D&D 5E So it looks as if the mountain dwarf will still make the best overall wizard.

Let's play devil's advocate here. OP you claim mountain dwarves make the best overall wizard, as indicated in your title. So is it completely worthless to play any other type of wizard? If no, explain why not. If yes, then explain and reason why you think anyone would want to play a wizard of another race. I'm curious to hear your answer.

Mountain Dwarves make strong Wizards, especially if they do not bother with heavy armor or shield and just use medium armor. Or alternatively wait until their Int is 20 and then go for heavy armor (but that is real high level, 19).

Let's do a little math.

Wizards start out with an average of 100 GP. This means that a player could easily afford 50 GP Scale Mail (if he is not worried about Stealth at all). Dex 14 and his AC is 16. Compared to the Dex 16 Human who pushed his Dex to 16 in order to get AC 13.

The human wizard used 18 of his ability score points out of 27. He now has 4 stats of 9 of which he'll probably make 3 of them a minimum of 10 (with one dump stat). Now he's down to 6 points left. So he makes CON 14 for the precious 2 hit points and has 1 point left over to probably bump his dump stat to 10. So Int 16, Dex 16, Con 14, one 11 and the rest 10 (or whatever).

This human has 8 hit points and AC 13. A human wizard could have 9 hit points, but then all of the rest of the stats are 9s. Meh.

The dwarf gets 15 Int 14 Dex 16 Con and 6 points to spread around the other stats (possibly 10 Str, 12 Wis, 10 Cha, or whatever).

The dwarf has 9 hit points and AC 16. His remaining 3 stats are equal or better than the human's.

The dwarf also has Darkvision (plus a few minor racial abilities). The human will need to cast a spell for that at higher level. The human does not suffer disadvantage for stealth.


The human has one more spell to choose from per day, but that might be Mage Armor and the dwarf will almost never take it. The human is at +1 to hit and -1 to foes saving against his spells.

But with many foes that start out with +4 to hit, the human had better use his extra spell to cast Mage Armor every day to get up to AC 16 as well. If he doesn't, then even Goblins can hit him on a 9 (60% of the time) for 5.5 average points of damage and 8 maximum. AC 16 drops that to 45% of the time.

Granted, a critical will take out either Wizard.

But the average number of rounds for a single Goblin to take out each Wizard is:

No Mage Armor human: 2.44 (3.10 if he gets one Shield spell off)
Mage Armor human: 3.21 (3.73 if he gets one Shield spell off)
Dwarf: 3.61 (4.14 if he gets one Shield spell off)

At first level against a Goblin, the no Mage Armor human will last 67% of the time of the Dwarf (75% with one Shield spell). Unless he attacks the goblin first or criticals or casts Shield, his odds of survival are somewhat slimmer (and casting both Mage Armor and Shield eats up a lot of his spells, there is only the recovery one left shy of cantrips). That extra round plus that the dwarf is standing allows him to get one more cantrip cast.

In order to stay even close to the dwarf with survivability, the human has to use up his extra spell per day on Mage Armor.


At level 4, the human and dwarf have the same number of spells and the same bonuses to hit and with saves vs. their spells, but the human still may have to cast Mage Armor once in a while. The dwarf also has 4 more hit points. The dwarf might also either remove the disadvantage for Stealth by acquiring a breastplate, or he might just stick with that and get his AC 1 higher if he can manage half plate.


They seemed balanced to me. The dwarf does a little less damage, but survives a lot better at levels 1 to 3 (which are very short time frame levels). The human either casts mage armor each day, or he's in a world of hurt if something nasty gets in his face.


Granted, most of us do not know how bracers or other magic items will work out. The human might be able to create a bunch of Mage Armor scrolls and acquire an additional 1st level spell and another spell option back each day, etc.


But there is one thing that the OP is correct about. If you wizard gets knocked down to zero hit points, it does not matter how many spells he has remaining or what his intelligence might be. :erm:
 

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My wizard in 4e went the first...4 or 5 adventures without having a single attack aimed at him. They were all Living Forgotten Realms adventures, so about 3 battles per adventure. Most battles, enemies attacked the nearest person to them or were marked by the defenders and attacked them. The first time enemies really targeted him was when we fought some Leaping Spiders(or whatever they are called) that were able to shift 10 or something, so they used that to get past the front line and attack me. If it wasn't for my Eladrin teleport I might have died that combat.

One of the reasons I was against WotC handing out so many darn minor teleports at level one in 4E.
 

At low levels, the other characters actually protect the wizard. The monsters if smart may try to get past them but a good team will prevent that. This whole scenario is less likely at higher levels but still applies some.

In 5E, the options to do this for a team are significantly less then they were in 4E and the 5E wizard is squishier.

PCs cannot do marks, or areas of difficult terrain (until the 3rd level wizard gets Web), or slows that remove 67% of many foes movement, or even low level wall spells in 5E. The two main advantages the 5E wizard has is that all PCs that are melee-ing are now sticky, and charge is no longer part of the game.
 

i don´t know if someone said it, but with charge out of the game and allies providing cover, attacking the wizard in the back is not that easy. opportunity attack rules allow for run around tactics RAW, but as a dm i am willing to bend the rules a bit.

Allies provided cover in 4E.

Allies in 5E also provide cover to the enemies that the wizard is targeting. Sure, he can move first, but then he gets out from behind his own cover (or at least makes it easier for ranged NPCs to move a little and target him).

Cover was only a benefit in 4E, now it's a two edged sword.
 

I believe the multiclass rule was changed to require ability stat qualification for both classes now...making that not ideal.

That should have been changed, yeah, but even if so I still think it will be worth it. And especially if you roll stats, which is the default, there is likely no great opportunity cost.
 

We have 4 top contenders for Wizard, based on point buy and default human (note this out of 4 available races in the basic rules - in other words every race could be the best!).

Halfling – 14 Int, 16 Con, 16 Dex, AC 16 with mage armor
Dwarf – 14 int, 17 Con, 14 Dex,
AC 17 with half plate
Elf – 16 Int, 16 Dex, 14 Con,
AC 16 with mage armor
Human – 16 Int, 16 Dex, 14 Con,
AC 16 with mage armor

The elf and human both get to memorize an extra spell limiting the cost of taking mage armor - as they have a higher starting Int. Arcane recovery makes the number of spells per day a wash if we have one combat.

The human has what is likely the best starting stats for a wizard.

The elf gets an extra cantrip which is huge - outside of perhaps dancing lights, all of the cantrips are excellent:

  • Dancing Lights
  • Fire Bolt
  • Light
  • Mage Hand
  • Minor Illusion
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp

The halfling loses a slot and a possible a spell per day if there is more than one combat, but they get Lucky which is arguable the best racial.

The dwarf does not need to use a spell slot or a spell per day for its AC, but it does have some drawbacks: armor is heavy, half plate gives you disadvantage on stealth, and most importantly you may not be in your armor when you're attacked. Further you are getting very little in return for the +2 strength racial.

I think my favorite is the elf, as I think having mage armor if you get ambushed without your armor on to be a life saver to yourself and the party. Not having it on your default list of spells is a bit of liability. Also I think typically I will use arcane recovery at the start of the day, and save my spells for that one big combat (cantrips should be ok for smaller encounters).

When it is too close to call: Your play style > default go to Wizard.
 
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In 5E, the options to do this for a team are significantly less then they were in 4E and the 5E wizard is squishier.

PCs cannot do marks, or areas of difficult terrain (until the 3rd level wizard gets Web), or slows that remove 67% of many foes movement, or even low level wall spells in 5E. The two main advantages the 5E wizard has is that all PCs that are melee-ing are now sticky, and charge is no longer part of the game.

I find it amazing that there are people who believe prior to 4e nobody was protecting the wizard. Let me assure you that in 1e if you didn't protect the wizard he was dead. Instead of these 4e special mechanics, the party had to find favorable terrain and fight from a defensible position. Kind of like real life actually. I hated the way 4e encouraged the party to scatter out into the monsters. In real life the second you saw monsters coming into a room, you'd run for the nearest door and set up a defensive position with the high AC guys in front. Again this is all mostly low level stuff. Once you reach a certain level the wizard is likely better able to defend himself. Things like flying and invisibility come into play.
 

I find it amazing that there are people who believe prior to 4e nobody was protecting the wizard. Let me assure you that in 1e if you didn't protect the wizard he was dead. Instead of these 4e special mechanics, the party had to find favorable terrain and fight from a defensible position. Kind of like real life actually. I hated the way 4e encouraged the party to scatter out into the monsters. In real life the second you saw monsters coming into a room, you'd run for the nearest door and set up a defensive position with the high AC guys in front. Again this is all mostly low level stuff. Once you reach a certain level the wizard is likely better able to defend himself. Things like flying and invisibility come into play.

4E is the version where it was rare to have another way to get around the PCs. Even the Irontooth encounter had an arrangement that it took rounds to go outside and flank the group.

If players do what you suggest (which is not a terrible suggestion), then the high AC guys up front also give cover to all of the NPCs from the archers and spell casters.

At least in the Starter Set adventure, there are several encounters (mostly outdoors) where the enemies can come from multiple directions.

The concept of rooms with closed doors between every single encounter and few escape routes, or ambush sites, or ways to surround enemies has been annoying for a long time. Why would anyone do that?

Or adventurers where the few guards are easily accessible instead of high up on perches or behind barricades. Huh?

Just like PCs should use cover-like tactics like you suggest, NPCs should have good tactics and have the best defensive positions initially. It's the NPCs home turf after all.
 

It depends on the playstyle of the group. In most of my games during the playtest, the wizard was seldom attacked anyway (the rest of the group defended him)

For us, it was the opposite. The two robe-wearing wizards got targeted non-stop. If a fighter stepped away from them for a round, they went down. Over two sessions the wizards probably went down 4-5 times each.
 

For us, it was the opposite. The two robe-wearing wizards got targeted non-stop. If a fighter stepped away from them for a round, they went down. Over two sessions the wizards probably went down 4-5 times each.

If you are being targeted as a wizard having that extra cantrip to take Shocking Grasp could be very helpful. Another vote for the elf? ;)
 

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