Wizard 5e – D&D Class Optimisation Guide

Tap into the weave with this magical spellcasting class

Wizards are the magical scholars of the D&D universe. They’re educated in the ways of magic using spells as a tool to further their own pursuits. Unlike sorcerers (who inherit their magical abilities) and warlocks (who are gifted it in a pact), wizards dedicate themselves to endless study to access the powers of magic. As such, wizards are capable of hugely powerful feats of arcana, but are rarely prepared to go toe to toe in melee combat.

Weirdly, wizards in popular culture are often named something different. For example, the sorcerer supreme, Dr Strange, is in fact a wizard by D&D standards. Harry Potter on the other hand, is not a wizard but a sorcerer (as his magical gifts are innate). With such differing definitions though, the lines can often become blurred with even the likes of Gandalf who appears to have his magical abilities more innately, likely being a sorcerer too.

If you’re looking for a powerful and highly specialised spellcasting class, then a wizard is a great option. Our guide below will take you through the steps of creating a highly optimised and powerful wizard.

Evoker wizard DnD 2024
Elf Evoker wizard: Wizards of the Coast
  • To cast lots of spells
  • Want more spell options than any other class
  • To be great at most facets of spellcasting
  • A martial class
  • A durable character
  • Don’t want to play a spellcaster
  • Want to play a healer

For a more detailed look at a Wizard’s capabilities, I’ve put together the scoring matrix below. This rates wizards on different features and abilities to give you a clear idea of where their strengths and weaknesses lie. For a full comparison of all classes and their capabilities, you can check out our class guide:

Class ratings (out of 5)

  • Armor class: 1
  • Weapon damage: 1
  • Durability: 1
  • Mobility: 3
  • Combat abilities: 2
  • Spells known: 5
  • Spell slots: 4
  • Spell damage: 4
  • Spell buffs: 4
  • Spell debuffs: 4
  • Spell healing: 1
  • Battlefield control spells: 5
  • Out of combat spells: 4
  • Face abilities: 2
  • Skills: 2
  • Out of combat abilities: 1
How have we worked out these scores?

We’ve reviewed and played all the officially released D&D 5e classes and looked at a typical build for these class types. Because subclasses offer a lot of variety, we’ve had to exclude these from our considerations.

There is an exception here as the artificer is shaped hugely by their subclass. When it comes to something like weapon damage, we’ve had to take into consideration the fact that most artificers are decent with weapons, but an alchemist would probably only score a 2, even if the other artificer subclasses would score a 3.

We’ve scored each attribute out of 5 with a score of 5 reserved for classes that are the very best at that attribute. There’s some judgement required here. For example, a druid is typically a 3 in mobility (average mobility), but with wildshape, they can fly and swim quicker (and just travel faster). This elevates their score in our minds, even if they don’t consistently have these levels of mobility.

It’s important to understand though, that these scores are not hard and fast. Obtaining feats and pumping more into certain ability scores can turn any class into a decent face, for example. Different subclasses will also make a class better at different things (like an eldritch knight gaining spellcasting) but we feel that these scores represent most typical versions of their class.

Strengths

Wizards are a highly specialised class, possibly more so than any other class. They’re there to cast spells and that’s about it. Thankfully, spells have wide and varied uses in D&D so there’s plenty for you to do. However, unlike sorcerers, with access to strong face skills or clerics that can operate as a bit of a tank, wizards really are just spell-focused. Below are the main strengths you’ll want to rely on as a wizard:

  • Huge repertoire of spells: Wizards are magical scholars, learning a vast array of spells. In fact, their number of spells learnt is the highest of any class and they can change their spell list during each long rest allowing you to adapt to the demands of the following. Ritual casting also gives you even more options for spells if you have the time.
  • Spells for any situation: While some spellcasters are highly focused in the spells available to them, like clerics with their healing or bards with their buffs, wizards can fill just about any spellcasting need with the exception of healing.
  • Control the battlefield: With such an array of spells, and a class that wants to stay firmly away from the enemy, you can focus on influencing the battlefield with concentration spells to aid your allies and thwart your enemies. Consider the likes of darkness on some enemy archers or web on a group of melee specialists so your martials can focus on dealing with less enemies at a time. It’s not all about blasting your enemies to smithereens with a fireball.
  • Or just use fireball anyway: Of course, it very much can be about blasting your enemies with a fireball if that’s what the situation needs. Wizards are capable of high levels of damage and fireball is a great example of this. It can be an effective, early combat spell to thin the crowd before your martials get in the way. There are loads of other ways to dole out the damage too from basic cantrips (to preserve those precious spell slots) to the likes of finger of death or disintegrate.

Weaknesses

Wizards are a highly specialised class. What they do well, they do really well (spellcasting), but what they don’t do well, they do really poorly:

  • Durability: With just d6 hit dice and no armor proficiency, wizards, alongside sorcerers, are the least durable class in the game. A good saving throw proficiency (wisdom) only make up for this shortfall by a small amount. A bit of dexterity and some spells that enhance your AC (like mage armor and shield) will help, but let’s be honest, wizards aren’t very tough and your party will need to protect them.
  • Weapons: Wizards are pretty rubbish when it comes to any kind of armed combat. About your only decent option is a light crossbow (as long as you’ve invested a bit in dexterity, which you really should). At low levels, it can do more damage than your best cantrips. But once your cantrips get more powerful at level 5, light crossbows become relatively redundant unless you get caught in an anti-magic field.
  • Reliant on spell slots: When spell slots dry up, wizards become much less effective. This means a lot of resource management to unleash your power during important moments.

The above tackles a typical wizard build, but with subclasses and multi-classing, there are some interesting and unique wizard builds available to allow you to excel in different areas.

If you think a wizard isn’t for you, not to worry, there are 12 other classes for you to pick from, just check out our class guide to find out about all of them. Some great alternatives to the spell-focused wizard include; bards, clerics, druids, warlocks and sorcerers.

Getting the most out of a wizard’s features

Halfling Illusionist wizard DnD 2024
Illusionist wizard: Wizards of the Coast
Party RoleUtility, Spell Damage Dealer, Control
Main AbilityIntelligence
Saving ThrowsIntelligence, Wisdom
Hit Dice1d6 + Consitution modifier per level
HP at 1st Level6 + Constitution Modifier
Spell Casting AbilityIntelligence
Armour ProficiencyNone
Weapon ProficiencyDaggers, darts, slings, quarterstaffs, light crossbows

Wizards don’t really get any features outside of spellcasting. Even their features not called “spellcasting” are about spellcasting. I’ve outlined below how you can properly take advantage of these features, but much of the mileage you get from this class is going to come from the spells you choose.

Spellcasting – Level 1

For wizards, it’s all about their spellcasting, but there are so many options to choose from, especially for a wizard. Thankfully, I’ve picked out some of the best options at each level for you to use.

Cantrips
  • Toll the dead – Your best option for a pure damage cantrip.
  • Mage hand – Really versatile and often useful to get the things you can’t easily reach otherwise.
  • Mind sliver – Lower damage than firebolt, but usually more reliable at dealing damage as it requires an intelligence saving throw (which are typically low). Combine it with your friends as they try and impose conditions on the target as it makes their saving throws worse.
  • Minor illusion – Great utility spell if you’re creative enough to take advantage of it.
Level 1
  • Absorb elements – Great defensive spell and it’s a reaction which helps your action economy.
  • Find familiar – A useful asset for you to just keep around and provide ongoing uses of the help action. You can also send it out scouting or skulking in places others can’t reach.
  • Magic missile – Solid damage and extremely reliable for hitting your target.
  • Shield – Excellent defensive spell.
  • Silvery barbs – Simultaneously grant disadvantage on an enemy and advantage on an ally as a reaction is very powerful.
Level 2
  • Enhance ability – Very versatile buff that can help with social encounters, grappling tactics, endurance and a bunch of other things too.
  • Earthbind – Great foil for flying enemies that can otherwise be very problematic.
  • Invisibility – Excellent for scouting, sneaking and escaping.
  • Misty step – Great spell for escaping your enemies or getting to hard to reach places.
  • See invisibility – Great way to tackle invisible foes.
  • Vortex warp – Teleport your enemies and make things awkward for them.
  • Web – Great crowd control spell to keep your enemies from moving around or getting too close.
Level 3
  • Counterspell – Essential defence against magic.
  • Dispel magic – Crucial for any party.
  • Enemies abound – Excellent way to both nullify a big scary enemy and have it cause damage to your other enemies.
  • Fireball – AoE spell with big damage! Practically a no-brainer.
  • Haste – Brilliant buff to help your allies out.
  • Hypnotic pattern – Manage a large group of enemies by disabling them in combat.
Level 4
  • Banishment – An excellent save or suck spell that can completely remove an enemy from the mix for an entire encounter.
  • Greater invisibility – Powerful way to tackle invisibility in combat.
  • Phantasmal killer – Great save or suck spell that also damages at the same time. Target burly, low wisdom enemies for maximum impact.
  • Polymorph – Great way to take an enemy out of combat or enhance an ally.
  • Wall of fire – Great for crowd control and some potential damage to boot.
Level 5
  • Bigby’s hand – Great source of continuous damage and grappling at the cost of a single spell slot.
  • Hold monster – Great way to disable a single nasty enemy.
  • Wall of force – Great way to separate enemies allowing you to tackle a few at a time.
  • Wall of stone – A great big wall can be very effective for battlefield control.
Level 6
  • Chain lightning – Lots of damage and you can throw it into a big crowd of enemies and allies and only hit your enemies.
  • Disintegrate – Devastatingly high damage on a single enemy.
  • Eyebite – Continuously putting enemies to sleep is great and just costs a single spell slot.
  • Mental prison – Great option for keeping a particularly deadly enemy out of combat.
Level 7
  • Draconic transformation – A breath weapon as powerful as a fireball every turn with your bonus action, plus flight and blindsight.
  • Forcecage – Hugely powerful spell for trapping enemies (or protecting allies within its walls).
  • Reverse gravity – A hugely problematic AoE spell to effectively take multiple enemies out of combat.
  • Plane shift – Travel to another plane with the casting of a spell.
Level 8
  • Clone – Create another version of you (or someone else). It’s not only a wonderful insurance policy (in case you die) but also a combat asset too.
  • Dominate monster – Bend a powerful monster to your will to not only take an enemy out of the mix, but have it fight for you.
  • Illusory dragon – Causing frightened to many enemies and AoE damage is hugely powerful!
  • Maze – No initial save allowed so it always works for a turn. An intelligence save is required to escape and any creature with less than 10 intelligence simply can’t escape! Great for tough but stupid monsters.
Level 9
  • Psychic scream – Stun up to 10 creatures in a big area and force intelligence saves (which most creatures are low on).
  • Time stop – 2-5 turns in a row allows you to do a lot while your enemies just stand there.
  • True polymorph – Turn yourself or an ally into something really deadly (make sure you read the monster manual and pick something really tough to polymorph into). You can also polymorph an enemy into an object deal with them that way instead.
  • Wish – Incredibly powerful spell with a huge amount you can accomplish.

Arcane recovery – Level 1

A great way to keep your stash of spells topped up. Just remember to use it when you take a short rest.

Spell mastery – Level 18

A first and 2nd level spell you can cast at will elevates 2 of your spells into higher level cantrips. This is obviously great but remember that they must be cast at their base level. If you go for damage dealing spells, make sure that they’ll still do more damage than your cantrips which will likely be dealing 4d6-4d10 damage at this level (most won’t).

It’s easy to find ways to abuse this ability to your benefit. for example, take invisibility and cast it on the entire party, not only making you excellent at stealth, but also allowing you to surprise your enemy in the first round of combat most of the time (unless they have truesight for instance).

You could also go for something like shield or absorb elements for endless defensive reactions. If you do want to go for something damaging, an AoE spell like shatter can overcome the damage ceiling set by your cantrips making it one of your better options.

Signature spells – Level 20

You get a couple of extra spells known and a free casting of each spell every day. It’s handy, but not ground-breaking and only likely to be of much use in games that have multiple encounters each day. Just make sure you pick spells that you’ll need on a regular basis or you’ll waste your free spell uses.

Wizard 2024
Abjurer wizard: Wizards of the Coast

What they lack in toughness, wizards make up for with a wide repertoire of spells. But choosing the right spells and making a wizard that won’t crumble at the first sign of danger can be challenging. Below I’ve outlined some approaches and tactics to consider when playing a wizard:

Wizards are the epitome of a glass cannon; high damage, but low durability. This means that protecting yourself is crucial as you won’t withstand much damage.

Part of this comes down to positioning. You should rarely be at the front of the party. Instead, keep yourself as far from enemies as possible while still being able to use your spells effectively.

Without any kind of armor proficiency, you’ll also need to make sure you have some form of magical protection to help you last. Mage armor is a good option giving you slightly better AC than light armor (albeit temporarily), shield is a great spell to reactively boost your AC for a turn while mirror image will cause some attacks to hit illusions of yourself.

You could also go for avoidance spells too. Levitate and fly will let you float/fly away from danger, misty step is a short-range teleport to get you out of trouble fast and invisibility lets you pass unseen. You could also consider taking a race with flight, like an Aarakocra or a Fairy. Drow can also innately cast levitate.

Action and spell economy is crucial to manage as a wizard for a few different reasons:

Preserving spell slots: You’re only as good as the spells you’ve got available to cast, and if you blast through all your spell slots early on, you’ll quickly run out of usefulness! Where possible, cast spells as rituals. It’s also worth considering how much you need to use levelled spells for certain combats. Sure it’s fun to incinerate all the goblins with a fireball, but how much damage were they really going to do to your paladin anyway? Toll the dead will probably work just fine.

Action economy: You can cast multiple spells each turn, though there are some important rules to understand around doing so. You do this by having spells that can be cast as actions, bonus actions and reactions. Spells like misty step require a bonus action, allowing you to cast a cantrip with your action while reactions, like shield and counterspell, can be used outside of your turn. Ensuring you have a few bonus action and reaction spells available will allow you to really maximise what you accomplish on your turn.

Casting time: Most spells can be cast quite quickly, using an action, bonus action or a reaction. However, some spells take longer. Make sure you don’t start casting a spell in combat that will take a minute to complete.

Concentration: It’s important to be aware that many spells require concentration to maintain. This means you can only use 1 concentration spell at a time, otherwise the effects of the original concentration spell wear off. Many concentration spells appear more powerful, just don’t fall into the trap of picking too many concentration spells, preventing you from using other high powered options.

With the great versatility of spells at your fingertips, it’s important to work with your party to help determine what spells you should take. Consider what roles can already be easily filled within the party and those that aren’t being fulfilled. If you lack anyone with much stealth in the party, invisibility might be a useful spell. If you lack anyone with crowd control spells, consider hypnotic pattern or web. If you lack a good party face, you could use enhance ability to grant advantage on charisma checks. Faerie fire can be used to handle invisible creatures, knock for locked doors and so on.

You might also consider spells that complement your party. For example, if you have a fighter with blind fighting, consider taking darkness and unleashing your fighter on their blinded foes.

Which subclass (arcane tradition) should I choose?

wizard leomund DnD 2024
Leomund the wizard: Wizards of the Coast

There are lots of great wizard subclasses to choose from (known as a arcane traditions) so much of this decision comes down to the kind of character you’re trying to build. Arcane traditions tend to make up the magical discipline you adhere to most, whether that be divination, necromancy or war magic.

I’ve popped some guidance below on which subclasses are useful for different types of wizards.

Source Book: Player’s Handbook

Description: Wizards that specialise in abjuration magic.

Good for: Wizards that want to apply buffs, debuffs and battlefield control over more direct damage dealing.

Source Book: Player’s Handbook

Description: Wizards that specialise in conjuration magic.

Good for: Wizards that want to use conjuring to support their party, whether that’s summoning creatures to fight on their behalf, weapons and objects to aid them in combat or deadly mists to suffocate their enemies.

Source Book: Player’s Handbook

Description: Wizards that specialise in divination magic.

Good for: Wizards that want to know what will happen in the future or another place to aid them in the present. That may involve anticipating the attacks of another or seeing what would ordinarily not be visible with their own eyes.

Source Book: Player’s Handbook

Description: Wizards that specialise in enchantment magic.

Good for: Wizards that want to use magic to manipulate others. Whether that’s by binding them into servitude or calming heightened emotions to bring peace.

Source Book: Player’s Handbook

Description: Wizards that specialise in evocation magic.

Good for: Wizards that want to master the elements, producing searing flames or crackling lightning to strike their foes. Evokers tend to be higher damage dealers than most other wizards.

Source Book: Player’s Handbook

Description: Wizards that specialise in illusory magic.

Good for: Wizards that want to deceive with illusions that appear to be something they are not. Illusionists can be useful for parties engaging in stealth tactics too.

Source Book: Player’s Handbook

Description: Wizards that specialise in necromantic magic.

Good for: Wizards that wish to use the forces of life, death and undeath. Necromancers use their magic to reanimate the dead and steal of the life forces of others.

Source Book: Player’s Handbook

Description: Wizards that specialise in transmutation magic.

Good for: Wizards that want to alter beings and objects into different forms, whether that be through the tools of magical creation or destruction.

Source Book: Tasha’s Cauldron of Everything

Description: An order of wizards that incorporates artistic swordsmanship with their magic.

Good for: Wizards that want to get stuck into melee combat, complementing swordsmanship with magic and their bladesong.

Source Book: Xanathar’s Guide to Everything

Description: Wizards that are adept at casting magic in combat.

Good for: Wizards that want to be especially adept at using their magic in combat, for both protection and attack. They are better at maintaining concentration, quicker to react to a threat and better at defending themselves against aggressors.

Source Book: Explorer’s Guide to Wildemount

Description: Wizards that specialise in chronurgic magic.

Good for: Wizards that want to manipulate time, primarily for their own protection or enhancement (or that of their allies). They’re similar in approach to a divination wizard with a different set of spells.

Source Book: Explorer’s Guide to Wildemount

Description: Wizards that specialise in graviturgic magic.

Good for: Wizards that wish to use the powerful forces behind gravity to bring matter together, or force it asunder.

Source Book: Tasha’s Cauldron of Everything

Description: Lore masters that gain magical mastery through intense study.

Good for: Wizards that want to know the most spells and have the most knowledge at their fingertips.

Optimising a character properly can be tricky. Below I’ve picked out some key attributes for you to use with a wizard to turn them into a formidable spellcaster:

Ability score

Recommended options: Intelligence is your most important ability score as it determines how powerful your spells are and how easy they are to resist. Beyond that, wizards lack a lot of resilience. I’d invest in dexterity and constitution for the improved AC and HP (you can’t wear armor to compensate for a lack of dexterity).

Options to avoid: Strength is almost useless for most wizards. Wisdom is unlikely to get much use beyond the standard saving throws and skill checks. Charisma can be useful for social encounters, but chances are, there are much better classes in the party for this.

Races

You’ll want to aim to get a few different kinds of things from your race including:

Ability scores: Any races that can add to your intelligence are going to be helpful. Dexterity and constitution are also going to help with your durability. Many more recent races will let you choose your ability score increases though which makes this easier.

Innate spellcasting: Wizards not only benefit from additional spells known, but can repeat cast innate spells and will have the intelligence to back up these capabilities making races with innate spellcasting a good option.

Evasion: Any race that can help you evade danger will be useful as wizards really can’t afford to get stuck in danger. Things like flight and teleportation features will be really useful here.

With these factors in mind, I’d recommend the following races for a wizard:

  • Aarakocra: Flight is the main reason you might want to consider an Aarakocra. Keep far from your enemies and blast magic at them.
  • Astral Elf: Having a free teleportation feature as a bonus action is hugely beneficial for a very vulnerable character and saves you spending limited spell slots on another spell. Plus you get a free cantrip, perception proficiency and proficiency in a changeable skill (probably a face skill is best).
  • Fairy: Great evasion option with their flight (and you won’t mind the armor restrictions anyway as wizards aren’t proficient). Some innate spells are good and faerie fire will save you learning a counter to invisibility. Enlarge/reduce can be decent too.
  • Forest Gnome: Forest Gnomes get perfect ability score increases for a Wizard. Advantage on saves against magic is a brilliant resilience and the minor illusion cantrip is pretty useful too.
  • Rock Gnome: Great for the same reasons as a Forest Gnome though you trade +1 dexterity for +1 constitution (which is also good). Tinker isn’t quite as good as minor illusion, but still a handy option.
  • Githyanki: You get misty step as a prepared spell (and a free use) for great evasion tactics and a changeable skill proficiency to probably throw into a skill.
  • Goblin: Fury of the small works with your spells so you can make your spells a little more powerful against most creatures. Disengage and hide as bonus actions are pretty good for getting out of trouble too.
  • High Elf: You’ve no use for Elf weapon training, but dexterity and intelligence increases as well as perception proficiency and some resilience options are pretty good.
  • Owlin: You’re mainly here for the extra evasion that comes from flight, but it really is that effective for one of the most vulnerable classes in the game.

Backgrounds

Recommended options: Acolyte, astral drifter, cloistered scholar, faction agent, hermit, sage

Options to avoid: Athlete, charlatan, courtier, criminal/spy, entertainer, folk hero, gladiator, mercenary veteran, outlander, soldier

Considerations: Wizards aren’t big on skills, but they do have their uses for the likes of arcana and history. While wizards aren’t pigeon-holed to intelligence and can have scope to become charismatic characters, for example, you’ll likely want to lean into a wizard’s strengths going after high intelligence skills. In particular, the backgrounds to avoid are those that rely particularly on strength and to a lesser extent, wisdom (and charisma if you haven’t invested in this).

Skills

Recommended options: Arcana, history, insight investigation and religion

Options to avoid: Medicine

Considerations: Medicine is a poor skill as magic and potions tend to be better options. Insight is your other option and it’s a good skill, but most wizards won’t have a high wisdom making another member of the party a better option for focusing on this skill. It remains a decent enough option though. There aren’t many intelligence based classes so focusing on these skills is likely your best option anyway.

Feats

Recommended options: Artificer initiate, Cartomancer, Fey-touched, Metamagic adept, resilient, telekinetic, war caster

Options to avoid: Gunner, Grappler, keen mind, magic initiate, skilled

Considerations: As a general rule, feats often aren’t built for wizards but there are a few available you can use to enhance your magic or engage more in evasion.

Metamagic adept is a great way to enhance your spells in a more limited way than a sorcerer gets, but there are lots of benefits there for a wizard. Artificer initiate will also give you access to something like cure wounds for healing and as both classes use intelligence for their spells, this combines well.The likes of war caster will prevent you breaking focus on those important concentration spells while fey-touched will help you stay safe from danger.

Most other options simply aren’t worth taking for a wizard ahead of an ability score increase.

Weapons

Unless you’re playing a bladesinger, your wizard just isn’t built for combat with weapons. You’ll mostly want to be using your cantrips in place of standard weapon attacks. If you have 14+ dexterity, a light crossbow will do better than your best cantrips, but only until level 5 when your cantrips start to scale up in damage.

If you need something for close combat, take a spell like shocking grasp. You may want a dagger or light crossbow at any level just in case you’re caught in an anti-magic field or you need something for utility (say cutting a rope or inscribing a message in wood) but that’s about it.

Armor

As a wizard, you don’t have proficiency in any types of armor so shouldn’t be wearing any. You’re not completely vulnerable though. There are loads of spells you can take to help protect yourself. Below are some ideas of spells you could use for this:

  • Mage armor: Good option at lower levels but becomes less useful at higher levels when enemies can more easily hit you.
  • Mirror image: At higher levels you can use mirror image as it’s less impacted by an enemy’s ability to hit a target.
  • Shield: A great reaction spell that can protect you from all but the nastiest of strikes.

Multiclassing

Recommended options: Artificer and cleric

Options to avoid: Barbarian and monk

Considerations:

A class that provides you with medium or even heavy armor can be a good option for a bit of extra protection. You probably also want to look for spells that a wizard doesn’t get access to as standard (mainly healing spells for some added versatility).

Artificers work well as Spellcasters with medium armor proficiency and some healing spells to boot. You can also round up your level for spells known when multiclassing (the only class to do so). Infuse item is also useful if you want to go a second level of artificer. If you play a bladesinger, the option of using intelligence for your attacks is handy if you go 3 levels to take battle smith or armorer.

Cleric, doesn’t work quite as well, but you do get medium armor proficiency (heavy if you take the right subclass) and healing spells. Wisdom is your spellcasting ability though so it does divide your ability scores more than is ideal.

You’ll want to avoid a barbarian at all costs. They’re designed for frontline combat and rage just doesn’t work at all with spellcasting.

Monks are also a poor option with a heavy reliance on close combat and wisdom focused ki points, wizards just aren’t tough enough to make this work and would essentially sacrifice a lot of spellcasting to even try!

If you’re not interested in playing as a wizard, you can check out one of our other class guides below:

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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