So, I started playing d&d 5e recently, and because no one wanted to pick a conjurer class, I had to do it. I picked wizard btw. So, I wanted help to understand mostly tha basic that I didn't find very clear at the player's book. Somethings like which magics should I choose to start, what modifiers I use on each throw, how exactly do cantrips work. Mostly how do I act in battle and what to do in each situation. If there's any topic with all this information already, just let me know the link. And thank you all for your time and help!
Welcome to the boards!
We do have a collection of build threads for each class that kind of picks it apart and looks at various options, but it assumes a certain familiarity with the class already, though many do have a section about the class in the opening. Here is the index if you're interested in taking a look:
http://www.enworld.org/forum/showth...p-D-Class-Build-Guides-Wiki-Thread-the-Second
As a Wizard, you are focused on your Intelligence. It can help a lot of knowledge-centric skills. For spellcasting, it helps to main ways. Some spells that affect others require a Spell Attack roll. You will add your Proficiency and your Intelligence modifer to a d20, trying to get their AC (Armor Class) or higher. Other spells require you target(s) to "make a save", which is avoid/resist a spell. That has a DC (Difficulty Class) of 8 + your Proficiency + your Intelligence modifier. Your proficiency is a number that starts at +2 (same for everyone) and slowly increases as you get more powerful over time.
You have three types of magic you can cast. Cantrips, spells, and rituals.
Cantrips and spells can be use in and out of combat. A cantrip is somethign you can do as much as you like. Such as floating something over to you with a Mage Hand, or shooting a Firebolt at someone, or doing a variety of small magical tricks with Prestidigitation.
A spell on the other hand you can only do a few times per day. A wizard has a Spellbook with a number of spells in it (and this is where that earlier link might be useful to help pick). Each day you "prepare" a number of spells (Level (starts at 1) plus Intelligence modifier again). These are the ones you are ready to cast today. At any time (or on your turn in combat) you may cast a spell, using up one of your "spell slots". You start with two of these, gaining more as you get more powerful. You can can the same spell twice, or two different spells once - you're free to use your slots as you would like.
Every night when you sleep, you get those slots back, and in the morning you can prepare different spells from your spell book if you want.
Rituals take 10 minutes, and you can cast any spell in your spellbook with a Ritual tag. That's it. Doesn't take up a spell slot. Don't need to have it prepared. (Other casters do need to have it known/prepared, but Wizards are just awesome that way. Real masters of magic.)
This is for the basics when you start. When you start, you can only cast "1st level spells". As you get more powerful you will pick up 2nd level spell slots, 3rd level, and so on. These have more powerful spells you can learn that can let you do new things. For example there is a 1st level spell that can let you float down from a fall safely. A 2nd level spell lets you levitate and go up and down at will, but it isn't until 3rd level that you can fly (or let someone else do it). You should have a better feel for the class before you need to worry about that.
Now, Wizards are smart but not that tough. Unlike some other classes they don't know how to wear armor, and they only know a few, simple weapons. Your magic is really your focus.
Hope this helps, and if you have more questions don't hesitate to ask.