D&D (2024) Help Creating a Wizard for the First Time

Alguga

Villager
Current party set up:
Sea Druid
Draconic Sorcerer
Warrior of Elements Monk
Soulknife or Thief Rogue
Paladin or Hexblade
Me - (Abjurer?) Wizard

First time playing Wizard and I'm leading towards Abjurer Wizard. Would like suggestions on and Abjurer Wizard or other subclasses, here are the ones the DM allowed in his setting: Abjurer, School of Bladesinging, School of Conjuration, Diviner, School of Enchantment, Evoker, Illusionist, Order of Scribes, School of Transmutation, School of War Magic.

DM Banned Spells: Plane Shift, Tasha’s Mind Whip, Booming Blade

DM Altered Spells: Summon Draconic Spirit, Conjure Minor Elementals

DM Banned Feats: Fey Touched, Shadow Touched, Artificer Initiate

DM Banned Races: Harengon, Changeling, Tortle, Fairy, Dhampir, Satyr
(Banned due to open war hostilities in campaign setting: Aarakocra, Bugbear, Hobgoblin, Kenku, Kobold, Minotaur, Orc, Yuan-Ti, Goblin)

2024 PHB Backgrounds Only/No Custom Backgrounds

Standard Array but the 8 is a 7 or Point Buy with 26 total points to spend.

The DM gave races their own +1 in his world which stack with the 2024 PHB +2/+1 or +1/+1/+1 backgrounds.

Races that got my interest for Wizard, if you have a question on what race has a +1 to feel free to ask.

High Elf have a +1 on Intelligence and their normal traits from the 2024 PHB.

Half-Elf have a +1 to an ability scores of your choice, proficient in Wisdom saving throws, 60ft of Darkvision, Fey Ancestry like regular Elves, gain proficiency with 2 skills of your choice, but have no trance so I can still be put to sleep magically and have to sleep a full 8 hours for long rest.

Human have a +1 to their lowest ability scores and their normal traits from the 2024 PHB.

Thanks for the help
 

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Quick and dirty guide:

Wizard backgrounds: Acolyte for Healing Word and Guidance (might work very well with an abjurer), Criminal for Alert for the sweet initiative buff, and Scribe if you think you have to solo carry the intelligence skills and want to be skilled at other things (I don't recommend Scribe/Skilled for any other class but Intelligence is dumped by most non-wizard non-artificers in D&D).

Races: High Elves and Half-Elves are both great.

Stats (after background):
Int 17 (you're a wizard - it's your primary stat; use the DM's high elf or half elf buff to raise it to 18)
Dex 14 (Not getting hit, moving first, hiding, dodging spells and breath attacks - most powerful stat)
Con 14 (hit points and concentration)
Wis 12 (perception and resisting mind control)
Other two are 10 and 8

Abjurer is a fine choice. Honestly all of the 2024 ones are other possibly than evoker - mostly because sorcerers are better evokers than evoker wizards.

Spells:
Note: I'm being pretty brusque here - these are intended as a good list to work with

Cantrips:
True Strike plus a crossbow and either shortsword or dagger gives you your attack cantrip for levels 1-4; you might swap it out at level 5 but from levels 1-4 it's way better than anything else.
Then take your other two from Mage Hand, Minor Illusion, Message, and Prestidigitation

First level: You can only prepare three spells of your starting six so make the other three rituals - and grab one from each list at level two
Rituals: Find Familiar and two of Tenser's Disk, Alarm, Unseen Servant, Detect Magic (you might want to prepare this one), Comprehend Languages
Prepared: Mage Armour (you'll need it to charge up your Abjurer's Ward), Tasha's Hideous Laughter then two of Shield, Absorb Elements, Jump, Silent Image, Magic Missile

Note that there are basically no good wizard abjuration spells at level 2 (Arcane Lock and Arcane Vigour are both ... situational). So when you hit level 3 you'll probably want to pick up two of Shield, Absorb Elements, and Alarm from the level 1 list. Absorb Elements is incredibly good at high level but is for your spellbook at low levels.

I've a deeper guide here
 

FrogReaver

The most respectful and polite poster ever
1. Get a high int, dex, con. (Look ahead to level 4 feats to see if there’s any +1 int feats you like. Warcaster or elemental adept seem ideal. If so start int at 17

2. Best backgrounds for the wizard - criminal, merchant, sage - good stats and good feats.

3. Decide what you value most from racial abilities, mobility, tankiness, more spells. I’m fond of human, orc, Goliath, elf, tiefling for the wizard. Gnome with gnomes cunning also makes a good option.

4. Will do a quick rundown on spells later.
 

Alguga

Villager
1. Get a high int, dex, con. (Look ahead to level 4 feats to see if there’s any +1 int feats you like. Warcaster or elemental adept seem ideal. If so start int at 17

2. Best backgrounds for the wizard - criminal, merchant, sage - good stats and good feats.

3. Decide what you value most from racial abilities, mobility, tankiness, more spells. I’m fond of human, orc, Goliath, elf, tiefling for the wizard. Gnome with gnomes cunning also makes a good option.

4. Will do a quick rundown on spells later.
Was looking to take Resilient: Constitution +1 CON at level 4, ASI: +2 INT at level 8, and Warcaster +1 WIS at level 12
 

FrogReaver

The most respectful and polite poster ever
Was looking to take Resilient: Constitution +1 CON at level 4, ASI: +2 INT at level 8, and Warcaster +1 WIS at level 12

No issues there either. Just a question of what things you most value. In 2014 it would have been resilient con. In 2024 I’m leaning more toward warcaster since it can add int.

I’ll have to play around a little with your games point buy to know for sure.
 

Mistwell

Crusty Old Meatwad (he/him)
1. I think your wizard will work well with this group. Nice choice. Should be fun.
2. You may be the only one able to craft magic items with your arcana, so make sure you choose a tool proficiency appropriate to a type of magic item you like.
3. You could be the only PC with area effects spells, like fireball. Lots of PCs already have single target attacks but you can handle groups.
4. You will likely be the best person able to cast control spells, like slow/confusion/web, which will be important.
 

FrogReaver

The most respectful and polite poster ever
1. I think your wizard will work well with this group. Nice choice. Should be fun.
2. You may be the only one able to craft magic items with your arcana, so make sure you choose a tool proficiency appropriate to a type of magic item you like.
3. You could be the only PC with area effects spells, like fireball. Lots of PCs already have single target attacks but you can handle groups.
4. You will likely be the best person able to cast control spells, like slow/confusion/web, which will be important.

Arguably the draconic sorcerer may be a bit better at control. But wizard will still be really good. And it’s likely the sorcerer just blasts.

But yes, really great advice.
 

Alguga

Villager
No issues there either. Just a question of what things you most value. In 2014 it would have been resilient con. In 2024 I’m leaning more toward warcaster since it can add int.

I’ll have to play around a little with your games point buy to know for sure.
Resilient: Constitution for the proficiency of CON saving throws for concentration checks, and I can get a total of 20 with the +2 ASI instead of using two more feats to get to 20
 

mellored

Legend
Was looking to take Resilient: Constitution +1 CON at level 4, ASI: +2 INT at level 8, and Warcaster +1 WIS at level 12
I would take Warcaster before Resilient. Resilient bonus is small at level 4, but increases. Plus if you have Warcaster and Truestrike, you will be a bit if a threat to move away from early on.


Wizards main benefit is they can cast Rituals from their book. So learn a bunch of those, but prepare non-rituals.

You also have multiple allies that can push and many have ranged attacks so I suggest focusing on putting down zones like Cloud of Daggers and Wall of Fire for enemies to be pushed into. Get a Warhammer for the paladin if he doesn't have one so he can push too. Take Thunderwave as well.

You also have plenty of ranged attacks (get a bow for the monk). So Web would be another top choice. Combine with druids Plant Growth and you can shut down melee enemies easily.

Telekinetic is also a good feat. You don't have much to do with your bonus action, and adding more pushes. Also useful for getting an ally out of a grapple.

You will also want Fly. Half your party can already do it, so it won't be long till you all can. And again, ranged attacks.

I assume the sorcerer will take care of blasting, but it wouldn't hurt to have at least one blast (fireball) in your back pocket as well. Ask the sorcerer if they are taking Heightened for single target control.

A few zones, Shield, a blast or two, and you should still have room left for non-ritual utility. Dimension Door, Rope Trick, Passwall, Invisibility, Greater Invisibly, and Tasha's Bubbling Cauldron for example.

As an abjuration, don't be afraid to step into the front line now and then. And you absolutely want Shield. You want to absorb at least a few attacks. After level 6, you can stand further back and help whomever.

Check with your DM about Theif rogues using scrolls with Fast Hands. You can craft scrolls, so that might be potent.
 

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