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General Tabletop Discussion
*Dungeons & Dragons
Rating Wizard Traditions at 2nd Level
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<blockquote data-quote="clutchbone" data-source="post: 7238346" data-attributes="member: 98332"><p><strong>Arcane Ward: 8/10</strong> Free hp. Cast <em>alarm</em> as a ritual, no spell slot lost. Otherwise, <em>shield</em>, <em>counterspell</em>, and <em>banishment</em> are great spells to use. Extra hp is boring, but extra hp is good.</p><p></p><p><strong>Minor Conjuration: 4/10</strong> One free, glowing, magical-yet-mundane object, with restrictions. Better for social/exploration campaigns and/or lenient DMs. Worse for hack 'n slash campaigns and/or strict DMs. For example, strict DMs might say a "vial of acid" is two objects, not one (same problem with bag of ball bearings). Personally I allow items listed in the PHB adventuring gear table, but I wouldn't argue the point. Official errata says conjured weapons disappear after dealing damage, so dropping a 10lb bowling ball on someone from up high would be funny.</p><p></p><p><strong>Portent: 10/10 </strong>Yes it's not perfect - average rolls are less useful than extreme rolls - but it's still amazing.</p><p></p><p><strong>Hypnotic Gaze: 4/10</strong> A weak panic button. 5ft range charm/incapacitation action that breaks very easily and requires your action to maintain. If you walk away, they still get an opportunity attack against you. Better if your party of 5 is fighting 2 ogres, worse if your party of 3 is fighting 8 orcs. Best use is hypnotizing lone sentries/guards and tying them up without a hassle.</p><p></p><p><strong>Sculpt Spells: 10/10</strong> If you're chucking <em>fireballs</em> around, you want this.</p><p></p><p><strong>Improved Minor Illusion: 3/10</strong> You can only make static images of objects;<a href="https://twitter.com/jeremyecrawford/status/644920018849804288" target="_blank"> no creatures</a>, <a href="http://dnd.wizards.com/articles/features/rules-answers-july-2016" target="_blank">no fog clouds</a>, and <a href="http://dnd.wizards.com/articles/features/rules-answers-june-2016" target="_blank">no movement</a>. Few static objects make sound. </p><p></p><p><strong>Grim Harvest: 2/10</strong> Useless if you're at full health. <em>Vampiric touch</em> is the first available necro damage spell, and it's not that good. Better options at higher level. Even worse in larger parties, as there's a smaller chance that you land the killing blow.</p><p></p><p><strong>Minor Alchemy: 6/10</strong> Mostly useless... except for turning manacles/locks/hinges/doors/walls into flammable wood or malleable gold. With time, you can collapse or break into any nonmagical structure. Also, can cheat npcs with fake "gold" bars.</p><p></p><p><strong>Bladesong: 9/10</strong> Bonus action for non-concentration buffs to movement, AC, and concentration checks for two encounters per short rest... great! Although you'll be let down if you were expecting this to let you go toe-to-toe with a hill giant... you're still a d6 hit die wizard.</p></blockquote><p></p>
[QUOTE="clutchbone, post: 7238346, member: 98332"] [B]Arcane Ward: 8/10[/B] Free hp. Cast [I]alarm[/I] as a ritual, no spell slot lost. Otherwise, [I]shield[/I], [I]counterspell[/I], and [I]banishment[/I] are great spells to use. Extra hp is boring, but extra hp is good. [B]Minor Conjuration: 4/10[/B] One free, glowing, magical-yet-mundane object, with restrictions. Better for social/exploration campaigns and/or lenient DMs. Worse for hack 'n slash campaigns and/or strict DMs. For example, strict DMs might say a "vial of acid" is two objects, not one (same problem with bag of ball bearings). Personally I allow items listed in the PHB adventuring gear table, but I wouldn't argue the point. Official errata says conjured weapons disappear after dealing damage, so dropping a 10lb bowling ball on someone from up high would be funny. [B]Portent: 10/10 [/B]Yes it's not perfect - average rolls are less useful than extreme rolls - but it's still amazing. [B]Hypnotic Gaze: 4/10[/B] A weak panic button. 5ft range charm/incapacitation action that breaks very easily and requires your action to maintain. If you walk away, they still get an opportunity attack against you. Better if your party of 5 is fighting 2 ogres, worse if your party of 3 is fighting 8 orcs. Best use is hypnotizing lone sentries/guards and tying them up without a hassle. [B]Sculpt Spells: 10/10[/B] If you're chucking [I]fireballs[/I] around, you want this. [B]Improved Minor Illusion: 3/10[/B] You can only make static images of objects;[URL="https://twitter.com/jeremyecrawford/status/644920018849804288"] no creatures[/URL], [URL="http://dnd.wizards.com/articles/features/rules-answers-july-2016"]no fog clouds[/URL], and [URL="http://dnd.wizards.com/articles/features/rules-answers-june-2016"]no movement[/URL]. Few static objects make sound. [B]Grim Harvest: 2/10[/B] Useless if you're at full health. [I]Vampiric touch[/I] is the first available necro damage spell, and it's not that good. Better options at higher level. Even worse in larger parties, as there's a smaller chance that you land the killing blow. [B]Minor Alchemy: 6/10[/B] Mostly useless... except for turning manacles/locks/hinges/doors/walls into flammable wood or malleable gold. With time, you can collapse or break into any nonmagical structure. Also, can cheat npcs with fake "gold" bars. [B]Bladesong: 9/10[/B] Bonus action for non-concentration buffs to movement, AC, and concentration checks for two encounters per short rest... great! Although you'll be let down if you were expecting this to let you go toe-to-toe with a hill giant... you're still a d6 hit die wizard. [/QUOTE]
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