• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E Treantmonk's Guide to Wizards 5e

Arcane School: Necromancy. Rank 8

Grim Harvest (2nd level): I don't like this ability. Not just because I tend not to focus on damage spells. I don't like that it heals HP rather than provides temps. This means that even if I do damage, and even if I kill a creature, unless I've taken damage, this ability doesn't help me. This also scales poorly, as the higher level necromancy spells tend to be bad at killing things. Still, this isn't useless, but it isn't very good, and sounds better than it is.

Undead Thralls (6th level): Now this is a good ability, and is probably the reason you would become a Necromancer. There are limitations to consider. It's not always easy to find the necessary body (unless you are carrying them around with you). Also, they tend to go down easy, often as collateral damage, so they aren't even necessarily taking up enemy attacks. Whether or not they can be equipped differently than their entry in the MM is up to your DM. I should mention that 3rd level spells are valuable at 6th level, and for several levels afterwards, so this is a big investment.

Inured to Death (10th level): Resistance is nice, and Necrotic Resistance is middle of the road, though it may be ranked higher in undead centred campaigns. Not being able to have your HP total reduced is also useful, but is even more circumstantial. Keep in mind the lowly Transmuter can choose an elemental resistance at 6th level, and that's not the best feature of their 6th level ability. Puts it in perspective I think.

Command Undead (14th level): So this is super circumstantial, but could be amazing. Since you can potentially use this to control any undead, it means you could have a pet Nightwalker, that remains your pet Nightwalker until it's destroyed or you use this feature again. The use is significantly more limited on intelligent undead, in fact, I wouldn't expect it to work on many Dracoliches, even if they've used up their legendary resistance.
 
Last edited:

log in or register to remove this ad

Arcane School: Bladesinging. Rank 7

So first off, let's keep in mind there is an elves only (1/2 elves are OK) restriction here, which isn't a deal-breaker, as High Elves make great Wizards, but it is a limit and shouldn't be ignored as irrelevant. I will be evaluating this as a Wizard school for a Wizard, not for its potential use in a multiclass build, which frankly, is not easy.

Training in War and Song (2nd level): Proficiency in light armor and a one handed weapon of your choice. Rapier is almost always going to be the weapon choice. Light armor would be instead of Mage Armor, which is fine, but not amazing. Overall, I'm not really going to rank this, as it's an "extra"

Bladesong (2nd level): There are some great features of bladesong that are good for any wizard. Int bonus to AC? Yes please. Int bonus to concentration saves? Yes please. Faster movement? Yes please. Here's the downsides:
1: This isn't always active, so if you don't win initiative, you won't get that sweet AC bonus if you are attacked
2: This uses your bonus action to activate. Honestly, that's not debilitating. On round 1 I'm usually not using my bonus action with a wizard. Later in the fight is a different matter.
3: 2 uses per short rest is generous enough, but don't think you will be using this every fight.

Extra Attack (6th level): Every other class or subclass that gets this feature, it is HUGE when you get it. However, here it's really meh. Making 2 weapon attacks, with a wizard, who otherwise could use a spell, or a melee cantrip, especially when those weapon attacks aren't using your primary stat...meh.

Song of Defense (10th level): You can use a spell slot to reduce damage you have taken by an amount equal to 5 times the spell's level. So give up a 3rd level slot, reduce damage by 15. That could add up to a fair chunk of damage. It could also save your butt from a potentially difficult concentration save. However, there are 2 downsides here, one is significant, and one is awful. It can only be used when your bladesong is active (significant - now you aren't using it against unexpected non-combat things like traps, or ambush attacks), and it uses your reaction (awful - you aren't using it if you used shield or absorb elements - which are your standby's in combat when something that would do damage to you is coming).

Song of Victory (14th level): Add your Int to your weapon attacks. Makes you think that if you start a campaign at 14th level, you could actually make a decent melee combatant out of a Bladesinger. As it is, this is really late to the game. I'll take it, but I'm not sure how often I'm even making melee attacks when I'm a 14th level wizard.
 

Arcane Tradition: Evocation. Rank 6

Sculpt Spells (2nd level): This is the best ability an Evoker gets, and it's at 2nd level which is good. The obvious use of this is with Fireball, which is normally a good spell, but becomes great when you can cast it at the confused melee and hit the enemies and miss your friends. Can you choose yourself as one of the protected creatures? Well, you can see most of yourself, so I would argue yes. Other spells that this impacts include the Thundercap cantrip, Burning Hands, Earth Tremor, Thunderwave, Shatter, Melf's Minute Meteors, Ice Storm, Wall of Fire, Vitrolic Sphere, Cone of Cold, Wall of Light...and it keeps going, right up to Meteor Swarm. If blasting for damage is your thing, this ability really pays off. I should note that NONE of the spells I consider "The best" are on that list, which is why I don't give this the best rating.

Potent Cantrip (6th level): It's kind of insulting that Sculpt Spells is the 2nd level ability, then 4 levels HIGHER they slap you in the face with this. Cantrips that are save or take damage cause half damage if the save is made. Toll the Dead is the obvious use here, though Poison Spray to a lesser degree. Still, this is pretty lousy. Don't expect much damage to be piled on after this.

Empowered Evocation (10th level): Add your Int modifier (+5 I'm hoping) to any evocation spell you cast. I guess between Sculpt Spells, Potent Cantrip and Empowered Evocation, it turns the Thunderclap cantrip (which is normally awful) into a decent one. That said, this is a small bonus, but an OK one, that will be consistently used. This is OK overall.

Overchannel (14th level): Do Max damage with an evocation spell of level 1-5. You probably only ever want to use it once per day, which is very limiting, but you can do a fair bit of damage. A cone of cold for example, we would expect to do 69 points of damage.
 
Last edited:

Arcane Tradition: School of Illusion: Rank 5

Improved Minor Illusion (2nd level): I love the minor illusion spell, so any enhancement seems really amazing. This enhancement is...fine. Don't get me wrong, I'll take it, and I've used it, but it is no game-changer.

Malleable Illusions (6th level): For the most part, I can see some bigger uses for this at higher level, but at level 6...it's fine. Once you can create permanent illusions, being able to change them is pretty fantastic, but at 6th level, I find I don't use it very much.

Illusory Self (10th level): I'll gladly take a "get out of damage free" card. However, this uses your reaction, and if that opponent has multiple attacks (or you are attacked by others that round), you may wish you had cast shield instead. Also, this is once per rest. For a 10th level ability, it's OK.

Illusory Reality (14th level): This may be the best ability any wizard gets with an Arcane Tradition. In my opinion, it definitely is. This is the reason I would become an illusionist. This allows you to cast a silent image with your action and make it real with a bonus action. That's a real wall instantly. That's amazing. On the other hand, 14th level means that you can't count on ever getting this ability in most campaigns, or maybe only get it near the end of the campaign. I would rank illusionist higher for a one shot at 14th level +, but the late access to this reduces it's overall impact on my opinion of this tradition.
 

Arcane Tradition: War Magic. Rank 4

Arcane Deflection (2nd level): Add +2 to AC or +4 to a saving throw as a reaction. Obviously, this needs to be INSTEAD of Shield or Absorb Elements, though at level 2, saving even that 1st level spell slot is huge. Also note that at 2nd level, not being able to cast anything but cantrips until the end of your next turn is usually not a handicap at all. So at level 2, this is great. As your levels increase, this will not have great scaling, though the +4 to a saving throw as a reaction I will be glad to have right to level 20 thank you. Nothing but cantrips for a round? Fine.

Tactical Wit (2nd level): Int bonus to initiative. This will be +5, and it one of the main reasons many higher level wizards grab the Alert feat. Of course, you might grab the alert feat too.

I should note here, that since the War Mage doesn't get the throwaway "savant" ability, they've replaced it here with one of these. Which one? Good question, these are both really good. Add them together, a War Mage goes into 2nd level like wildfire. This is the reason why War Mages rank highly.

Power Surge (6th level): Small damage boosts to spells. I guess unlike Evocation wizards it's not limited by school, but it really won't add up to much. Not terrible, but we're talking small increases. At 6th level for example, it's a +3 bonus. A +3 bonus to the damage to one target with one spell, and it's limited use. You actually end up with a fair number of uses, but not unlimited.

Durable Magic (10th level): You get +2 to AC and Saves whenever you are concentrating on a spell. How often are you concentrating on a spell when you are 10th level or higher? Constantly. Also, that +2 saves helps you maintain that concentration if you have to save vs damage (and that +2 AC may help you avoid it to begin with). This is good stuff.

Deflecting Shroud (14th level): When you use your Arcane Deflection feature....this is the problem, when I'm 14th level, I have shield spells to spare. I'll still use that +4 save bonus, but often when I'm not even in combat. This is going to end up being quite circumstantial.
 

Arcane Tradition: School of Abjuration. Rank 3

Arcane Ward (2nd level): This has always been considered a good ability, but my opinion of it has only increased. This isn't an increase to your HP total like from an Aid spell, or Temporary HP like from Inspiring leader, this is something else entirely, so it can stack with either or both of those things. Furthermore, this scales well, and at level 10, this is a 25 HP ward. Expect that to be about 1/4 of your total HP at that level, or a 25% durability boost. Except it's even better than that, since it can be recharged. Just fantastic.

Projected Ward (6th level): So you can use your ward to protect others. That said, it's the same ward, so that means less protection for you. This isn't nearly as good, because in the end, it's added flexibility of use on an ability that you were almost certainly going to use anyways.

Improved Abjuration (10th level): Counterspell is great. Dispel Magic is good. Counterspell and Dispel Magic both become better when you are a 10th level Abjurer though. This is good, because they will be used more often against higher level spells at this point. Getting this boost means you can use lower level slots for these spells with improved reliability, leaving those valuable higher level slots for other things. This is good, good, good. The only reason I don't rank it higher, is because in most battles I use neither of these spells. When I do use them though, it has a big impact.

Spell Resistance (14th level): Resistance on spell saves and spell damage. What can I say? You don't need to be going up against wizards to face spells and spell damage. That said, let's not pretend this will come up in every battle, or even every session. Still - it's really good.
 
Last edited:

Arcane Tradition: School of Enchantment. Rank 2

No I didn't forget this one, but I do consider it the most underrated (including by me) of all the Arcane Traditions. Not Anymore, Enchantment - I name thee AMAZING!

This will be my longest entry, as this is the tradition I most misjudged previously.

Honestly, this could be #1. I thought about it.

Hypnotic Gaze (2nd level): SOOOOOOOO GOOOOOOD! How is this given at 2nd level? Don't worry. I'll take it all day!
When's the last time you read this ability? Let me break it down for you:
Here's the downsides:
You must be within 5' (yes, this is a biggie. On the other hand, Wizards can do it if they mind their defense)
Damage to the opponent snaps them out of it

Here's the upsides
  • Incapacitates and Immobilizes an enemy with a failed Wis save
  • Does not require concentration
  • Is not limted to humanoids
  • Does not require they understand you
  • Can be maintained indefinitely
  • Maintained without concentration, uses your action, but your bonus can be a spell
  • Never provides a second saving throw
  • Is not a spell, so can be used in the same round as a bonus action spell
  • Is not a spell so bypasses magic immunity or resistances
  • Can be used over and over again, as long as different creatures are targeted. No rest required

Outstanding! Amazing! Terrific! GAME CHANGING.

At level 2 - this outranks any other level 2 Arcane Tradition ability. As levels go up, it remains relevant, though probably falls behind Portent once Save or turn into a frog spells are in play. Not far behind mind you.

Instinctive Charm (6th level):
Let’s talk about this ability. Here are the limitations and considerations:
  • It is a reaction, so you can use this or shield, but not both
  • If you use this while holding an opponent with a Hypnotic gaze, and the attack is redirected at your incapacitated foe, the damage snaps them out of it. Consider that and in those cases Shield might be your better option
  • It is used against one attack, so unlike shield, it won’t protect you against the next attack, even from the same creature
  • It cannot be used on the same creature more than once, unless you’ve rested inbetween
  • Of course, if it saves, it’s not affected. That said, shield isn’t 100% either
  • If affected they have to attack the nearest target other than me or themselves. That may mean they have to move. They may have to move a significant distance, so this could mess up the rest of their attacks too.

On the other hand, like Hypnotic Pattern, this does not use a spell slot, and if used on different attackers, can be used over and over without a rest inbetween
Especially if the enemy is doing big damage, if that attack can be redirected to an enemy, that could cause that enemy some serious pain
While Shield focuses on the attack roll, this focuses on Wisdom saves, so this can be an effective defense against an attacker with a massive bonus to hit, who will likely not be stopped by a shield spell
Tactically, this should affect my choice where I move my character in combat. If the enemy is likely to attack, who would be next closest to them? If I can arrange it to be an enemy, that could be helpful. If they have to move to get to that other target, then they may not be able to get back to you for any subsequent attacks, which could be huge.

Split Enchantment (10th level): This allows you to target a second creature with an enchantment spell that would normally target one creature (spell of first level or higher - so no enhancing the friends cantrip).

This sounds amazing, but if you think about it, enchantment spells that target one creature tend to be kind of so-so, so we aren’t enhancing spells that are great to begin with. That said, we can take some spells that were so-so, and turn them into some pretty potent spells. Here’s some choices I think become great spells for the level:
Tasha’s Hideous Laughter (level 1)
Suggestion (level 2)
Charm Monster (level 4)
Hold Monster (level 5)
Otto’s Irresistible Dance (level 6)
Feeblemind (level 8)

Alter Memories (14th level): This doesn’t sound all that powerful (at least combat-wise), but I really like it. We can charm creatures and afterwards, they don’t know they were charmed. In addition, we can remove memories from those we’ve charmed (on a failed Int save) - we can remove up to 2 hours of the time a creature has been charmed by us. Because the charmed condition is required, this isn’t helping us with the friends cantrip.

These are the spells that Alter Memories could enhance: Charm Person, Crown of Madness, Hypnotic Pattern, Charm Monster, Dominate Person, Geas, Modify Memory, Mass Suggestion and Dominate Monster.
 
Last edited:

Arcane Tradition: School of Divination. Rank 1

This shouldn't be a surprise. Portent. Probably just outright broken, and DM's might be well justified in prohibiting it, but they don't because it's so much fun.

Portent (2nd level): Changes everything. Makes opponents auto-fail their saving throws. As you might imagine, this only becomes more game changing as the game goes on (though it does not bypass legendary resistance). Makes allies (and yourself) auto-succeed their saving throws. Makes opponents auto-miss. Makes your allies auto-hit, or even auto-crit. Naturally, this all depends on those 2 d20 rolls. Here's my promise, no matter what you roll, even if it's two 10s, this is super-useful, super-powerful and fantastic. 2 Uses per day is thankfully the limitation, otherwise, why even play?

Expert Divination (6th level): Seems so small next to Portent, but it's actually quite good, and scales wonderfully. When you cast divination spells of 2nd level or higher, you get spell slots back (one level lower than the divination spell, no higher than 5th level). So cast the exceptionally useful Arcane Eye and get a 3rd level slot back. Cast True Seeing and get a 5th level slot back. This is a good deal and will give you more castings than other wizards.

The Third Eye (10th level): Pick and power, and change it later. Darkvision, See Invisibile, Ethereal vision, or permanent Comprehend Languages (reading only). They are all decent. This is no Portent, but it's good to have. You can change it with a short rest.

Greater Portent (14th level): It's weird how 2 portent dice is a 2nd level ability, and one portent dice is a 14th level ability isn't it? That said, give me that die! One more portent? Thank you much!

OK - so that's my long rant on Arcane Traditions. I'm needed elsewhere, but I promise this will make it to the guide at some point.
 

jgsugden

Legend
Gla to see you've caught on with Enchantment ... it is great. It and illusion are the most fun of the schools.

Instinctive charm is the most challenging abiliy to use well. I find that you need to plan to use it and then make sure you're using it against a creature that follows you closely within initiative. It can also be amazingly effective if your DM plys it up. My enchanter ICed a Hill Giant into attacking his fellow giant and they ended up battling each other while the PCs watched. We dismissed a tough challenge without using and limited resources.

I find that split dominates can be ridiculousy powerful. Against low wisdom save enemies, you can watch them roll saves all combat long and not make them. I also think that there are a few 1st level enchantments from other clsses that can be interesting to twin, such as Command, Hex and (although hard to get) Compelled Duel.

The Spell Modify Memories and the ability Alter Memories can also be insanely out of control for 'city' adventures.

However, DM's may need to consider one thing with enchanters: Alignment. People think of Necromancy as the evil school, but when you start playing with the ability to think.... there is some real evil that can be achieved with domination, suggestion, etc...
 


Remove ads

Top