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D&D 5E Low Level Wizards Really Do Suck in 5E

After all this discussion, nobody has mentioned what I think is the single most effective 1st level spell a Wizard has - Faerie Fire.

Cast before the party engages in melee, targets get a DEX save, but only in the first round. After that, all of the PCs attack with advantage against all targets who failed for up to a minute (and I have yet to run a combat that lasted 10 rounds). (Ranged) sneak attack every round from the rogue. No problem. The wizard can continue to blast away with cantrips or magic missile. Although I'd stick with chill touch, eldritch blast, fire bolt or ray of frost since they won't use spell slots and all are ranged spell attacks and you'll have advantage on the attacks, and they won't have saves. In addition it makes Hiding nearly impossible and even negates invisibility.

It's funny, because there have been discussions complaining that low level wizards are too powerful with their damage causing cantrips. I love it. It lets the wizards continue to use magic on a regular basis, but they don't do as much damage as the combat oriented classes. This is largely because they don't have any damage modifier.

Personally, as the DM I'd prefer for the player's to be a bit more inventive with their spell casting. But I can't imagine a real life group not developing that benefit into their standard tactics.

In one of my campaigns, the most damage is regularly caused by the rogue. Alarm is pretty much standard for them after a recent encounter, and it's become fairly common for the mage to cast mage armor and recover the spell slot as soon as they possibly can for other uses. Shield is essential too. None of the spellcasters picked Faerie Fire, although the first time they meet a spellcaster themselves they will.

The bard recently used Tasha's Hideous Laughter was extremely effective, the two rogues sneak attacked (due to the advantage) and the ranger finished the NPC off.

My daughter's playing a druid (4th level) and the ranger and barbarian managed to finish off a Hill Giant that somehow kept failing it's Strength saves. But any spell (entangle, web, Tasha's Hideous Laughter, sleep, etc) that can incapacitate for even a single round (at least) can turn a battle very quickly. The rest of the PCs can focus their attacks on the active targets and not have to worry about them until they escape their magical restraints.

I'm used to 1st to 3rd edition wizards, and magically speaking they were much weaker, and ran out of spellcasting sooner (even catrips had a limited number of uses). Maybe some of the lower level spells caused more damage at once (or casting multiple spells did), instead you might do less damage magically per round, but you can do magical damage every single round if you want to.

Ilbranteloth
 

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I also just recently noticed that my True Strike followed by Witch Bolt attack (which was my ace in the hole combo) doesn't even work at all. Both spells are concentration and True Strike doesn't work if it gets dropped, so even this minor combo doesn't work and is worthless. So, True Strike only works with instantaneous attack spells.


Concentration typically prevents more than one buff at a time, and the vast majority of spells get a save every single round. On average, that means that if a player pulls out Hold Person or some similar spell, the spell will work for 0, 1, or 2 rounds based on bounded accuracy. So on average, a spell with a save works for a single round.

Many spells like Crown of Madness are a total joke.

a sidebar to the original comment really, but I'm not in love with the concentration rule as is. Some spells that require concentration seem to me more logical as simple duration spells. I'm also surprised that despite the higher a user's level and better at their craft they become, they are still unable to divide their attention between two concentration spells. Seems like that would be an added ability for the higher levels.

Although, as a DM, I would rule that the point of True Strike is to understand your opponent better and that it's effects should be effective for the first round of a Witch Bolt - even though the spell description of True Strike has "unless this spell is ended" or something like that. To me, that makes logical sense and it keeps the player engaged and happy.
 

a sidebar to the original comment really, but I'm not in love with the concentration rule as is. Some spells that require concentration seem to me more logical as simple duration spells. I'm also surprised that despite the higher a user's level and better at their craft they become, they are still unable to divide their attention between two concentration spells. Seems like that would be an added ability for the higher levels.

Although, as a DM, I would rule that the point of True Strike is to understand your opponent better and that it's effects should be effective for the first round of a Witch Bolt - even though the spell description of True Strike has "unless this spell is ended" or something like that. To me, that makes logical sense and it keeps the player engaged and happy.

I don't disagree. Concentration is a wonky unnecessary way to limit buffing. And, True Strike shouldn't require concentration. It should just be the next attack. The player already blew off an entire action.
 

a sidebar to the original comment really, but I'm not in love with the concentration rule as is. Some spells that require concentration seem to me more logical as simple duration spells. I'm also surprised that despite the higher a user's level and better at their craft they become, they are still unable to divide their attention between two concentration spells. Seems like that would be an added ability for the higher levels.

Although, as a DM, I would rule that the point of True Strike is to understand your opponent better and that it's effects should be effective for the first round of a Witch Bolt - even though the spell description of True Strike has "unless this spell is ended" or something like that. To me, that makes logical sense and it keeps the player engaged and happy.

I wouldn't have a problem with that ruling. It essentially turns it into a non-concentration spell in that instance which seems fine.

Incidentally, I was also annoyed that there wasn't a generalist mage anymore, so I've created an Archmage option that does gain the ability to use 2 concentration spell starting at 10th level. It requires you to make a Concentration check to successfully cast the second spell, and you have to repeat the Concentration check each round unless all you do is maintain concentration.

Ilbranteloth
 

I don't disagree. Concentration is a wonky unnecessary way to limit buffing. And, True Strike shouldn't require concentration. It should just be the next attack. The player already blew off an entire action.

agreed.

I don't know that I would be horribly opposed to it being a bonus action cast and it affecting your next to hit roll. I've not done a lot of thinking about that, but you can already get advantage with a familiar pretty easily, and it sucks up a bonus action that could be used for a little more serious spell (flaming sphere control, expeditious retreat, etc)

Or even bonus action/grants advantage if you have disadvantage.
 

I wouldn't have a problem with that ruling. It essentially turns it into a non-concentration spell in that instance which seems fine.

Incidentally, I was also annoyed that there wasn't a generalist mage anymore, so I've created an Archmage option that does gain the ability to use 2 concentration spell starting at 10th level. It requires you to make a Concentration check to successfully cast the second spell, and you have to repeat the Concentration check each round unless all you do is maintain concentration.

Ilbranteloth

that.. that actually seems very cool. care to post it up here?
 

agreed.

I don't know that I would be horribly opposed to it being a bonus action cast and it affecting your next to hit roll. I've not done a lot of thinking about that, but you can already get advantage with a familiar pretty easily, and it sucks up a bonus action that could be used for a little more serious spell (flaming sphere control, expeditious retreat, etc)

Or even bonus action/grants advantage if you have disadvantage.

Using a bonus action every round to get advantage? Every PC would take the Magic Initiate feat. :lol:

Just a little broken.
 

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