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.
 

log in or register to remove this ad


log in or register to remove this ad

more HP, better permanent AC (goodbye Mage Armor slots and prepares choice that a wizard must have), more prepared spells, more damage and also permanent fire resistence against fire if you are Red Dragon.

The new Elemental Adept feat is now half-feat for extra +1 cha and ignores fire resistence. It is a must have for a Dragon Sorcerer.

While a Dragon Sorcerer deals one shot KO against a Evoker Wizard, the Wizard deals 14 (or 7) per turn
aye, I don't understand all the wizard hate. People have this idea that wizards know all spells and can do everything. Ignoring wizards have no method to get new spells without dm handouts, and cannot switch spells during the day. Plus white board scenarios of lvl 20 wizards in perfect situations are utterly unrealistic.

In 95% of real games (under 12th level without infinite resources), sorcerers are more powerful than wizards are.
 

aye, I don't understand all the wizard hate. People have this idea that wizards know all spells and can do everything. Ignoring wizards have no method to get new spells without dm handouts, and cannot switch spells during the day. Plus white board scenarios of lvl 20 wizards in perfect situations are utterly unrealistic.

In 95% of real games (under 12th level without infinite resources), sorcerers are more powerful than wizards are.
Not in 2014 games. Not if that game encompasses situations where rituals come in handy.
But yeah. Sorcerers were never bad.
 
Last edited:


aye, I don't understand all the wizard hate. People have this idea that wizards know all spells and can do everything. Ignoring wizards have no method to get new spells without dm handouts, and cannot switch spells during the day. Plus white board scenarios of lvl 20 wizards in perfect situations are utterly unrealistic.

In 95% of real games (under 12th level without infinite resources), sorcerers are more powerful than wizards are.
Wizards get to select 2 new spells for free at every level, of any level they are able to cast. Not quite “dm handout”, especially since there are ‘best spells’ at every level. Add to that species ‘spell like abilities’, feat ‘spell like abilities’, and other ‘spell like abilities’, and you can have a whole lot of spells available, even if you were limited to 2 every level. You get 6 at first, plus what, 3 cantrips, then a total of 36 selected spells from 2-20, so 42 spells and 5 cantrips. That’s a hell of a lot more flexibility than my 1e wizard with 4 spells at first, and THEN having to find more. AND the 5e wizard has way more casting flexibility via ‘preparation’ than locking in a spell to a slot.

And it’s not wizard hate. I play wizards a lot. It’s just not challenging (for me).
 

Backing to Evoker vs a Sorcerer lets check numbers.
Pure blasting damage.
A dragon sorcerer level 6 casts Quicken and Empowered fireball for average 37 fire damage plus empowered Firebolt that have advantage on attack rolls for extra 17 fire damage. With better DC.
For average 54 damage on a single target and 37 damage AOE

The Evoker level 6 casts fireball that deals average 28 damage AoE.

The wizard does 28 damage against 54 (68% higher than wizard).
Just so I’m following, what does empowered do in 2024?

I assume quicken is the same. And same 1 and 2 sorcery point costs for both?
 


Just so I’m following, what does empowered do in 2024?

I assume quicken is the same. And same 1 and 2 sorcery point costs for both?
Empowered rerolls damage dice. Could be worth about +10 damage if you roll a lot of d6's.

Quicken is 2, and you can't cast another level spell (presumably that's gone as a general rule). So mostly it's a bonus action cantrip.
 



Related Articles

Remove ads

Remove ads

Top