D&D 5E 5E Survivor - Subclasses (Part XIV: Wizard)


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Abjuration 25
Artificer 10
Bladesinging 23
Chronurgy 12
Conjuration 22
Divination 27
Enchantment 20
Evocation 17
Graviturgy 15
Illusion 18+1=19
Invention 18
Lore Mastery 15
Necromancy 22
Onomancy 18
Order of Scribes 16
Runecrafter 20
Technomancy 12
Theurgy 18-2=16 Gaining subclass features from another class at higher levels than they get them is fine. But getting them earlier? Screw that.
Transmutation 24
War Magic 24
 

CleverNickName

Limit Break Dancing
IMHO, it's a bit excessive, especially most of the Tradition-based ones.
I agree...at 20, it easily has the most of any other subclass. And this is after I deliberately excluded another half-dozen from the Strixhaven UA since they weren't exclusively Wizard subclasses.

This round is gonna be a juggernaut.

Early favorites are Abjuration, Bladesinging, Divination, Transmutation, and War Magic, and the most hated are predictably the Unearthed Arcana playtests. So there have been no surprises thus far...

...except that maybe Divination it's doing as well as it is. I've never played one, but now I'm seriously considering it. What's the draw?
 

FitzTheRuke

Legend
I agree...at 20, it easily has the most of any other subclass. And this is after I deliberately excluded another half-dozen from the Strixhaven UA since they weren't exclusively Wizard subclasses.

This round is gonna be a juggernaut.

Early favorites are Abjuration, Bladesinging, Divination, Transmutation, and War Magic, and the most hated are predictably the Unearthed Arcana playtests. So there have been no surprises thus far...

...except that maybe Divination it's doing as well as it is. I've never played one, but now I'm seriously considering it. What's the draw?
I think that it's neither here-nor-there. It's not popular, but it's not annoying either.
 

DND_Reborn

The High Aldwin
.except that maybe Divination it's doing as well as it is. I've never played one, but now I'm seriously considering it. What's the draw?
The portent dice are extremely powerful. IMO one of the most powerful features in the game really, since you can literally assign the number for an outcome. It isn't just a reroll or something.

Expert Divination is meh, but Third Eye is pretty good and of course Greater Portent is even better.
 

Dax Doomslayer

Adventurer
Abjuration 25
Artificer 10
Bladesinging 23
Chronurgy 12
Conjuration 22
Divination 28
Enchantment 20
Evocation 17
Graviturgy 15
Illusion 17
Invention 18
Lore Mastery 15
Necromancy 22
Onomancy 18
Order of Scribes 16
Runecrafter 20
Technomancy 12
Theurgy 16
Transmutation 24
War Magic 24
 

Maxperson

Morkus from Orkus
Abjuration 25
Artificer 10
Bladesinging 24
Chronurgy 12
Conjuration 22
Divination 28
Enchantment 20
Evocation 17
Graviturgy 15
Illusion 17
Invention 18
Lore Mastery 15
Necromancy 22
Onomancy 18
Order of Scribes 16
Runecrafter 20
Technomancy 10
Theurgy 16
Transmutation 24
War Magic 24
 

Vaalingrade

Legend
Abjuration 25
Artificer 10
Bladesinging 23
Chronurgy 12
Conjuration 22
Divination 28
Enchantment 20
Evocation 17
Graviturgy 15
Illusion 17 - 2 = 15 Primary mission: destroy spell schools.
Invention 18
Lore Mastery 15
Necromancy 22
Onomancy 18
Order of Scribes 16
Runecrafter 20
Technomancy 12 +1 = 13 Secondary mission: preserve the last vestige of creativity in this terrible class.
Theurgy 16
Transmutation 24
War Magic 24
 

Abjuration 25
Artificer 10
Bladesinging 21 tankier than martials, just because
Chronurgy 12
Conjuration 22
Divination 29 powerful in a more fitting way
Enchantment 20
Evocation 17
Graviturgy 15
Illusion 15
Invention 18
Lore Mastery 15
Necromancy 22
Onomancy 18
Order of Scribes 16
Runecrafter 20
Technomancy 13
Theurgy 16
Transmutation 24
War Magic 24
 

Cadence

Legend
Supporter
Abjuration 25
Artificer 10
Bladesinging 21+1=22
Chronurgy 12
Conjuration 22
Divination 29-2=27
Enchantment 20
Evocation 17
Graviturgy 15
Illusion 15
Invention 18
Lore Mastery 15
Necromancy 22
Onomancy 18
Order of Scribes 16
Runecrafter 20
Technomancy 13
Theurgy 16
Transmutation 24
War Magic 24
 

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