The Wizard class in Dungeons & Dragons can often act as the powerhouse of a team, able to eliminate multiple enemies at once from a distance. However, while the spells at the Wizard's disposal can range from specific utility to completely game-breaking, the specifics to the class outside of this spellcasting ability is unfortunately very limited.
More than anything, it is the base class features of the Wizard that limit it, especially when compared to the dozens of passive upgrades that most other classes achieve as they level up. The abilities within their Arcane Traditions can add a descent amount of depth to these characters, but that can often be said for any other Dungeons & Dragons class as well.
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Every class learns new features as they level up in D&D 5E, coming from both their differing archetypes of each class as well as being general improvements along the base template. However, while the Wizard class has plenty of features learned from Arcane Traditions, like a Scribe's Arcane Spellbook or a Bladesinger's Armor of Defense, the base features are lacking all the way up until level 18. This means that from level 3 to level 18, the only improvements that a Wizard gains are from the number of spells it can cast, not the way it can interact with those spells.
To put this in perspective, the Rogue class in D&D 5E learns seven new features across this same amount of levels, plus the additional four learned from Roguish Archetypes. These improvements and new features are a large part of what makes leveling up so impactful, giving players a new ability to look forward to as they continue to gain experience. Access to new spells can be this
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