One D&D Wizard Subclass Tier List

Full Subclass Tier List
The subclass rankings are based solely on other available subclasses within the same base class, not necessarily how they would perform in a game or compared to subclasses from other base classes. For a more holistic view on the power level of each subclass, reference the Full Subclass Tier List above.
*All classes with an asterisk (*) are in the 2024 PHB*
S Tier
Necromancy Wizard – If you’re going purely RAW, then this is the most messed up subclass in the game. Your level 6 ability Undead Thralls lets you easily make an undead army over the course of a few days which a DM would have to limit purely on the virtue that it would easily invalidate the vast majority of encounters, reasonable or not. Furthermore, Inured to Undeath lets you gain health with Aid. Yes it’s definitely an uncharitable interpretation of the ability, but it definitely works as is. As a DM, this is probably the one subclass you need to have a conversation with the player so you’re both on the same page on what they’re capable of.
Chronurgy Wizard – Every ability here is just excellent, but Arcane Abeyance is where stuff gets broken quickly. Being able to convert a spell that has a longer cast time into one that can be cast as an action (Tiny Hut anyone) is pretty disgusting. Yes it’s a level 10 feature, but it’s not like that’s the only good ability that this subclass has.
A Tier
Divination Wizard* – Portent is busted. That’s all this class needed to be busted, and they still get other abilities as well. Nice.
Illusion Wizard* – The biggest disparity between the 5e and One D&D version of a subclass easily goes to the Illusion Wizard in the best way possible. While the abilities are generally great, the biggest draw is the Bonus Action Minor Illusion which lets you hide yourself in an illusory box and then immediately attack someone with advantage. It feels like this shouldn’t work, but since the enemy has no time to discern if the illusion is real or not, this works RAW. Your DM may not agree with this interpretation, but even still, this is going to serve you well.
Bladesinging Wizard – While ironically the best way to use this subclass is to Bladesing and concentrate on a spell now that you’re much harder to hit, playing this as a gish will work too if that’s what you’re into. Once you hit level 10, you should definitely be using the aforementioned lame strategy as Song of Defense is excellent to help you maintain concentration on powerful spells.
War Magic Wizard – You have the same initiative boost as the Chronurgy Wizard, but it is a much more tame version of it in general. All the abilities are solid, especially Arcane Deflection and Durable Magic to make them a super defensively oriented Wizard.
B Tier
Abjuration Wizard* – The tank Wizard, Abjuration is mostly about using their Arcane Ward to absorb blows either for yourself or allies once you hit level 6. (though it’s generally better to protect yourself). The latter half of your abilities makes your Counterspell and Dispel Magic much stronger and gives you literal spell resistance which is really cool. Overall, great abilities, just a small step behind the A tier (but I could easily see this being A tier as well).
Enchantment Wizard – The Enchantment Wizard is obsessed with controlling the battlefield, and all of their abilities lend itself to that (save the final ability which is not great). No matter what, you’re expected to lock at least one enemy down while your allies mow through the rest of the goons. If you like playing a good support class, it’s hard to do better than this – although you’re going to be a bit of a one trick pony.
Evocation Wizard* – The “blaster” subclass of the Wizards, they deal more damage than the other subclasses. That’s about it. So you should only really expect damage from them considering that’s why you’re picking this class. I would argue that this doesn’t enhance your damage enough to push this into A tier, but this is definitely going to serve you well if your squad needs more dedicated damage.
C Tier
Conjuration Wizard – Not a single ability here synergizes with one another which is definitely a bit of a strange design choice. Since this subclass is all over the place, it doesn’t really excel in any one area, but the abilities are all good enough to make this a reasonable subclass.
D Tier
Transmutation Wizard – The Transmuter’s Stone is kind of neat, but that’s about the only reason to be excited about the subclass. The other abilities feel like they’re more flavor than function making this a good deal weaker than the rest.
F Tier
Scribes Wizard – I’ve gotten pushback on this ranking before, but I think there’s functionally nothing appealing about the Scribes Wizard. Changing the damage type on your spells or having the world’s worst covert spying tool isn’t good.