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Companion thread to 5E Survivor - Subclasses (Part XIV: Wizard)
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<blockquote data-quote="Shadowdweller00" data-source="post: 8832448" data-attributes="member: 6778479"><p>Yeah, speaking purely for myself (as I am not actually any other people <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />):</p><p></p><p>I like the School of Necromancy wizard just fine. <strong><em>Grim Harvest</em></strong> really isn't all THAT as far as I'm concerned: My usual strategy when playing Wizard is to try to avoid damage altogether. And with a party to cower behind...it's often pretty easy to do so. The hit point returns from it aren't usually all that great either, though of course every little bit helps. The main attraction of the subclass to me is the <em><strong>Undead Thralls</strong> </em>ability. Animate Dead is actually a pretty good spell, considering that it's not a concentration effect. The damage bonuses from <em><strong>Undead Thralls</strong></em> help keep the undead minions actually somewhat-relevant when massed. And since skeletons come with ranged attacks you're not competing for space at the front with the party melee specialists. <strong><em>Inured to Undeath</em></strong> is kinda meh. <strong><em>Command Thralls</em></strong> is good, but comes pretty late in an Adventurer's career for most games.</p><p></p><p>Mostly, the subclass is functional and not broken. And absolutely a solid choice if you want to build a necromancer-type character. But there are more exciting Wizard subclasses IMO?</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 8832448, member: 6778479"] Yeah, speaking purely for myself (as I am not actually any other people ;)): I like the School of Necromancy wizard just fine. [B][I]Grim Harvest[/I][/B] really isn't all THAT as far as I'm concerned: My usual strategy when playing Wizard is to try to avoid damage altogether. And with a party to cower behind...it's often pretty easy to do so. The hit point returns from it aren't usually all that great either, though of course every little bit helps. The main attraction of the subclass to me is the [I][B]Undead Thralls[/B] [/I]ability. Animate Dead is actually a pretty good spell, considering that it's not a concentration effect. The damage bonuses from [I][B]Undead Thralls[/B][/I] help keep the undead minions actually somewhat-relevant when massed. And since skeletons come with ranged attacks you're not competing for space at the front with the party melee specialists. [B][I]Inured to Undeath[/I][/B] is kinda meh. [B][I]Command Thralls[/I][/B] is good, but comes pretty late in an Adventurer's career for most games. Mostly, the subclass is functional and not broken. And absolutely a solid choice if you want to build a necromancer-type character. But there are more exciting Wizard subclasses IMO? [/QUOTE]
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Companion thread to 5E Survivor - Subclasses (Part XIV: Wizard)
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