D&D 5E Chronurgy wizard

Adb0782

Explorer
I'm building one wizard from chronurgy school, stat should be

8 str
14 dex
16 con
16 int
10 Wis
8 Cha
It's a variant human. Any advice to mix better stat are welcome. Actually i put 14 dex because i thought to get the first level in artificer, for the mid armor and shield competence and con saves, but i would like to know if you think this it's worth a lv of delay on spells and feats. Also as first feat i thought to get warcaster or lucky, which do you think it's better? At LV 5 he should get +2 int, LV 9 better +2 int or a feat?

That said, i would also know advices on good use of the subclass in general, but especially about arcane abeyance. The First that come in my mind is familiars for everyone (we are a group of 3 players, a cheric/warlock, a barbarian/fighter and this wizard), but also use spells with a long casting time like "istant". Magic circle, glyphs, What else it can do? The barbarian polymorphying itself?

Thanks to everyone who will reply.
 
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I don't think the subclass is widely played, hence the lack of response.
8 str
14 dex
16 con
16 int
10 Wis
8 Cha
This is fine.
Actually i put 14 dex because i thought to get the first level in artificer, for the mid armor and shield competence, but i would like to know if you think this it's worth a lv of delay on spells and feats.
It's not. You don't want your squishy wizard on the front line getting attacked, so they don't need armour and a shield. 14 dex is a good choice anyway though.
Also as first feat i thought to get warcaster or lucky, which do you think it's better? At LV 5 he should get +2 int, LV 9 better +2 int or a feat?
Lucky doubles down of the theme, and you don't need warcaster because you don't want to lug a shield around with you. You have fighter minions for that. But personally, if I didn't have a specific feat in mind I wouldn't play a Vuman. If you really want armor, you can choose a race which gets it included, such as dwarf, githyanki, lizardfolk, loxodon or tortle.
arcane abeyance.
I think this ability is a bit meh, but I can think of these ways to leverage it:
  • Use it to get round the "you can't cast a levelled action spell and levelled bonus action spell on the same turn" rule. You could pick up Quicken Spell with the Metamagic Adept feat.
  • Give a spell to a party member with the thief subclass. Check with your DM that activating the spell counts as "use an object" so the thief can use it on a bonus action.
  • Persuade your DM that your familiar can activate the spell - not strictly RAW.
  • Recruit a sidekick or other useless in a fight NPC, and give them a spell to them to use.
  • As you say, spells with a longer casting time. Conjure Elemental come to mind.
  • Use it so someone else can concentrate for you. Again, I would check with your DM, the rule isn't unambiguous.
At LV 5 he should get +2 int, LV 9 better +2 int or a feat?
If in doubt you can't go wrong with an ASI in your prime stat.
 
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Horwath

Hero
personally, I like the "caster" feats from Tasha's.

Fey touched, Shadow touched, Telekinetic, Telepathic.

all give +1 to a stat and more spells or more verstatility.

with 2 feats, you can have 18 int at lvl4 and then +2 int at 8th level.

Take Telekinetic+Telepathic if you want to be some kind of spy/prankster wizard or Fey touched+Shadow touched for more spells and combat options
 


Adb0782

Explorer
I don't think the subclass is widely played, hence the lack of response.

This is fine.

It's not. You don't want your squishy wizard on the front line getting attacked, so they don't need armour and a shield. 14 dex is a good choice anyway though.

Lucky doubles down of the theme, and you don't need warcaster because you don't want to lug a shield around with you. You have fighter minions for that. But personally, if I didn't have a specific feat in mind I wouldn't play a Vuman. If you really want armor, you can choose a race which gets it included, such as dwarf, githyanki, lizardfolk, loxodon or tortle.

I think this ability is a bit meh, but I can think of these ways to leverage it:
  • Use it to get round the "you can't cast a levelled action spell and levelled bonus action spell on the same turn" rule. You could pick up Quicken Spell with the Metamagic Adept feat.
  • Give a spell to a party member with the thief subclass. Check with your DM that activating the spell counts as "use an object" so the thief can use it on a bonus action.
  • Persuade your DM that your familiar can activate the spell - not strictly RAW.
  • Recruit a sidekick or other useless in a fight NPC, and give them a spell to them to use.
  • As you say, spells with a longer casting time. Conjure Elemental come to mind.
  • Use it so someone else can concentrate for you. Again, I would check with your DM, the rule isn't unambiguous.

If in doubt you can't go wrong with an ASI in your prime stat.
I though this was a good subclass for Battlefield control, that's the reason I wanted play it.
About the familiar activate arcane abeyance, i think any kind of monkey familiar can activate it, as a skeleton or zombie also, and if it's the familiar i should be able to put it in it's stone form after cast it, so that it's not targetable from spells that don't affect objects. Even polymorph a skeleton into a trex should be possible i think, as use the gliph of warding in some crafty way. Am I missing something?
 


BlivetWidget

Explorer

I know Str is a dump stat for wizards, but unless you're playing theatre-of-the-mind, give serious consideration to a Str score of 10. Str directly determines your jump distance, and many adventure maps are going to have 10-ft pits you need to cross. Life is a lot easier if it's not a "whole thing" every time you need to get across one of those.
 

Adb0782

Explorer
personally, I like the "caster" feats from Tasha's.

Fey touched, Shadow touched, Telekinetic, Telepathic.

all give +1 to a stat and more spells or more verstatility.

with 2 feats, you can have 18 int at lvl4 and then +2 int at 8th level.

Take Telekinetic+Telepathic if you want to be some kind of spy/prankster wizard or Fey touched+Shadow touched for more spells and combat options
I was thinking also about it, but in this case i would go custom lineage race, +2 int, starting with 17 +1 from one of the half feats you mentioned. The problem here seem to be the lack of con saves, i can get warcaster as feat at 1st level and probably it will solve it, but this will delay the half feat till lv 4, not bad anyway.
 
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Adb0782

Explorer
I know Str is a dump stat for wizards, but unless you're playing theatre-of-the-mind, give serious consideration to a Str score of 10. Str directly determines your jump distance, and many adventure maps are going to have 10-ft pits you need to cross. Life is a lot easier if it's not a "whole thing" every time you need to get across one of those.
well yea, but it's also true you can solve this kind of situations with magic normally, often with rituals, but also with lots of spells, you area wizard at least, you dont need to jump or climb, you simply fly.
 

BlivetWidget

Explorer
well yea, but it's also true you can solve this kind of situations with magic normally, often with rituals, but also with lots of spells, you area wizard at least, you dont need to jump or climb, you simply fly.

I don't know what game you're playing, but in 5e there are no rituals that will get you across a 10 ft gap. At best, you might be able to convince your DM to let you use Tenser's Floating Disc to hang partway off a ledge to make up your 2 ft shortfall, but it's not strictly supported by RAW and your group may or may not want to wait 10 minutes for you to cast a ritual to cross every pit. And no wizard wants to fritter away a Fly spell at every obstacle. Spell slots, particularly 3rd level slots, are best conserved until needed.
 

Adb0782

Explorer
I don't know what game you're playing, but in 5e there are no rituals that will get you across a 10 ft gap. At best, you might be able to convince your DM to let you use Tenser's Floating Disc to hang partway off a ledge to make up your 2 ft shortfall, but it's not strictly supported by RAW and your group may or may not want to wait 10 minutes for you to cast a ritual to cross every pit. And no wizard wants to fritter away a Fly spell at every obstacle. Spell slots, particularly 3rd level slots, are best conserved until needed.
well, mold earth helps you already, mending can help if there was something filling the hole that is broke (you can even technically have with you a small piece of a 200 ft long wood, large enough for walk, and you can use mending to repair it for the distance you need to walk). Feather fall helps if you fall in the hole, jump as long is a terrible spell but it can be useful too, levitate as well can help as spider climbing, fly is not necessary at all, but we have it as wizard so it always can be used if needed. Tenser disk won't work with my dm, but mostly mold earth or mending and some patience do the work without neither have to roll the ability check (that i suppose you can anyway roll with acrobatics and dex instead than str and athetics), and even if i have to roll it becouse there is not enough time, i can always reroll it with the chronurgist ability and reroll it again with the lucky feat, or just cast spider climbing or fly, and when i'll get phantom steed i neither have this problem anymore as it can jump for my wizard.

Ps 2 points more on str mean 2 points less on wisdom, and wisdom is a very important save, i would consider also to get resilient (wis) even with an even wis score at a certain point (maybe lv 12 or 13 if multiclassed), so for me that +1 wis saves looks much more useful than no penalties on str.
 
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Adb0782

Explorer
Find Familiar is a ritual. You can send a familiar across with a rope.
Yea that's a good trick too, but i suppose my dm would rule it only with advantage on the acrobatic check and also i think he won't make it work with a owl or a flying familiar, probably with a monkey yes.

Backing to the character, my main problem keep being getting a starting lv of artificer or not.
artificer gives me armors, shield, con proficiency, some spells like sanctuary (good for keep not being hitted if i want concentrate con something and it's a bonus action, still need 2 turns for the "combo" but not bad at all) and cure wounds, guidance cantrip for keep boosting initiative and abilities checks, but one lv delay on spell progression...
with straight wizard i dont have any delay on spells but i have a significant lack of AC (even with shield spell at higher lvs monsters automatically will hit me or almost so), the con saves are covered by resilient (con) instead than (wis), but this will delay lucky...uhm...maybe many of you will disagree, but the 1 lv dip in artificer seem more solid to me. Its also true that you don't want to be hitted as a wizard, but there are many enemies that can hit you regardless (or almost) distance and covers. Mirror image and blink can help a lot as they dont need concentration, but they need to be casted...
 
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with straight wizard i dont have any delay on spells
Yeah, you do. According to sage advice, multiclass spellcasters can only know spells that their level in that class would allow. So, whist you don't loose any slots, you learn your next level of wizard spells one level later.

So no, it's not worth it. There are cheaper ways to improve your defence, if for some reason "cower behind the the guy in plate" doesn't cut it.
 

Adb0782

Explorer
Yeah, you do. According to sage advice, multiclass spellcasters can only know spells that their level in that class would allow. So, whist you don't loose any slots, you learn your next level of wizard spells one level later.

So no, it's not worth it. There are cheaper ways to improve your defence, if for some reason "cower behind the the guy in plate" doesn't cut it.
Yep, i mean if i go only wizard, without the artificer lv, i dont get any delay on spells.

There are many ways to be hitted even behind the guy in plate (and in a party of just 3 characters probably more than usual), and losing concentration it's really what you don't want.
Cheaper ways to boost defence that come to my mind are mirror image and blink, but you need 2 turns only casting them. Rope trick probably is the best you can do without invest too much.
Races with armor proficiency, considering i dont have access to volo's, seem not so optimal as no one have a boost, even small, to int.
Feats for armors? mhe...
what else can be done?
 
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Cheaper ways to boost defence
Wizard Spells: Mage Armor, Shield

Lineage: Dwarf (Mountain, Mark of Warding), Tortle, Githyanki, Lizardfolk, Loxodon, Goliath (only one of those is in Volos, two of them are free)

Vhuman feats: Artificer Initiate, Magic Initiate (cleric, warlock), Shadow Touched, Fey Touched (Silvery Barbs ;) ), Gift of the Metallic Dragon, Lucky.

And if you only have three players, persuade your DM to let you have a sidekick.


It's also worth mentioning that if your DM uses encumbrance you certainly don't want to wear armour and carry a shield if you have a strength of 8!
 
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Adb0782

Explorer
Wizard Spells: Mage Armor, Shield

Lineage: Dwarf (Mountain, Mark of Warding), Tortle, Githyanki, Lizardfolk, Loxodon, Goliath (only one of those is in Volos, two of them are free)

Vhuman feats: Artificer Initiate, Magic Initiate (cleric, warlock), Shadow Touched, Fey Touched (Silvery Barbs ;) ), Gift of the Metallic Dragon, Lucky.

And if you only have three players, persuade your DM to let you have a sidekick.


It's also worth mentioning that if your DM uses encumbrance you certainly don't want to wear armour and carry a shield if you have a strength of 8!
Mage armor and shield ok...but it make you get to 18 AC using your reaction and a spell slot. Don't missunderstand me, shield is probably the best spell in all spell's list, but 18 AC after a certain lv mean be hitted almost every time they roll.
Artificer initiate give you a cantrip and a 1st lv spell, magic initiate also dont seem to me boosting your defence so much and unluckly i dont have access to silvery barbs as to Fizban's Treasury of Dragons.
Lucky is kinda a must for this subclass.
I was considering mountain dwarf, but no bonus on int mean to start with an half feat for go to int 16, so if you consider get the half feat at lv 4 you gonna get 18 int at lv 8 and lucky at lv 12...even with 16 con probably it's too late. Mark of warding is out of my reach, as races we are using only PHB and tasha's
 

Burnside

Space Jam Confirmed
Mage armor and shield ok...but it make you get to 18 AC using your reaction and a spell slot. Don't missunderstand me, shield is probably the best spell in all spell's list, but 18 AC after a certain lv mean be hitted almost every time they roll.
Artificer initiate give you a cantrip and a 1st lv spell, magic initiate also dont seem to me boosting your defence so much and unluckly i dont have access to silvery barbs as to Fizban's Treasury of Dragons.
Lucky is kinda a must for this subclass.
I was considering mountain dwarf, but no bonus on int mean to start with an half feat for go to int 16, so if you consider get the half feat at lv 4 you gonna get 18 int at lv 8 and lucky at lv 12...even with 16 con probably it's too late. Mark of warding is out of my reach, as races we are using only PHB and tasha's

If your DM is only allowing PHB & Tasha's, you might want to check in with them about using the Chronurgy wizard at all, because it's from Explorer's Guide to Wildemount.

If you are using Tasha's you can use the "Customizing Your Origin" rules to move your mountain dwarf racial bonuses off of Strength & Constitution and onto Intelligence & whatever else you want.
 

Mage armor and shield ok...but it make you get to 18 AC using your reaction and a spell slot. Don't missunderstand me, shield is probably the best spell in all spell's list, but 18 AC after a certain lv mean be hitted almost every time they roll.
Artificer initiate give you a cantrip and a 1st lv spell, magic initiate also dont seem to me boosting your defence so much and unluckly i dont have access to silvery barbs as to Fizban's Treasury of Dragons.
Lucky is kinda a must for this subclass.
I was considering mountain dwarf, but no bonus on int mean to start with an half feat for go to int 16, so if you consider get the half feat at lv 4 you gonna get 18 int at lv 8 and lucky at lv 12...even with 16 con probably it's too late. Mark of warding is out of my reach, as races we are using only PHB and tasha's
As @Burnside mentions, it is really important that you check with your DM just which books are allowed. If the DM isn't running a Wildemont campaign there is a good chance the DM will disallow the Chronology wizard, and/or the spells that go with it. If you are allowed Artificers, then you are using Tasha's, and therefore can move any racial ASI to intelligence. Bladedancers are also in that book, and have better defences if you seriously think your DM is going to make a point of targeting your wizard rather than the tank.

As for Magic Initiate, you said you wanted Sanctuary. Personally I think it's a pretty rubbish spell, but I've not played with a DM who makes a point of targeting wizards.

Silvery Barbs is in Stryxhaven, not Fizban.
 

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