Rules edition: This is a 2014 Player’s Handbook Forest Gnome and Wizard guide, with selected options from Tasha’s Cauldron of Everything and Xanathar’s Guide to Everything identified as optional. The revised 2024 Gnome and Wizard use different traits and progression. For a broad 2014 comparison, see our Forest and Rock Gnome guide; for current rules, see our 2024 Gnome Wizard guide.
A Forest Gnome Wizard can use illusion, research, and flexible spell preparation to shape a scene, but no ancestry or subclass turns every plan into a sure thing. Build around the kind of play you enjoy—curiosity, misdirection, exploration, or control—and leave room for the rest of the party to bring their own strengths.
Forest Gnome traits under the 2014 rules
The 2014 Gnome traits grant +2 Intelligence, Small size, a 25-foot walking speed, 60-foot Darkvision, and Gnome Cunning. Gnome Cunning gives advantage on Intelligence, Wisdom, and Charisma saving throws against magic. It is not general resistance to magic or psychic damage and does not apply to every saving throw. Forest Gnome adds +1 Dexterity, Natural Illusionist, and Speak with Small Beasts.
Natural Illusionist gives you the minor illusion cantrip, using Intelligence as its spellcasting ability. The spell can create a small sound or a static image within its listed limits; it does not make a physical object, force an observer to believe the illusion, or guarantee that a distraction works. Speak with Small Beasts lets you communicate simple ideas with beasts of Small size or smaller through sounds and gestures. It does not give an animal human knowledge, make it friendly, or provide telepathy.
These are tools for interaction, not a required “nature” personality. A Forest Gnome could be a city archivist, a traveling illusionist, or a scholar who records animal behavior. Let the player decide what the traits mean to this individual.
Set ability scores and defenses
Intelligence drives the Wizard’s spell attacks and save DC. Constitution supports hit points and concentration saves; Dexterity helps with initiative, Armor Class, and Dexterity saves. With the 2014 standard array, a base Intelligence of 15 becomes 17 after the Gnome’s +2, and a base Dexterity of 14 becomes 15 after the Forest Gnome’s +1. Point buy also limits a score to 15 before these increases under the default 2014 rules. Optional Tasha’s Cauldron of Everything origin rules can reassign those increases if the DM allows them.
Do not count on Dexterity alone to keep a Wizard safe. Wizards do not gain armor proficiency from the Forest Gnome traits, and mage armor or another defense has its own cost and duration. Use cover when the map provides it, keep a route out of danger, and remember that Gnome Cunning protects only against qualifying magical saving throws.
Build a 2014 spellbook plan
A 1st-level 2014 Wizard begins with six 1st-level spells in the spellbook and two 1st-level spell slots. The number of Wizard spells prepared each day equals Wizard level + Intelligence modifier, with a minimum of one. A prepared spell is not a spell slot, and a spell in the book is not automatically prepared. A Wizard can cast a Wizard ritual from the spellbook without preparing it if the spell has the ritual tag, adding 10 minutes to its casting time.
Choose a mix of defense, information, movement, and encounter options rather than building only for damage. Read each spell’s casting time, range, components, target, duration, saving throw, and concentration requirement. A clue spell reveals only what its description permits, and concentration normally allows one ongoing concentration spell at a time. Update prepared spells to fit the challenges the party expects, but keep alternatives for surprises.
Choose a Wizard tradition at level 2
Under the 2014 rules, the Wizard selects an Arcane Tradition at level 2; tradition features arrive at levels 2, 6, 10, and 14. Revised 2024 Wizards choose a subclass at level 3, so do not use a 2024 progression chart for this build.
School of Illusion: Improved Minor Illusion adds a second component—sound or image—to the cantrip, and if you already know minor illusion, the feature lets you learn another Wizard cantrip. Later features improve how you manipulate illusions, but the observer and spell rules still matter. This choice builds on the Forest Gnome cantrip without making it a universal disguise or barrier.
School of Divination: Portent gives two d20 rolls after a long rest that you can use to replace an attack roll, saving throw, or ability check made by a creature you can see. It can influence a pivotal roll, but it does not guarantee a spell lands or allow you to replace a check that was never called for.
School of Abjuration: Arcane Ward is a pool of hit points, not temporary hit points. It can absorb damage and regain hit points when you cast an abjuration spell of 1st level or higher using a spell slot. It is a buffer, not a reason to stand in the front line.
War Magic: If the DM allows the Xanathar’s Guide to Everything option, Tactical Wit adds Intelligence to initiative. Arcane Deflection can use your reaction to add +2 AC against an attack or +4 to a saving throw you just failed; after using it, you cannot cast spells other than cantrips until the end of your next turn. Weigh that restriction against spells that also use your reaction.
Use ASIs and feats as optional choices
The 2014 Wizard receives Ability Score Improvements at levels 4, 8, 12, 16, and 19. If your table uses the optional feat rules, War Caster can help with concentration saves and permits a spell in place of an opportunity attack only under its stated conditions. Resilient (Constitution) is another way to improve concentration defenses. Alert and Lucky support different priorities; Tasha’s adds optional feats such as Fey Touched and Shadow Touched. Check source availability, prerequisites, and the exact version of each feat with the DM.
Give the build a story and a role in the party
A 2014 background can provide a reason the character learned magic and proficiencies that complement the rest of the group. Sage, Hermit, Guild Artisan, or another approved background can all work; the choice need not follow from being a Gnome. Make one or two relationships or questions matter to the character, and share those hooks with the DM so they can be woven into the campaign without taking over it.
Speak with Small Beasts can make a memorable scene when an animal has noticed something relevant, but ask what that creature could plausibly perceive and communicate. Minor Illusion can support a clever plan, but let checks, spell limits, and the DM’s ruling decide the outcome. The Forest Gnome’s strengths are most satisfying when they create options for the party, not when they replace the party’s choices.
How the revised 2024 rules differ
The revised 2024 Gnome has a 30-foot speed and no fixed species ability-score increases. Its Gnomish Cunning applies to Intelligence, Wisdom, and Charisma saving throws without the 2014 “against magic” qualifier. The Forest Gnome lineage grants minor illusion and the speak with animals spell, not the 2014 Speak with Small Beasts trait. The 2024 Wizard’s subclass begins at level 3. Use the revised lineage and class together rather than importing pieces of the 2014 package.
Official Rules Sources
- Player’s Handbook (2014): Forest Gnome and Wizard rules
- D&D Basic Rules (2014): Wizard spellbook, Arcane Recovery, and Arcane Tradition
- D&D Basic Rules (2014): Spellcasting, ritual casting, and concentration
- D&D Basic Rules (2014): Customization Options and optional feats
- Tasha’s Cauldron of Everything: Customizing Your Origin and optional feats
- Xanathar’s Guide to Everything: War Magic tradition
- D&D Basic Rules (2024): Gnome and character origins
- D&D Basic Rules (2024): Wizard progression