave bold, narrative-first subclass designs that go beyond spell slot tweaks.
The Bold Route: Breaking the Mold with New Subclasses
The alternative path is one of innovation. Players are accustomed to invention, having already experienced core rulebook changes in OneD&D, so change may be a natural progression. Wizards of the Coast could embrace wholly new wizard archetypes and subclasses, ones that aren’t confined to the rigid categories of magical study. This approach has already borne fruit with experimental subclasses like the Order of Scribes, which rethinks the wizard’s relationship with their spellbook in creative and mechanical ways. There is untapped potential in concepts that players may explore solely during roleplay or conceptually, such as temporal manipulation, reality weaving, chaos theory, or even blending arcane and divine magic.
New subclasses also offer a chance to integrate more narrative and roleplay opportunities. For this, Wizards of the Coast may want to take a look at some popular D&D homebrewed rules and content. A Chronomancer could come with built-in ethical dilemmas around changing time, while a Runic Scholar might involve collecting ancient inscriptions that affect both gameplay and story progression. These are archetypes that don’t just cast spells; they say something about the character and the world around them. They could also offer pre-packaged ideas for newer players wanting to embrace magic.
Still, there’s a risk in moving too far from the roots. The reason why D&D’s renaissance is working is that the core of the game and its mechanics have remained distinguishably recognizable through every reinvention. For many players, the schools of magic in Dungeons & Dragons aren’t just mechanics: they’re lore, history, and a shared language of the game. Introducing too many wildly different options might dilute that cohesion and make the wizard class feel inconsistent or unfocused.

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What’s the Best Path Forward for Dungeons and Dragons’ Wizards?
Changes in wizard subclasses in D&D are not new. Ideally, the future of wizard subclasses won’t hinge on choosing one path over the other, but in blending both. A balanced approach could involve reworking the classic schools for clarity and impact while sprinkling in new, innovative subclasses that push boundaries. This way, the subclass landscape remains inclusive for traditionalists and experimental players alike.
The key is intentionality. Whether it’s a reimagined School of Enchantment that ties deeper into emotional manipulation, or a brand-new subclass that turns wizards into sentient magical anomalies, the best subclasses will be the ones that make players feel like masters of the arcane. Not just in combat, but in story, worldbuilding, and personal expression. With the next wave of 5e updates, Wizards of the Coast has a golden opportunity to redefine what it means to be a wizard undertaking a new D&D campaign. Whether it looks to the past or steps boldly into the unknown, the arcane path ahead is one worth watching.

Dungeons and Dragons
- Franchise
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Dungeons & Dragons
- Original Release Date
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1974
- Designer
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E. Gary Gygax, Dave Arneson