D&D 5E Survivor: Schools of Wizard'ing - UPDATE- ILLUSION WINS!!!

  • Thread starter Thread starter lowkey13
  • Start date Start date
Abjuration 23
Conjuration 18
Divination 24
Enchantment 14
Illusion 23
Necromancy 2
Transmutation 15

Undead: still icky and gross and trying to consume your soul!
Transmutation: Still the best way to be a team player.
 

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Abjuration 23
Conjuration 18
Divination 24
Enchantment 15
Illusion 23
Necromancy 2
Transmutation 13

Why has Enchantment dropped so far since my last post? Enchantment is awesome! At low levels it takes away the Wizard's greatest weakness (having nothing productive to do when their very limited spell slots are consumed) and at semi-high levels it turns the Wizard into a god that can manipulate the minds of others as he pleases without any genuine effort. Calling him a god is underselling it really considering even gods are easy prey to medium-to-high level Enchantment Wizards.
 


Abjuration 23
Conjuration 18
Divination 24
Enchantment 13
Illusion 23
Necromancy 1
Transmutation 14

Because, by its very nature, Necromancy lives on beyond death... it cannot lose, the rest are mere mortals.
 



Abjuration 23
Conjuration 18
Divination 25
Enchantment 11
Illusion 21
Transmutation 13

Knowing is half the battle!

... and let's not encourage narcissism shall we?
 


Abjuration 24
Conjuration 14
Divination 25
Enchantment 11
Illusion 22
Transmutation 13

Abjuration wasn't a type of wizard I would have thought much about before looking at the player's handbook, but it came together very well as a distinct and cohesive subclass, both mechanically and thematically.

Conjuration, in contrast, feels like a bit of a jumble. It has a bit of teleportation, a bit of summoning and a bit of creating mundane objects, but it doesn't truly excel at any of these elements or do much to integrate them into a distinct identity.
 

I really don't understand the appeal of Abjuration. The improved Counterspell is pretty amazing when it is useful but it rarely ever is. Arcane Ward just gives you comparable equivalent hit points to a Warlock using the Fiendish Vigor Invocation. The only real draw is the spell resistance but that comes so late that it is hard for it to be the deciding factor.
Abjuration Wizard basically just amounts to being a less competent Warlock 2/Lore Bard X multiclass (the multi has more equivalent hit points and is a better counterspeller).
 

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