D&D (2024) 2024 Player's Handbook Reveal: "New Wizard"

"The paramount collector of spells."

Open your spellbooks, everybody. Today we get a Wizard video.


The last version of the class was in the UA Playtest 7 package (PT7). It's not clear how much they'll say here. Of the base class, I am hoping that they have recanted the level 5 ability, Memorize Spell (or perhaps shifted it to needing a short rest). They've said that the PHB will get clearer rules for how illusions work -- maybe they'll talk about that? Other than that, I think the most they can do is show us some revised spells: Will the revised version of Counterspell be kept? Any surprise Necromancy reveals? Let's find out.

OVERVIEW
  • "the paramount collector of spells": "many" of new spells are for the wizard.
  • As in PT7: cantrip change after long rest (level 1); scholar -- expertise in an academic field (at 2)
  • NO MENTION OF ARCANE RECOVERY
  • NEW: Ritual Adept broken out as a new class feature. They can cast spells in their spellbook, as before, but here ID'd as a new feature.
  • NEW: Memorize Spell at 5: you can swap a spell after short rest.
  • Each subclass gets a new version of Savant: free spells in spellbook of preferred school. 2 free spells of favored class, and a new spell for each spell level (so every 2 levels, as in the playtest. This isn't what is said in the video, but has been corrected elsewhere.
SUBCLASSES
Abjurer
  • new abjuration spells feeds back onto how subclass functions.
  • NEW: Arcane Ward at 3: resistance, immunity applied before the Arcane Ward.
  • NEW: Projected Ward a 6: your friend's resistance is applied before the ward for them.
  • NEW: Spell breaker at level 10: Counterspell and Dispell Magic are both prepared (PT7 did not include Counterspell). Dispell Magic is a bonus action.
Diviner
  • NEW: Third Eye at 10. As in PT7, bonus action to activate; 120' darkvision, see invisibility. NO MENTION of Greater Comprehension ("read any language")
Evoker -- "all about bringing the boom"
  • As in PT7: Potent Cantrip at 3 applies to cantrips both with a saving throw or an attack roll.
Illusionist -- "we felt that the subclass needed more" (YAY)
  • NEW: Improved Illusions at level 3:
    • cast illusion spells with no verbal components. (FUN)
    • illusions with range with at least 10' is increased to 60' (no-- by 60' to 70').
    • you get minor illusion cantrip, with both visual and audible
    • you cast minor illusion as a bonus action.
  • NEW: Phantasmal Creatures
    • summon beast and summon fey spells always prepared. These MAY BE changed from conjuration to Illusion, and the illusory version can be cast without expending a spell slot, but the summoned version, only with half the hit points. ONCE PER DAY.
    • illusions can step on a trap to set it off (?!)
    • (replacing Malleable Illusions, which I complained about here. This is so exciting.)
  • NEW: Illusory Self triggered by you being hit by an attack (not when you are targeted). As in PT7, you can get more uses by giving up a spell slot of level 2+.
SPECIFIC SPELLS
  • NEW: school shift to Abjuration: no examples
  • Counterspell as in PT7.
  • GUIDANCE ON ILLUSIONS in Rules Glossary. E.g. How are they affected by environment?
    • spell descriptions also clarified. Rules Glossary to be discussed in future video (also conditions, areas of effects, guidance on teleportation, telepathy, "
  • "being dead" to be discussed in Cleric Video. Tease...
So this gave much more than I was expecting, and it looks amazing. Playing an illusionist will now be much more clearly not a "mother may I?" situation, which (I feel) has long been the case. I think I got most of what I'd asked for in the PT feedback.
 

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Then what would sorcerer be better at?
Does the sorcerer need to be better than the wizard in a whole pillar of the game?

I'd say that disparities in power are especially noticeable in combat, where the initiative system slows things and everyone gets a clearer glimpse at their toolbox. It may be a self-fulfilling prophecy (most features are geared towards combat, and that quickly generates the expectation of features geared towards combat, etc.), but alas.

The people at WotC are capable designers, and I've seen them demonstrate quite a lot of ingenuity in the past. My suggestion is to give both classes features that lean onto their classes' fantasy, and I imagine they'd be quite capable of that. There is a feature in the newest Draconic Sorcerer that allows him to summon a dragon. I wouldn't have gone with summoning (bizarre choice), but to me it's a "on the right path" feature, in the sense that it's thematic.

EDIT: replaced "Wizards" with WotC, just for clarification.
 

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Does the sorcerer need to be better than the wizard in a whole pillar of the game?
I ask again. What would sorcerer be better at?
I'd say that disparities in power are especially noticeable in combat,
I'd say the disparities are only noticeable in white room analysis.

Both dragon and evocation fireball are doing the same 8d6+5 damage and not hitting allies.

The random nature of the dice are going to obfuscate any small difference. You won't notice the +1 to DC the wizard rolls 45 damage on a fireball and the sorcerer rolls 21.

My suggestion is to give both classes features that lean onto their classes' fantasy, and I imagine they'd be quite capable of that.
Fantasy of being having power list of spells though years of study, seems like it would have a lot of versatility.

While the fantasy of having innate power seems like it would be narrower but stronger.
 

I think you meant to write that evokers were a bit better at blasting than sorcerers before,

No, I meant what I wrote.

But in an effort to engage in good faith, I'll consider the following: I have had relatively few sorcerers when compared to wizards in all my tables over the years. It is a less popular archetype. They always felt appropriately interesting and useful at my tables, but that may be my anecdotal sample size.

Nonetheless, even granting the above, the goal surely should be to equiparate the blaster-inclined class options, rather than have one be better than the other.

if there are going to be separate classes of wizard and sorcerer (and the wizard doesn't go where it belongs as the book-sorcerer) then the bookish character shouldn't be the blast mage.

Can't they be equally good at blasting, just using different features? That's their identity, I think it's quite understandable that the players expect to be good at them.

There's nothing that indicates that a bookish character can't be a blast mage in the archetype itself. If anything, studying and unlocking arcane secrets and learning greater powers is a narrative conclusion that players come to even before learning about the classes of the game.

Only very slightly.

I suppose we'll never know for certain for all D&D players, as we have no way of polling a representative population in a scientific manner. That's not what I meant, however: I meant that, all these years, I've seen dozens of wizards, and only a handful of sorcerers. Out there, maybe they're twice as popular as wizards. To me, and in my context, they've never been as popular as the traditional wizard archetype.

Bloodlines being the sorcerer thing are a Pathfinder thing. The Sorcerer's thing in D&D is that it's the "everything else" caster. Someone who was born on the night of the grand conjunction. Someone who was hit by lightning by the century storm. In many cases the sorcerer has taken absurd risks for their power.

Bloodlines being a sorcerer identifier is very much a D&D thing as well. Yes, there are other ways to become a sorcerer, but bloodline is one of its identifiable marks, and as such I used it as an example. There are others, of course. Here is a quote from the class introduction:

"Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, [among other things]... No one chooses sorcery."

Here's the quote line from the class in Xanathar's: "Practice and study are for amateurs. True power is a birthright."

Here's part of the class description of Xanathar's: "Every sorcerer is born to the role, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and purseu their talents, sorcerers have their power thrust upon them.

Here's a quote from the SRD sorcerer, which is called "Draconic Bloodline": "Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors."

Here's a quote from the Divine Soul sorcerer description: "Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birthright might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic."

I do think bloodlines work as a good example, but of course, there is a broader scope -- maybe the sorcerer was exposed to an outside energy. Nonetheless, I heavily disagree that they are an "everything else" caster. They have a strong class identity (the "accidental" magic-user) and fantasy to go along with it.

How would I change it? Demote the wizard to a sorcerer subclass (with spellbooks books and rituals) and strengthen the sorcerer subclasses.

I'm not opposed to reworkings of the classes as you describe here, though that would never happen in this backwards-compatible new edition. Maybe they do belong in the same class: meta-magic started, of course, as a wizard feature.
 

Ok. I really don't get how the sorcerer leaves the wizard in the dust. If someone wants to play a wizard and blast things, you can do worse than taking the evoker subclass. Are they a bit less capable of blasting than the sorcerer? Maybe. But even if they never swap a songle spell, they do fine.

At level 6 for example, their careful spell does not cost them spell power. Rituals are always possible. A slight game play difference, like barbarian and greataxe champion, but not that much.
Remember,
Careful Spell applies to everyspell, Sculpt Spell works only with Evocation Spell. Hello? Hypnotic Pattern, fear, etc.
 

I ask again. What would sorcerer be better at?
I repeat my previous answer. I see no reason one should be better than the other in a whole pillar of the game.

I'd say the disparities are only noticeable in white room analysis.

I actually think the opposite here: sitting at a table, the sorcerer will look down at his character sheet and see lots of cool features, while the wizard won't.

In the past, this has been true, but the wizard had a very noticeable advantage in spells prepared, which has shrunk since. Now, at the beginning of an encounter, the wizard player will look down and see something that resembles a sorcerer sheet, with almost no tools to play with.

In a white room scenario, there are things that alleviate that, such as the frequency to change spells. But as mentioned before, this requires certain mastery of the list, which is quite extensive.

Fantasy of being having power list of spells though years of study, seems like it would have a lot of versatility.

While the fantasy of having innate power seems like it would be narrower but stronger.

I don't think that's true, or at least, I don't make that association at all. I interact with a fair share of academics in my day-to-day, and they are all highly specialized in one field and fairly ignorant of others. There is something to be said about the idea of an ancient academic or philosopher, who mastered all subjects of its day, but I think that such differences stemming from the same concept could be solved with subclasses. I'd happily sacrifice the evocation wizard's versatility for more features, while perhaps another subclass leans more towards versatility (scribes?).

Similarly, I do not associate innate power with a narrower focus, and I don't think that's an obvious association someone new to the game would make either.

I do not mean to say, at any point, that 2014 was perfect: many of the issues above originate there. I mean to say that I think they've been made more glaring in the 2024 version, which is a pity.
 

You actually have to look at it by level.

If you consider the best subclasses I think Sorcerer is stronger than Wizard at most tier 1 levels. For example

A 1st level Wizard with a 16 intelligence can get up to 2 rituals in their book in addition to what spells they prepare, plus Arcane recovery for an extra slot, but a 1st level sorcerer gets more Cantrips (at least one and possibly two) and a subclass ability that is pretty darn good, usually substantially better than a 1st level spell slot.
Meanwhile the wizard gets rituals. And Find Familiar doesn't take a slot (and is wizard exclusive (until a warlock poaches it)) and is IME substantially better still. A flying scout whose eyes you can see through, and that has darkvision and advantage on perception checks is really useful.
Strength of the Grave for example on a Shadow Sorcerer is extremely good at 1st level, arguably OP at this level and this is one of their two subclass abilities.
The other one being Darkvision. But at first level Strength of the Grave is really only an unreliable casting of Shield that only partially protects you even when it works. So I'm saying that this is at best equal to the wizard's extra spell. At later levels you can layer the two - but when you've only got two first level spells spending one on shield is expensive.
Getting Healing Word and Guidance as a DS is also pretty awesome at 1st level. I don't think any Wizards with point buy are generally the equal of these two subclasses.
I mean sure, if you are going to tank your entire class going forward by picking Divine Soul (the class that doesn't know enough spells getting the "benefit" of having more spells they can't buy added to the shop is not a good benefit).

I'm also going to be blunt about the first level Divine Soul played the way you suggest. When you are unarmoured, have 6+Con mod hit points, have either a bad weapon off your secondary stat or a cantrip attack, and you are spending your two first level spell slots on Healing Word you are a terrible wannabe caster. Any cleric or druid worth their salt can, if they choose, match your guidance and healing word while hitting harder and being armoured and with a better primary stat for everything other than casting. Meanwhile a wizard or sorcerer who brings something like sleep can win an entire fight at level 1.

I think any decent wizard should be better than a first level Shadow Sorcerer - while the first level Divine Soul isn't competing with the wizard but failing miserably to be a cleric or druid (or even a bard).

The exception I will make is for the Aberrant Mind. Who even gets another cantrip - but the big thing they gain is Dissonant Whispers, the strongest first level single target damage spell in the game. (It's not the 3d6 psychic damage but the opportunity attack from the raging barbarian on top of that that makes it lethal).
At 3rd and 4th level though the Sorc has metamagic and is ahead again because of what this brings to the table, even when compared to the best Wizard subclasses.
I'm going to disagree here. At 3rd and 4th level the sorcerer has three and four metamagic points per day. Unless they are an Aberrant Mind twinning Dissonant Whispers or are in one of the rare situations that Subtle Spell is useful then the wizard's extra second level or two extra first level spell slots from Arcane Recovery is more useful.
I would disagree there because a high level spell is limited by slots and if cast with metamagic substantially enhances this very few uses available.

Twin Spell in particular gives you essentially double the combat power of your high level spells and you can trade your low level slots to do that every time you cast a high level spell if you want.
Your only "low level slots" you can burn this way are second level. Your first level slots are wanted for things like Shield, Absorb Elements, Mage Armour, and Silvery Barbs, and if you can cast fireball out of it it's not low level. There aren't honestly that many spells higher level than Haste and Polymorph that are worth twinning.
The Wizard does have more 9th level spell variety than any Sorcerer except Divine Soul, but the best Wizard spells of 9th level are available to Sorcerers and Sorcerers are more effective using them because of metamagic.
I'd put the top of the wizard list as Wish, True Polymorph, Shapechange, Time Stop, and Foresight.

Of that list True Polymorph is a great wizard spell because you don't have to cast it on the day of adventuring, and it, Shapechange, and Foresight aren't on the wizard list - and the wizard loses a whole lot less if they take the stress that prevents them ever casting Wish again.
A Warlock can cast 3 5th level spells per short rest. A Sorcerer at this level who optimizes for 5th level spells can cast 8 5th level spells per day (plus one 6th level spell). I would say that is generally going to outrun the Warlock,
I'd say at this point the sorcerer is completely out of gas. Meanwhile the Warlock has a 3d10+15 Eldritch Blast (possibly backed with a "cheat code hex" that they actually cast before a short rest, and 3d10+3d6+15 is getting into third level spell territory (fourth level if we count Blight)) and a number of at will invocations.

Also the sorcerer has a much smaller collection of fifth level appropriate spells than the warlock. The sorcerer knows only one more spell than the warlock but they need to spread them across five levels of spell. Meanwhile the warlock can retrain anything that's not appropriate.
especially since the Sorcerer is more flexible (Sorc can use 4 5th level slots before the first short rest and none before the 2nd). The same sorcerer can also flex this to other levels and cast 31 1st level spells
Warlock: If it's first or even second level spells you want I can do this all day. It's called Invocations. (Or for that matter Eldritch Blast is going to be at least second level equivalent). And I can do it all day as well as throwing around my fifth and sixth level spells.
or cast 12 fireballs and still have 4 sorcery points left over or a combination using metamagic.
12 fireballs is rare as a use case. Especially as turning in your fourth level slots gets you less than upcasting into them would, and your fifth only get you one fireball each.

The fundamental issue the sorcerer has playing these games is metamagic conversion is lossy unless you are an Aberrant Mind. You can buy one first level spell out of second level metamagic. You can buy one fifth level spell out of a fourth and a third level slot. And you can buy one third level slot out of a fifth level slot.

In general the only slots that are worth trading in (as ever other than for an Aberrant Mind) are the second ones; as mentioned you use the first level slots for defence. Third level is a huge leap for Fireball or Twinned Haste.
Eldritch Blast is the most powerful combat cantrip in the game and does give the 11th level Warlock an at-will damage option that the Sorcerer does not generally have, but that does not make up for the leveled spell diversity the Sorcerer does have
The (pre-Tasha's) sorcerer knows one more spell than the warlock. And the warlock gets to fling around a variety of spells at will if they've avoided the trap invocations. The sorcerer needs to spend far more spells covering its bases than the warlock does. The diversity isn't on the sorcerer's side, and this is a flaw in the 2014 sorcerer.
, especially when Quickened spell comes into play, where the Sorcerer can cast a leveled spell and double dip with a Cantrip or even a twinned cantrip on top of a quickened spell. For example an 11th level Warlock using his bonus and action can go Hex-EB/AB and dole out 3d10+3d6+15 (42), but must burn a 5th level slot at some point to do that (maybe early in the day).
They burn that slot before breakfast. They then take a short rest at breakfast and have it back because it lasts 24 hours. This is Warlock 101. When Haste starts lasting 8 hours (at third level) or 24 (at fifth) you cast it before a rest. And you have it running until you lose concentration.
An 11th level Sorcerer can spend 3 sorcery points (quicken spell, twin spell) and throw three Firebolts on their turn for 9d10 (49.5).
Of course they need to hit two targets there because Twin Spell. So that's three of their sorcery points (or the equivalent of a second level spell) for 6d10 (33) to one target and 3d10 (16.5) to another. As a rule of thumb you discount damage to secondary targets by half as the only hit point that matters is the last, so that's 33 + (16.5/2) = 41.25. That's exceptionally good single target damage for a second level spell - and very comparable to Eldritch Blast plus hex.
 

Does the sorcerer need to be better than the wizard in a whole pillar of the game?
Does the wizard need to be better than the fighter in a whole pillar of the game? Because it is better at exploration. Even under 2024 rules.

WotC have made the decision that classes should be balanced across all three pillars, not in any one individual pillar. And as the wizard is better at exploration than the sorcerer (thanks to rituals starting with Find Familiar, Alarm, Comprehend Languages, and Detect Magic) then the sorcerer needs to be better at another pillar. And the wizard isn't a weak social class nor is the sorcerer a strong one other than one strong stat.

Do you really think that "joint best combatant" is part of the scholar of magic archetype?
No, I meant what I wrote.

But in an effort to engage in good faith, I'll consider the following: I have had relatively few sorcerers when compared to wizards in all my tables over the years. It is a less popular archetype. They always felt appropriately interesting and useful at my tables, but that may be my anecdotal sample size.
The sorcerer is known to be an inferior wizard.
Nonetheless, even granting the above, the goal surely should be to equiparate the blaster-inclined class options, rather than have one be better than the other.
The wizard is currently one of the best exploration classes. Which is entirely appropriate for a scholar class. What nerfs do you therefore propose giving to the wizard so they are no better at exploration than the sorcerer or even the fighter?

They are meant to be balanced across the three pillars not in each pillar. Otherwise we need to balance the fighter with the wizard in combat.
Can't they be equally good at blasting, just using different features?
Fine as long as we rip away the wizard's strengths out of combat so they are no stronger than the sorcerer in exploration. What nerfs are you proposing to the wizard spell lists, spell book, and ritual casting to do this?
That's their identity, I think it's quite understandable that the players expect to be good at them.
They are good at them. But they don't get to be the bestest at everything.


Bloodlines being a sorcerer identifier is very much a D&D thing as well.
Bloodlines are one option among many.
Yes, there are other ways to become a sorcerer, but bloodline is one of its identifiable marks, and as such I used it as an example. There are others, of course. Here is a quote from the class introduction:

"Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, [among other things]... No one chooses sorcery."
And that's a selective quotation; let's look at what you omitted. "Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer."

Birthrights are one option and flanderising the class into birthrights does it a disservice. Which might be why you have so few of them.
I do think bloodlines work as a good example, but of course, there is a broader scope -- maybe the sorcerer was exposed to an outside energy. Nonetheless, I heavily disagree that they are an "everything else" caster. They have a strong class identity (the "accidental" magic-user) and fantasy to go along with it.
They have more than just one.
I'm not opposed to reworkings of the classes as you describe here, though that would never happen in this backwards-compatible new edition. Maybe they do belong in the same class: meta-magic started, of course, as a wizard feature.
As far as I'm aware metamagic started in 3.0 and was done by feats accessible to either a wizard or a sorcerer. If it started before 3.0 then it was before the sorcerer split off from the wizard.

On-the-fly metamagic rather than prepare a metamagic version of the spell started as a sorcerer thing. Wizards couldn't do it until splatbooks.
The people at WotC are capable designers, and I've seen them demonstrate quite a lot of ingenuity in the past. My suggestion is to give both classes features that lean onto their classes' fantasy, and I imagine they'd be quite capable of that.
And they have. Which is why the wizard kicks ass at the exploration pillar - because scholars are about discovering things and aren't primary combatants. And the people bursting with barely contained power do more damage.

You can either have the wizard as just as good as the sorcerer at both exploration and combat or you can have classes follow their fantasies. Or you can have The Wizard Is The Most Powerful (which some people want even at the expense of everyone else's fantasies)
 

I repeat my previous answer. I see no reason one should be better than the other in a whole pillar of the game.
And I repeat my previous answer. How many nerfs should we apply to the wizard to bring their exploration abilities down to that of other classes.
I actually think the opposite here: sitting at a table, the sorcerer will look down at his character sheet and see lots of cool features, while the wizard won't.
People don't become scholars to be cool. The wizard is effective but requires a little more study. Funny that a scholar should reward a little study.
 

I repeat my previous answer. I see no reason one should be better than the other in a whole pillar of the game
Then what is the strength and weakness of the sorcerer compared to the wizard?
I actually think the opposite here: sitting at a table, the sorcerer will look down at his character sheet and see lots of cool features, while the wizard won't
I don't know why I need to keep repeating this, but the wizard has rituals.

I certainly won't fault you for thinking they are not cool, but they are features on their character sheet that the sorcerer doesn't have.
But as mentioned before, this requires certain mastery of the list, which is quite extensive.
Weird that playing a book smart caster requires reading...
 


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