In Dungeons and Dragons 5E, wizards have the ability to change the damage type of their spells, making it easier to use damage spells. They can only prepare/learn spells based on individual caster levels, with Wizard level 1 having only level 1 spell slots. Wizards in the 5th edition Player’s Handbook have a subclass or specialization for each school of magic, and they also have a mechanic built into the base class that allows them to learn another Wizard cantrip of their choice when reaching Wizard levels 4 and 10.
Arcane Traditions are subclasses for DnD Wizards, which are selected at level two. A Wizard is not limited by their subclass, but can still take spells of 1st Level and Higher. Each time a wizard level is gained, they can add two wizard spells of their choice to their spellbook, each of which must be of a level for which they have spell slots.
In 5E, there are no school restrictions, so your wizard can learn any spell on the wizard’s spell list. However, there is a “Magic initiate” feat that allows wizards to memorize and cast spells from someone else’s spell lists. Each time a wizard level is gained, they can add two Wizard Spells of their choice to their spellbook for free, each of which must be of a level for which they have spell slots.
The spellcasting ability is the latest class you took 1 level in, and wizards have the most spell slots, largest array of spells they can learn, and the most powerful spells of any class.
📹 5 Tricks All Good Wizards Know In D&D
Wizards sure are strong if you can stay alive long enough and maximie their value! Links: https://linktr.ee/dnd_shorts 0:00 – Intro …
What is the most powerful Wizard subclass in BG3?
The Evocation School is the best Wizard subclass, as it enhances cantrips and damage-based spells as you level up. Baldur’s Gate 3’s heaviest-hitting spells are of the Evocation variety, making it essential to focus on this school to maximize your Wizard’s damage potential. At level 2, you can access Sculpt Spells, a useful ability to prevent harming allies with magic. Wizards initially gain three cantrips and a list of prepared spells, which can be switched out regularly to suit specific situations. The best Wizard cantrips are Fireball, Poison Spray, Mage Hand, and Minor Illusion, providing a solid damage-dealing and utility mix suitable for various scenarios.
How many spells can a LVL 1 wizard learn?
At 1st level, you have a spellbook with six 1st-level wizard spells of your choice. The Wizard table shows the number of spell slots you have for casting 1st level and higher spells. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots after a long rest. To prepare a list of available spells, choose a number equal to your Intelligence modifier and wizard level, with a minimum of one spell.
What is the most powerful Wizard school in D&D?
The School of Divination students are considered powerful wizards in D and D due to their ability to load dice rolls, which can significantly impact victory or defeat. Portent allows players to roll two d20s at the start of the day and substitute them for any roll made by themselves, friends, or enemies. This can turn any hit into a miss, or ensure skill checks go smoothly. Later, students can even see into the Ethereal Plane or read any language, making the School of Divination the most valuable utility in D and D.
Which Wizard subclass is best?
The School of Evocation is a straightforward D and D wizard subclass that is ideal for beginners. It focuses on making damaging spells more useful, making them similar to battle-oriented sorcerers but with a larger spell list. At level 10, these wizards can shape their area-of-effect spells to avoid hitting allies. Starting at level 10, they gain Empowered Evocation, which adds their INT bonus to any Evocation spell, boosting its damage. An INT score of 20 gives a +5 bonus, leading to +5 damage to spells like Lightning Bolt and Fireball.
Their abilities focus on dealing high damage more reliably, making them perfect for campaigns with a heavy focus on combat. The Order of Scribes wizard subclass is also versatile in and out of combat and enhances ritual casting capabilities. However, it does not offer reduced cost scribing.
Can wizards learn unlimited spells?
A wizard is capable of learning spells at their current level, with the capacity to advance to higher levels as they gain experience and level up. The strength of a spell scroll is indicated by its spell level, which is an important consideration when selecting items for future use by a Wizard. High-level spell scrolls are particularly useful for enhancing the Wizard’s arsenal.
Could Dumbledore do wandless magic?
Wandless magic is a unique form of wizardry that can be achieved through determination and skill. It is exemplified by Albus Dumbledore, who has mastered it on multiple occasions, such as changing banners in the Great Hall of Hogwarts, saving Harry from falling during a Quidditch match, extinguishing candles and lights, and summoning objects to his hand. Tom Riddle, later Lord Voldemort, also performs wandless magic, such as knocking Harry to the ground by waving his hand.
Hermione, another wizard, also demonstrates wandless magic, particularly in The Half-Blood Prince, where she cast the Confundus Charm under her breath to prevent Cormac McLaggen from joining the Gryffindor team. Other wizards known to have used wandless magic include Gellert Grindelwald, Queenie Goldstein, Alastor Moody, Barty Crouch Jr., Severus Snape, Filius Flitwick, Minerva McGonagall, Remus Lupin, and Quirinus Quirrell. These examples demonstrate that wandless magic can be achieved if a wizard is determined and skilled enough. It reminds the audience that the true power lies within the wizard, not just their wand.
Can Draco do wandless magic?
In the film adaptation of Harry Potter and the Half-Blood Prince, Draco Malfoy appears to close the Hogwarts Express shutters without a wand, possibly using another form of magic. Wandless magic, which involves performing magic without a wand, was difficult for those who didn’t learn the skill and could have unpredictable results. Witches and wizards accustomed to using wands could only reliably perform wandless magic if they possessed great skill.
However, within regions of the wizarding world that historically did not use wands, wandless magic was considered the norm and using one was optional. Wands were used by witches and wizards to channel their magic, making their spells more accurate and potent. In cultures where wands were ubiquitous, only the most powerful and disciplined wizards and witches could reliably perform wandless magic.
What is the best Wizard subclass in BG3 2024?
Evocation Wizards are a useful option for late-game scaling due to their sub-class ability, Sculpt Spells. This ability allows allies to succeed in saving throws and avoid damage from Evocation spells like Fireball and Thunderwave. The Baldur’s Gate 3 subclass tier list includes rankings based on factors like late-game viability, value in different situations, and stat allocation demand (MAD for D and D players).
Does the wizard subclass matter in BG3?
The selection of a School of Magic for a wizard has a profound impact on the spells they cast and the manner in which they engage in combat. It is of the utmost importance to meticulously peruse the available options before reaching a decision. The Wizard class is renowned for its vulnerability, sharing the lowest hit dice with Sorcerers and offering only a limited range of abilities to enhance survival or tankiness.
How does wizard spell learning work?
Wizards rely on their spells for survival, acquiring new ones through a process of experimentation and experience. They may also learn from other wizards, from ancient tomes, inscriptions, and from ancient creatures such as the fey. Nevertheless, JavaScript is either disabled or blocked by extensions, and the browser in question does not support cookies.
Do wizards know all spells?
A wizard, as an arcane spellcaster, possesses the distinctive capacity to master the full range of spells available in the game. This contrasts with the abilities of other spellcasters, who typically only learn a subset of their class’s spell list, with the exception of artists.
📹 How DM’s react to what Class you play in Dungeons and Dragons
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While Action Surge is, of course, wonderful, I always have the feel-bads because dipping in Fighter, or even Artificer, interferes with your spell slot progression. However, I do like starting with Artificer more because it not only gives you proficiency in CON saves like a Fighter, but you can also pick up the Mind Sharpener infusion to basically give yourself up to 4 legendary resists/day on Concentration checks. This also more or less saves you the need to pick up the War Caster feat. A 1-level dip in Cleric also gets you a lot, and just prepare spells that don’t rely on spell attack or saves.
Personal favorite trick that no sane DM will say yes too: Caltrop Cardiology. The prestidigitation cantrip never says that is requires line of sight to summon palm-sized things and states they can appear anywhere within range (10 feet). So! with your proficiency in medicine to give even the smallest possible backing to what you are about to declare as possible, get within 10 feet of a target and use prestidigitation to summon up a palm-sized caltrop right inside their heart, or whatever size will fit and watch as you 1 hit KO them, after all, running around in battle for the next 6 seconds with a ball of very spiky metal inside your heart tends to not be very good for your health.
I’ve mentioned it in another vid, but a monk’s body counts as a weapon. So multiclassing into a Wizard/Monk means you can enchant different body parts as if they were weapons. depending on rule set; the Monk might have styles that change its damage from blunt to piercing or slashing and thus open up enchantments that need that weapon type. Of course you are enchanting your own body part; so without appropriate assistance, it would be a bit difficult. On top of that, If you mess it up badly, you could lose said limb. But at said level this would be irrelevant, regrowing/healing it should only be an issue of time and money. Just don’t try vorpal… hell of a way to go… accidentally beheading yourself while eating or wiping. Also, doesn’t armor cause you to fail casting sometimes? So wouldn’t classes that raise AC and HP without them be better? or did they drop that?
Action surge is fun, but I will always find having wall of force is better than 2 levelled spells in a row so I’d take 1 level of artificer or cleric, this also only has a much cheaper dip now if I’m making a level 19 or 20 character for a oneshot, a 2 level dip in fighter is just awesome, but just look at what spells you actually cast in a combat if you’re a blasty evoker, sure, I once took too consecutive turns with a blasty wizard and basically took out the entire boss battles minions turn one with a fireball and cone of cold from my staff of power, but most battles you’re only going to have enough concentration for one big spell, and the rest are just cantrips, you’re not going to blast with fireballs unless there are specifically minions to blast, which, is incredible if you can spam charges from yiur staff, but wizards don’t want to waste spells when they don’t have to, only casting a fireball when it ends the encounter entirely kind of thing, like, sure, at level 19 you could have feeblemind always up, then meteorswarm the big bad, then force cage them, but really, you just used up all your 7th, 8th, and 9th spell slots for the day, what if you also need a teleport? If you just wanted a cantrip or dash or something and not a spell big levelled spell, just take the meta magic adept feat instead of a full 2 level dip, This would let you do some cool things like thunderstepping away with your ally before turning both of you invisible for 2 3rd level spell slots, but again, most encounters end with just the one 4th level, which you traded to be able to spam two lower level spells once or twice per day you need that first feat for warcaster, maybe you go tasha variant for meta magic adept or resilient wisdom/constitution at level 1, delaying your first int bonus to level 10 can mean you never see it in a campaign, spell slots, the 1 level dip cleric or artificer doesn’t change, cleric could give some really useful utility spells, same with artificer, and more spells + armour is just amazing, even if it’s usually just medium armour, with potential 2 fewer AC than a fighter and no action surge, Also, some cool spells were called out, and obviously not all of them could have been mentioned in the article, there are too many, but yeah leomunds tiny hut, fireball, fly, haste, all really good spells, so why wait till level 7 to get them, when the campaign is about to end!
Artificer dip on wizard needs it’s own article, action surge is nice and heavy armor… vs cure wounds, medium armor, sanctuary, infusions, better spell slot progression (three levels of artificer and you still get your 9th level spells), con saving throws, tinker tools, thief tools, Guidance?! You get half a dozen first level spells from just your intelligence that you don’t need to have memorized as a wizard, adsorb elements, feather fall no longer have to compete with more powerful wizard slots. really the only first level wizard spell you’ll need is… shield. Not to mention artificer archetypes… it’s a long list with a lot of synergies with wizard archetypes, frankly, the way you can abuse the action economy using a homunculus and a familiar alone makes the one-time-per-rest action surge seem a bit meh. I could go on…
Up casting fireball for an extra d6 is not worth it compared to what higher level spells can do. Heavy armor requires a STR score of 15 which is probably your dump stat as a Wizard. It’s probably better to go Artificer or Cleric get medium armour and a shield. You keep your spell slot progression that way too plus you get some healing spells which is one of the few kinds of spells wizards don’t have.
DM being stingy with spells is sadly the norm (my current DMs – I am playing a wizard in two campaigns right now – had to be BASHED OVER THE HEAD with the idea that wizards need spells in order to truly reach their potential, while other classes need shiny stuff (armors, weapons etc.)…my time-wizard is currently level 7 and I’ve only gotten 5 extra spells so far and only because I begged and gave my DM all my gold (note: Our story plays in a home-brew-world where silver is the main currency, but we are from another world and were teleported there against our will)…still, I now can’t afford equipment (I got one usefull piece during the campaign so for – an arcane grimoire!) ps: The one DM also vetoed me taking silver barbs and tiny hut -.-
if fireball has that good a area of effect surely there is some concern for buildings and trees getting set on fire as well? Also what is basically an explosion in a cave/dungeon might cause a collapse. I mean I’m thinking of a fireball in real life and applying that to D&D so maybe the mechanic doesn’t work like that in game.
Fireball is good, but it definitely does not upcast well. And please do not multiclass into fighter, you’ll lose both your spell level and spellslot progression for the armour. Cleric will give you the armour proficiency from the subclass, meaning you can multiclass into cleric even after a few wizard levels. You’ll keep your spellslot progression intact, and get a handful of first level spells. Artificer is the other good option (due to how artificer multiclass works, you also keep your spellslot progression with it) giving access to some first level non-wizard spells and cantrips (hello guidance and cure wounds). You need to start as an artificer to get the armour though. (Losing the spellslot and spell level progression due to taking fighter levels means you’ll get the juicy spells a lot later, when some of them are already losing relevance. Sure, Fireball at 7 and Polymorph at 9 are still nice spells to have, but they have already lost their giga-edge compared to when taken at the very first opportunity)
Cantrips = free endless spells that level up Spell shape your fireball to avoid your own party Taking up smithing, tailoring, and tannering to create your own magical items you can sell for money. Pass Wall & Mend can bury ANY enemy in a makeshift grave into solid rock. Reverse Gravity can cause anyone fall damage if you ready Counter Spell for their use of Feather Fall. Epic money making strategy… Petrify your customer, use Stone Shape to augment their body parts (wink, wink) then Stone to Flesh (or any other way to un-petrify) to turn them back with the augmentations. Make any plastic surgeon absolutely jealous!
How to not be poor as a Wizard. Step 1: Be an Order of Scribes Wizard and don’t neglect your social skills. Step 2: Sell your spellbook to a merchant who can tell it’s a spellbook and worth a lot or sell it to a wizard and even teach them how to understand your style. Step 3: Buy another random book and leave town quickly Step 4: Later that night, touch your quill to the new book and have it turn back into your spellbook with all spells intact Step 5: Repeat as many times as needed and hope the army of angry wizards can’t scry.
Another trick for those great Wizards (evil), Fire Shield “B” cold, party gathers in a small room, you scream “look out”! FIREBALL, FIREBALL, FIREBALL. You save zero damage, they die, you loot. You collect their stuff! On a serious note all the new dumb wizard players always managed to cast a fireball in to small of an area frying our parties.
Ehhh… Multi-classing is debatable. Getting your spells off normal curve can be really rough for a wizard and while Action surge is wonderful, spell slots are a precious resource and expending them too quickly can be problematic. I wizard with no spell slots is about as useful as a monk… Go Tortle!! You can have a 17 AC at lvl 1 and you can talk annoyingly slow!! Also.. you forgot to add in the “How not to be Poor” section that a wizard who is allowed down time can absolutely rake in the cash by using they magic for clients. Divination wizards are especially great for this!
i have some Homebrew rules me and my DM settled on to for one, make the early levels of magic less of a nightmare, and 2 make small party groups more viable for magic based classes (so not recommended for parties larger than 4) -the biggest change that made life SO much easier, material components are not consumed, they act as a catalyst for the spell. not a fuel. need a diamond to cast a spell, use the spell slot and the diamond but keep the diamond. -not preparing spells, you just use them. ive always found the idea of having to “prepare” a spell, that my character already knows, while also exhausting a slot and materials, rather tedious. and it makes less and less sense the higher level you become. your telling me my lvl 20 wizard who is near demigod levels of power cannot cast something as trivial as cure wounds, a 1st level spell because he didnt prepare it as part of his morning routine? -and of course we also run heavily by the rule of cool, and logical spell effects. for an example of both, skywrite. the spell allows you to write a sentence in the sky by altering or creating clouds. so we encountered a village that was experiencing a drought, so i asked DM if i could simply use skywrite to create one large letter in the sky and try to make it rain. with a good roll it managed to work. another example, we had an enemy once cast wall of ice to block off the rest of my party, cornering me in a room. so using my big brain i decided to cast wall of fire right on top of it with the damage sides facing eachother.
A couple of points: 1. Ummm acktually, fireball has a range of 150 feet, not 120, so it’s better than you’re implying. Also, it spreads around corners, which means if you cast it on too small a room, it can just knock on the door, open up, and let itself in. Which means you’re guaranteed about 50 squares of damage, if the DM doesn’t just say “It’s a sphere, and that’s it.” But by that same token, make sure you aren’t setting yourself ablaze with it. 2. You didn’t mention how Wizards are the only class that can cast ritual spells they HAVEN’T PREPARED. Buy all the ritual spells, me lads. RAW, you can use them all while still keeping your fireballs and fireball adjacents at the ready!
‘Knowing your role’, or having every utility spell prepared, is the reason I won’t play a wizard ever again. It wasn’t my character anymore, it was the party’s trick bag. Didn’t matter what I wanted to do, was all about ‘filling that role’ for everyone else. I had a stack of spells to learn but could never spend any time on them because I literally spent every long rest identifying everyone else’s shit. I’ll stick to sorcerer and just be a bitch next time. And you’re right, we all use fireball all the time because we only have enough room in the spellbook to prep ONE damage spell to fit in everyone else’s spells (they’re not the wizards let’s be honest here)
I have to respectfully disagree on this 2 level dip fighter thing. You loose 2 whole levels worth of spellslot progression, and while the action surge fireball duo is broken, it takes away from the heart of wizarding: being the most versatile caster of the team. While if you just dip 1 level of Artificer (the first) you get con save, medium armor, two new cantrips, and most importatly: a bunch of free level one spells (that you can pick and choose like a cleric) and extra prepair slots for them, so it compliments the swiss army knife nature of wizard way better than the Fighter. And the best for last: you do not lose a single level of spellslot progression, with a one level dip. You might not be able to cast your highest level spells for a level, but still that’s a lot of extra resource for upcasting.
Absolutely disagree to 2 level fighter dip. Yes you are right, it’s pretty powerful (when you are high level), but due to the 2 levels of spell-level AND spell-slots delay is devastating for characters which go through tier 2 and even tier 3. Level 1 Artificer is way better: -> medium armor and shield proficiency -> a lot of additional level 1 spells -> guidance Cantrip -> Cure Wounds -> only 1 Spell-Level delay -> NO(!) spell-slot-delay If you start in high level, fighter dip is perfect. if you don’t, don’t touch fighter unless you want to make a gish-build (spellcaster + melee/ranged-damage). In low levels, starting with 1 level artificer is perfect (even Cleric lvl 1 is way better due to the supportive spells)
Fireball is a great spell… at level 5, when you first learn it. But it does NOT scale well. You can still use it at higher levels, but don’t upcast it. Upcasting it only gets you an extra 1d6, which isnt great. Yes, 5th level fireball is close in damage to cone of cold, but cone of cold is overrated. If you’re going to burn a 4th level slot or higher, you’ll lilely get far more damage and utility out of something like polymorph, storm sphere, or wall of fire/force
Since or magical swordsman awaken his Prohibited Magic that allows him to Go faster than the time itself, i feel like me, the Multiple Wielder Swordsman, the seal magician and our Kickboxer lost the oportunit to Awaken it’s Prohibited magic. That will probaly be : Oh no, a powerful enemy, powerangers : Mor- Magical Swordsman : Za Warudo, toki o tomare
Shield is a trash spell at lower levels. You get one casting as reaction. then it ends. Mage armor lasts for hours, and gives you a higher AC then you could get with shield. Once you are higher level, and hopefully have protective robes or bracers or something, and more spell slots,then switch to shield. Although it’s annoying to me that mage armor can’t be upcast. Like, that makes no sense.
I disagree with Fireball scaling great, it scales decent relative to other spells at higher level but that’s because higher level blast are bad and not because Fireball is good. The reason higher level blasts are bad is because enemy HP scales a lot faster than the damage increase from higher spells, so Fireball is actually best when you first get it at level 5 when it can still one shot a lot of enemies but upcasting it later on or using higher leveled spells doesn’t give you that same effect because you won’t be one shotting any enemy at that level because their hp is a lot higher than the damage of blast spells at that level.
Notably, multiclassing into fighter from wizard doesn’t give you heavy armor proficiency. Multiclassing into a class only gives some of that class’s proficiencies (there’s a table in the section on multiclassing), and fighters only get up to medium armor. If you want heavy armor, you have to either start out as a fighter, or multiclass as a cleric, who get heavy armor proficiency from certain subclass features. (Though going fighter may still be worth it; medium armor ain’t bad, especially with the defense fighting style, and getting action surge can let you do some bonkers things.)
So, long post about how RIDICULOUS necromancy school is I don’t check the “meta builds” ever, but I picked a necromancer wizard for RP reasons And after a few sessions (lvl 10, since my previous character retired happily married) I complained to my dm that spellcasters are very boring. Just fireball everything. Why attempt phantasmal killer if enemy will probably just succeed on one of two saving throws and you will do nothing, while fireball is a guaranteed big damage over AoE, even if enemy succeeds a save The dm told me that my character can be much more broken So what I didn’t know is, that animate dead works nothing like in BG3, and I can make as many undeads as I like And DM was fine with it if I used them as an army, just having the chatbot roll /20x(d20+4) and then damage for those that hit So I did the math And at level 10 I can summon 90 skeletons, which already sounds gnarly, but when you count their hp and potential damage… It becomes absurd 2000+ hp, and potentially over 1000+ damage per turn And I can keep all of them as my personal army if I give up all my spell slots above 2’nd level This is absurd and insane, so I decided against it, settling for an undead entourage of 4 zombies and 4 skeletons that I will upgrade with better armor and weapons as we go along Simply put, a necromancer wizard at level 10 can already completely ruin the campaign by being so insanely overpowered that it just becomes not fun for anyone
Yeah… know your role. The group found a set of Gauntlets of Ogre Power, and my character had strength as the dump stat, so the crew thought “Let’s put the gauntlets on the wizard.” Me: What the hell am I going to do with strength?! Put it on someone who can use it! The fighter dwarf/ pack mule (after we raided a wizard serial killing wizard “trophy room” of spell books from victims): Maybe you could carry your own books. Me: Then after, you can cast your own spells! They eventually recognized that, yeah, high strength was better put on the monk for better grapple checks. And, yeah, you’re spending a TON on spells, which also hurts when your wizard class is bladesinger. The AC boost is great, but it really sucks when you notice you get no discounts, and the party doesn’t care that your education is expensive and won’t chip in. Then when a big spell is used on them: Why don’t you have that spell? Me: Because I’m broke and you punks won’t help me get it! There are also times when the wizard is THE damage dealer, but other party members NEED to get their piddly smack in. A high AC monstrosity with the next attack roll at advantage and there’s an 8th level Bigby’s hand on the field; just before the wizard is the bard/warlock/priest who HAS to cast Eldritch blast… there goes the advantage. Roll20 autorolls advantage and the wizard rolls a miss and a natural 20 on advantage; the warlock traded a hit of 20d8 for a single hit of 1d10. The DM was laughing his ass off while I was swearing profusely with the warlock saying “oops.
I love that this showed up in my feed the day I played Wizard for the first time We started at 1st lvl & I managed to cast 1st lvl ‘Fireball’ (aka Sleep) to ko 2/3 of the enemies, making for an easy combat Can’t wait to cast actual Fireball, too. Gonna play War Mage, so I don’t get those cheap spells, but dm agreed to throw Planewalker’s codex my way & I plan to use that for cheap spellbook shenanigans as it can be used as one. Basically, copy my existing spellbook to that for 10gp/spell level I aim to run lots of Concentration & particularly summoning spells, so the subclass makes sense. We also have another Wizard. So I hope our dm is ready for spellbook swapping antics. Anyway, drunk ramble over. Love your stuff as always, even if it’s older (I haven’t see yet). Please keep it up! 😊
Two things I disagree with: 1: Haste is not that good of a spell for wizards, same with fly, because the concequence for dropping concentration on those spells is pretty bad, so you’ll only want to cast them when you’re safe (wizards don’t have the best con saves). 2: A lot of creatures resist fire in D&D, so you need more than just fireball in terms of damage output.
It’s so hillarious that as a bladesinger wizard with shield and mage armor ring of protection I’ve ended up getting an ac so high that at this point any enemies have hard time hitting me and I just shower them with deadly powerful spell non stop as they desperately beg for mercy at my once weak and fragile wizard >:))
There is a better multiclass option – cleric. Same armor and shield but with spells AND you will get domain. I played as wizard with 1 lvl of order domain. That allowed me each turn give party rogue or paladin extra attack. And the best part it have GREAT scale with each lvl. On 20 lvl it was 1d8+10d6+5 from 20 lvl rogue. You will never find so much dmg output for just 1 first lvl spell slot!)
Starting as a Wizard and then multiclassing into Fighter, by rules at RAW, doesn’t give you Heavy Armor proficiency. Instead, according to the Multiclassing Proficiency table, you gain proficiency with Light Armor, Medium Armor, Shields, Simple Weapons, and Martial Weapons when you multiclass into a fighter. If you want to be decked in Heavy Armor while still being a Wizard, you need to start as a Fighter (which also gives you more max health) and then multiclass into a Wizard. Alternatively, get every armor proficiency feat.
Myth one – Wizards are deceptively tanky. With Mage armor and shield spell, a wizard can get 20 AC with mundane gear. They also have the option after casting a concentration spell (like web) to dodge for the remainder of the encounter (so enemies will have a disadvantage to hit them.) Myth two – Wizards can fill any role. On paper, wizards summoning spells can out-damage any martial. From personal experience, control spells like web or hypnotic pattern are very impactful, but damage works too. Myth three – Fireball is not essential. Fireball is broken, but so are many other 3rd level spells. Counterspell can effectively cause an enemy to skip their turn and a hypnotic pattern can disable an enemy for 10 rounds while ignoring hitpoints. Even less popular spells like thunderstep are impactful so please do not feel restricted and try out all interesting spells. Myth four – Fighters are not the best multiclassing option in a world where clerics exist (Although fighter wizard is extremely fun). Unlike fighters, they get their subclass abilities at level 1, instead of three, and are full spell casters. Also, peace cleric scales with proficiency bonus and not class level, effectively allowing a cleric one dip to keep leveling. Order cleric is my favorite; the voice of authority synergies extremely well with silvery barbs. If I still haven’t convinced you, play with a wizard that has 3rd level spells while the fighter/wizard only has second-level spells. Then you will know how painful it is.
Uh Cleric is stronger first level dip, Fighter multiclassing only gives “Light armor, medium armor, shields, simple weapons, martial weapons”. Cleric can actually give heavy armor proficiency depending on domain (just remember the movement debuff if your strength isn’t high enough for heavy armor). Easier ways of getting armor proficiency include Mountain Dwarves or Hobgoblin + Moderately Armored for shields. That way you’re not losing spell slot progression or delaying spell knowledge.
Dipping into Fighter does NOT give you Heavy Armour proficiency, only if you start as a Fighter at level 1. May I instead suggesting dipping into Cleric, some of the subclasses Does indeed grant Heavy Armour, unlike Fighter, and it shores up on the wizard’s biggest weakness, not being able to heal. And you really doesn’t need to invest in a high Wisdom score either, 13 is more than fine. You got all your wizard spells already for damage and debuffing, you can instead choose to use you Cleric casting on buffs and heals, which doesn’t require saving throws.
in my friend campeing I played a 0 constitution wizard. Needless to say I got hit… hard. It eventually became a running gag how many times my party had to revive me. The Dm even made it a joke while discovering my backstory (I was the 271 clone of a mind flayer experiment). So all in all, Fido died 282 tiemes. I regret nothing!
my 6th level Gunslinger fighter decided to multiclass into divination wizard (2nd level) – yes, she knows Shield. waitin for my next level up to learn Misty Step and Enlarge. hopefully will learn Detect Thoughts on the way, but I don’t think I need more damage spells. Fireball is still a valid option though…
First, off, multiclassing into fighter doesn’t give you heavy armour proficiency. You’ll need to dip into a Cleric Subclass that gives it as a feature. Secondly, Armour of Agathys upcast on an Abjuration Wizard is absolutely disgusting cause the ward gets damaged first, but the damage still reflects. Even if it’s resistant to cold damage, it’s still obscene damage, whilst being impossible to kill.
Gotta disagree with your multiclass assessment. As many have already stated, you have to start fighter for the heavy armor proficiency. You get con saves sure, but you cant hardly roll play a wizard if you’re not…you know, a wizard. Sure, that action surge is powerful, but you put yourself behind on your spell slots by 2 levels! That’s going to leave you feeling weaker than any fellow spell casters. This is what makes artificer such a good pick: con saves, medium armor, shields, and you keep up with your spell slots. Add to that that you have some fan favorite wizard spells, and some cleric spells, and you’re off to the races! Cleric it self is a good dip, and you dont even have to take it at first level if you want. The MADness is the only thing keeping it from being better than artificer. Fighter is good, but it’s not first, or even 2nd place. Just my 2 cents
Don’t forget the good old: Just be an illusionist and get every defensive capability on a whim without losing spell slots while looking dashing. By upcasting major illusion it becomes permanent and with illusionist 6 you can change them for free endlessly and at 14 you can make them real for a minute. Want to run from trouble? Throw a illusion gold piece and turn it in to a dragon. Want to chain a dragon? Just run up to them and chain it with adamantium. Need some money? just sell a totally real and not fake diamond in exchange from a few coins. Want someone really dead? Rock falls NPC dies. Jus be aware that your DM probably will hate you if you abuse it, so better use it sparingly before every shop have and anti magic and a tarrasque and 50 dragons just randomly show up.
Guys please do not upcast fireball. Spells become exponentially stronger the higher you go (for wizard). Also damage resistances start coming into play more. You cannot compare Synaptic Static to a 5th Fireball and say fireball wins. And that’s only blast spells. Keep in mind you won’t have a lot of those 5th and higher slots.
I play a necromancy wizard in one campaign, and I refused to give her Fireball, I know, I know, it’s a cardinal sin for a Wizard to not have Fireball! However, it makes sense, as she was nearly killed in a fire in her backstory (same fire that killed her lover and pushed her down the necromancy path to begin with), so now she’s deathly afraid of fire in all its forms. I have steadfastly refused to give her any, ANY, fire based spells whatsoever. Still one of my favourite characters to play as 🙂
You are completely wrong about upcasting fireball. That is an terrible terrible use of your spell slot, yes it does almost as much damage as cone of cold, but cone of cold is also a terrible terrible use of your spell slot. When you learned fireball at level 5, it was a good spell. At level 9 when you can upcast it to 5th level that is a terrible idea. upcasting to 5th level increases the damage by 25 %. Let us say at level 5 you were fireballing CR 3 creatures, and at level 9 you are fireballing CR 5 creatures. That means your enemies hit points increased by 50 %. plus fire resistance is more common at high level, plus magic resistance is more common at high level. This means you are taking a smaller proportion of the enemy health than when you were at level 5, you have become less effective compared to your enemies by blasting. But we all know wizards are supposed to become more powerful compared to the enemies as they gain in levels, like stated in the beginning of the article. You want your 5th level slots to go to wall of force and that is pretty much it. Blasting just doesn’t work from around level 8-16. Meteor swarm gives you a once per day blast that is decent at level 17, so at level 17 blasting can work once per day. So the true wizard trick is, ignore any spells which primary function is damage between level 8 and 16. Synaptic static is good, but its’ primary function is debuff the damage is a nice added bonus.
>How not to be poor My DM has only even given 1 scroll which was for a spell I already knew. Since the rogue found it, he just sold it. The only other scroll I got was a level 1 that I had to buy for 150 gold and even that seller refuses to sell me anything else. So I’ll just spells from my owb tradition to make my wizard actually feel like hr belongs to that tradition.
One of my players wanted to DM for a while, and I happily agreed even though it was 5th edition which I knew next to nothing about because it’s nice for the eternal DM to get a break. We were starting at 3rd level, and I was feeling goofy (high from the freedom of not having to plan out three additional adventures every week to cover all eventualities that the party would come up to do against the various hooks they were given) so I made a warlock. Sadly, I made a warlock based on Goku from the parody Dragonball Z Abridged articles and played him as written in the show. 😲 I mean, his pact weapon I randomly decided to make a trombone. Because Goku is dumb. Suffice it to say he died around halfway through the first adventure because => I <= was getting annoyed with my own character even more than the DM was, so I made sure he got killed off in combat, please, yes, and thank you. 😀 I teasingly threaten to remake him when one of my players wants to DM, and the cries of horror at the prospect soothe my DM's soul. 😀