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Companion thread to 5E Survivor - Subclasses (Part XIV: Wizard)
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<blockquote data-quote="Shadowdweller00" data-source="post: 8828627" data-attributes="member: 6778479"><p>I play more wizards than any other class. I've always liked specializations, since at least the days of 2e. I miss the now defunct loss of spell school access - thought it added excellent flavor and new challenges. I like that they feel academic - the wizard as a class like the magic-user before it SHOULD feel academic IMO. I also...kinda don't want them to be TOO strongly flavored? I'd also rather see classes and even subclasses serve as a chassis for building multiple different character types. For example, one could potentially envision using the assassin (rogue) subclass to make the classic skulking murderer for hire, a ninja, a secret agent, or even some type of witch-hunting inquisitor.</p><p></p><p>Of course, not all of the specialist wizard features function all that well:</p><p><strong>Transmuter: </strong>The second-level ability (minor alchemy) is hard to use; kind of made up for somewhat by the 6th level ability. Would be better if it wasn't that hard to use.</p><p></p><p><strong>Diviner: </strong>The second-level ability is crazy strong (also a headache for DMs wanting non-legendary foes to be able to do cool things before being slaughtered); and I've seen quite a lot of 2-level wizard dips just to take it. However, a lot of divination spells are circumstantial and/or tricky to leverage into actual utility. So...I'm not sure.</p><p></p><p><strong>Enchantment: </strong>Powerful when it works, but suffers from having a metric ton of foes that it just doesn't work on. I once played one in a game that primarily featured Fey and Undead and did NOT have a good time. Furthermore, all too many not-so-scrupulous GMs will sort of...fudge enemy saves because the effects are so debilitating. But these aren't really problems specific to the subclass. I think the specialization would function a hell of a lot better if some variation of Alter Memories (the 14th level ability) were available at low level.</p><p></p><p><strong>Evoker: </strong>Potent Cantrip (6th level ability) used to suffer from a severe lack of useful damaging cantrips on the Wizard spell list that are based on saves. Fortunately better since XGtE. Kinda...doesn't compete all that well within its specialization field (i.e. blasting) against Sorcerers and some Warlocks until maybe level 10? (At least without summons, which don't seem thematically super-blasty to me at least). Makes up for this with Wizard spell versatility, but...</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 8828627, member: 6778479"] I play more wizards than any other class. I've always liked specializations, since at least the days of 2e. I miss the now defunct loss of spell school access - thought it added excellent flavor and new challenges. I like that they feel academic - the wizard as a class like the magic-user before it SHOULD feel academic IMO. I also...kinda don't want them to be TOO strongly flavored? I'd also rather see classes and even subclasses serve as a chassis for building multiple different character types. For example, one could potentially envision using the assassin (rogue) subclass to make the classic skulking murderer for hire, a ninja, a secret agent, or even some type of witch-hunting inquisitor. Of course, not all of the specialist wizard features function all that well: [B]Transmuter: [/B]The second-level ability (minor alchemy) is hard to use; kind of made up for somewhat by the 6th level ability. Would be better if it wasn't that hard to use. [B]Diviner: [/B]The second-level ability is crazy strong (also a headache for DMs wanting non-legendary foes to be able to do cool things before being slaughtered); and I've seen quite a lot of 2-level wizard dips just to take it. However, a lot of divination spells are circumstantial and/or tricky to leverage into actual utility. So...I'm not sure. [B]Enchantment: [/B]Powerful when it works, but suffers from having a metric ton of foes that it just doesn't work on. I once played one in a game that primarily featured Fey and Undead and did NOT have a good time. Furthermore, all too many not-so-scrupulous GMs will sort of...fudge enemy saves because the effects are so debilitating. But these aren't really problems specific to the subclass. I think the specialization would function a hell of a lot better if some variation of Alter Memories (the 14th level ability) were available at low level. [B]Evoker: [/B]Potent Cantrip (6th level ability) used to suffer from a severe lack of useful damaging cantrips on the Wizard spell list that are based on saves. Fortunately better since XGtE. Kinda...doesn't compete all that well within its specialization field (i.e. blasting) against Sorcerers and some Warlocks until maybe level 10? (At least without summons, which don't seem thematically super-blasty to me at least). Makes up for this with Wizard spell versatility, but... [/QUOTE]
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