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Rating Wizard Traditions at 2nd Level
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<blockquote data-quote="ro" data-source="post: 7231938" data-attributes="member: 6890747"><p><em>+2 ASI or Feat</em>: <strong>(8/10)</strong></p><p></p><p><em>Arcane Ward</em> is almost the same as the Tough feat. You get a few extra HP, but all of it is temporary. It can't be healed with healing magic, but it can be recharged by certain spells. <strong>(8/10)</strong></p><p></p><p><em>Minor Conjuration</em> is an awesome cantrip. You can make anything! But, it's glowing, can only weigh 10 lbs, vanishes when damaged, and can't be magical. <strong>(4/10)</strong></p><p></p><p><em>Portent</em> is very similar to the Lucky feat. It has one less use, but it has many more applications and make your saving throw magic better as well as help your allies. <strong>(8/10)</strong></p><p></p><p><em>Hypnotic Gaze</em> is almost as good as Hold Person, but it takes you out of combat. However, it has unlimited, cantrip-like use. Great for disabling NPCs. <strong>(4/10)</strong></p><p></p><p><em>Sculpt Spells</em> is almost identical to a sorcerer's Careful Spell metamagic, which costs one sorcery point, the equivalent of a 1st level spell slot. This is very useful if you are trying to do lots of damage. If you want to use control spells, this has limited use. <strong>(4/10)</strong></p><p></p><p><em>Improved Minor Illusion</em> is a fun upgrade on a free cantrip. The same effect could be gained by casting a normal Minor Illusion twice. You don't always need both sound and image, but its basically a double cantrip, about half the benefit of the Magic Initiate feat. <strong>(4/10)</strong></p><p></p><p><em>Grim Harvest</em> is a nice little boost to HP, but it only happens if you deal the killing blow. If your encounters feature lots of low-level, easy-to-kill enemies, this will work well, but against encounters with only a few stronger enemies, it's pretty much useless. Do you really want to say to your party member, "Hey! Don't kill him! I want to finish him off so I can heal a few HP!" <strong>(2/10)</strong></p><p></p><p><em>Minor Alchemy</em> is like a low-level Transmute Rock but temporary, taking longer to implement, and having a wider variety of materials. It isn't remotely useful in combat, but a creative wizard can find interesting out-of-combat uses. <strong>(3/10)</strong></p><p></p><p><em>Bladesong</em> is a massive boost for a melee wizard. It may not fit the normal wizard spellslinging type, but it significantly increases survivability, maneuverability, and concentration saves. Bladesong also comes with Training in War and Song which gives a skill and light armor! <strong>(10+/10) Basically a level of Fighter, with its Con save. Or 2.5 Feats.</strong></p><p></p><p>For comparison,</p><p>+2 ASI: +2 Dex = +1 AC, +1 Att, +1 Dmg, +1 Dex save, +1 Initiative</p><p>+1 AC = 2/5 ASI = .4 ASI</p><p></p><p>Assuming Wizard Int +4,</p><p>Bladesong:</p><p> +Int AC (+4 AC = 1.6 ASI),</p><p> +10 movement (1/3 Mobile feat) = 2/3 ASI</p><p> +4 concentration saves (1/2 of Resilient) = 1 ASI</p><p> advantage Acrobatics (+5) = proficiency = 1/3 ASI (Skilled should be a half feat)</p><p>Training in War and Song</p><p> Light Armor proficiency (1/2 feat, 1 ASI)</p><p> Weapon proficiency and Performance proficiency = 1/2 ASI</p><p></p><p>Altogether,</p><p>Bladesong = 3.6 ASI</p><p>Training in War and Song = 1.5 ASI</p><p>Both = 5.1 ASI = 2.5 feats</p></blockquote><p></p>
[QUOTE="ro, post: 7231938, member: 6890747"] [I]+2 ASI or Feat[/I]: [B](8/10)[/B] [I]Arcane Ward[/I] is almost the same as the Tough feat. You get a few extra HP, but all of it is temporary. It can't be healed with healing magic, but it can be recharged by certain spells. [B](8/10)[/B] [I]Minor Conjuration[/I] is an awesome cantrip. You can make anything! But, it's glowing, can only weigh 10 lbs, vanishes when damaged, and can't be magical. [B](4/10)[/B] [I]Portent[/I] is very similar to the Lucky feat. It has one less use, but it has many more applications and make your saving throw magic better as well as help your allies. [B](8/10)[/B] [I]Hypnotic Gaze[/I] is almost as good as Hold Person, but it takes you out of combat. However, it has unlimited, cantrip-like use. Great for disabling NPCs. [B](4/10)[/B] [I]Sculpt Spells[/I] is almost identical to a sorcerer's Careful Spell metamagic, which costs one sorcery point, the equivalent of a 1st level spell slot. This is very useful if you are trying to do lots of damage. If you want to use control spells, this has limited use. [B](4/10)[/B] [I]Improved Minor Illusion[/I] is a fun upgrade on a free cantrip. The same effect could be gained by casting a normal Minor Illusion twice. You don't always need both sound and image, but its basically a double cantrip, about half the benefit of the Magic Initiate feat. [B](4/10)[/B] [I]Grim Harvest[/I] is a nice little boost to HP, but it only happens if you deal the killing blow. If your encounters feature lots of low-level, easy-to-kill enemies, this will work well, but against encounters with only a few stronger enemies, it's pretty much useless. Do you really want to say to your party member, "Hey! Don't kill him! I want to finish him off so I can heal a few HP!" [B](2/10)[/B] [I]Minor Alchemy[/I] is like a low-level Transmute Rock but temporary, taking longer to implement, and having a wider variety of materials. It isn't remotely useful in combat, but a creative wizard can find interesting out-of-combat uses. [B](3/10)[/B] [I]Bladesong[/I] is a massive boost for a melee wizard. It may not fit the normal wizard spellslinging type, but it significantly increases survivability, maneuverability, and concentration saves. Bladesong also comes with Training in War and Song which gives a skill and light armor! [B](10+/10) Basically a level of Fighter, with its Con save. Or 2.5 Feats.[/B] For comparison, +2 ASI: +2 Dex = +1 AC, +1 Att, +1 Dmg, +1 Dex save, +1 Initiative +1 AC = 2/5 ASI = .4 ASI Assuming Wizard Int +4, Bladesong: +Int AC (+4 AC = 1.6 ASI), +10 movement (1/3 Mobile feat) = 2/3 ASI +4 concentration saves (1/2 of Resilient) = 1 ASI advantage Acrobatics (+5) = proficiency = 1/3 ASI (Skilled should be a half feat) Training in War and Song Light Armor proficiency (1/2 feat, 1 ASI) Weapon proficiency and Performance proficiency = 1/2 ASI Altogether, Bladesong = 3.6 ASI Training in War and Song = 1.5 ASI Both = 5.1 ASI = 2.5 feats [/QUOTE]
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