D&D 5E (2024) The Great Wizard Extinction.

Zardnaar

Legend
It is kinda funny seeing the narrative pushed along the lines that wizards are OP.

Im seeing the great wizard extinction event. The last one rolled up was 2019. That was mostly due to 3rd party material being used.

I've mentioned the comparative nerfing of fireball as a classic example. Relative to older editions you're throwing a 2d6 or 3d6 fireball in effect due to hit point inflation. Its competing with other classes who can cast it and things like spirit guardians which tend to out perform it. Even my newbie players are figuring it out (light cleric casting spirit guardians instead). I would also argue the 5E meta of hit point inflation and weak saves on monsters has an influence. The holy trinity of hypnotic pattern, slow and fear are also great control spells.

Its expanded spel list for the most part doesn't matter due to spell slots. The wizard only technically gets more spells via arcane recovery. That's ability is to weak espically lower level.

The big problem for them is power creep on the other classes espicially at levels that matter. Those levels mostly being 1-7. The wizards big problem being a lot of its "keystone" abilities essentially being level 10. Much like the artificer you're waiting to long to get good. The 5.0 enchanter is a great example. Awesome level 10 ability, mediocre 2 and 6. New wizards 3 subclasses barely got changed from 5.0 to 5.5. Illusionits is the only one comparable to the new playtest ones.

Some more specific examples. Sorcerer says hi. Every sorcerer gets metamagic. Twin spell is very cheap to cast. At level 3, 5, 7 etc you get a new spell level to play with. Theres generally a single target upcastable ball breaking spell available. Command, hold person, tashas mind whip, Banishment, hold monster. A single sorcerer point can twin them. This single ability dumps all over arcane recovery. This is only 1 trick sorcerers get. Playtest enchantress and transmuted gets a similar twin ability at level 6 based off Enchanter 10 ability from 5.0. That ability is still weaker than twin spell just saying.

Warlocks. This class is stupidly front loaded. A level 2 warlock can have 3 invocations. They can pick all 3 magic initiate origin feats. This gives them 3 free castings spells at level 2, adds those spells to their spell list and they still get 2 more spells per short rest vs the wizards 3 level 1 spells and a single use arcane recovery. Level 1 spells worth upcasting you have reat selections such as command, tashas hideous laughter, Chromatic Orb, bless, and druid spells. And potentially 6 cantrips. Guidance......

Clerics. While your low level wizard is sucking being a low level wizard you get better weapons and armor. Channel divinity and more class abilities. Light Clerics comparatively absurd resource wise with radiance of the dawn essentially being a level 2 spell arguably scaling to 3rd level later in your career. Not many level 2 and 3 wizard (5.0 or 5.5) abilities are that good comparatively. They're also going up against maximized call shatters or free spiritual weapon or +2 AC concentration free in 5.5.

Druids. Druids would never be front loaded either. With true strike, shillagh being easily available and spels like conjure Animals being available. New wildshape options are more resources generally. Free guiding bolts, moon Druids beating you up, wrath of the sea+emanating etc.

Bards. Well you're a bard. Level 5 your bard dice refresh on short rest. Smaller spell list but they're ones wizards should be focusing on. Bard subclasses area lot better than Wizard ones.

The recurring theme here is almost every other spell caster in effect has more resources than you level 1-4. Level 5 they all get level 3 spells. Wizard has best spell list but only technically more spells via arcane recovery. That's more of a theoretical technically correct situation. Each class tends to have A and S tier spells at levels that matter. If your spell list is lacking at certain levels upcast them. In effect the wizards versatility is vastly over rated at least until the later levels (10+). That's to late imho I barely care about those levels theyre mostly theoretical. Our games level 12 atm and that's already higher than most groups achieve and its taken a year to get there.

I'll mention Baldurs Gate 3. On various tier lists the wizard tends to get rated as B tier. On par with the Druid. Paladins, Bards, Fighters and Sorcerers tend to be a head of them. Just thought I would mention it. Better than the rogue at least. In our recent game Fighter essentially Karlach soloed Gortash. Just saying.

WotC even realizes how bad wizards have become with the new playtest ones plus illusionists vs older designs of the diviner, invoker and abjurer. Casuals over the last decade lean heavily towards the charisma classes generally Sorcerer and Warlock. Powergamers those two classes plus Fighter, Paladins and Clerics.

On the plus side the wizards not an Artificer, Ranger or Rogue. Even the Ranger looks more appealing tbh and you can MC out after 5th level. Its not bad as such I regard it as a B tier class now. Invoker is a B tier subclass its the newb tube (Call of Duty 4 reference) equivalent. Learn to shoot. Diviners to limited and rng based, illusionist is he best one followed by Abjurer. Its just been power crept out by other classes and 5E meta penalized its traditional artillery role (outclassed by warlocks and Sorcerers there as well).
 
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While Wizards still generally get to cast the most spells per day of any long rest caster due to their ritual mechanics . . .

. . . I would absolutely support a rebalancing of the class to improve their early levels and reduce their later levels.
 

I think you are misjudging some abilities. The wizard usually has expertise in arcana and high int, +7 to arcana at level 2.
Usually one character having high charisma gets you far enough, so the wizard helps.

Ritual spells. Will allow you to cast more spells than the warlock. More spells known are helpful.

If the warlock uses all invocations on origin feats, they are not doing a lot of warlocky things.
No one denies that a warlock at level 2 seems very strong. Also if they are chain pact warlock. But I'd serious doubt that judging a class at a single level is a good idea.

The wizard is not bad at all...

maybe a bit less powerful than a sorcerer... but not by far.
 

Hit point bloat with WotC editions has definitely killed spells like fireball (really any direct damage spells) but I guess that's so that everyone can contribute with damage in an encounter. 2e you could reasonable be expected to destroy ogres with a single fireball spell when you're 5th or 6th level, now, I think you only shave off around half of their hit points, still useful for the party to quickly finish them but it shows the relative drop in power levels for damage magic.
 

Hit point bloat with WotC editions has definitely killed spells like fireball (really any direct damage spells) but I guess that's so that everyone can contribute with damage in an encounter. 2e you could reasonable be expected to destroy ogres with a single fireball spell when you're 5th or 6th level, now, I think you only shave off around half of their hit points, still useful for the party to quickly finish them but it shows the relative drop in power levels for damage magic.

Damage needs riders imho. Synaptic Static is good, guiding bolts OK.

Spirit guardians is recurring, radiant, targets wisdom and debuffs speed.

In our BG3 game I don't think we have cast fireball once. Maybe off a staff or scroll.
 

I think you are misjudging some abilities. The wizard usually has expertise in arcana and high int, +7 to arcana at level 2.
Usually one character having high charisma gets you far enough, so the wizard helps.

Ritual spells. Will allow you to cast more spells than the warlock. More spells known are helpful.

If the warlock uses all invocations on origin feats, they are not doing a lot of warlocky things.
No one denies that a warlock at level 2 seems very strong. Also if they are chain pact warlock. But I'd serious doubt that judging a class at a single level is a good idea.

The wizard is not bad at all...

maybe a bit less powerful than a sorcerer... but not by far.

Are you picking the rituals from your very few spells you pick as you level up?

Its also DM dependent. Do they sell you extra rituals? Also most rituals spells don't really matter.

Most games ive see you will get sone rituals but it takes time and money. Eventually you'll know more but that takes time.

Which leans into main point the wizards a sw burn last.

At vest you need a DM that says yes to everything, you're somewhere you can buy the rituals and you have enough money.

The rituals are also exploration pillar. Often neglected. Niche and situational imho. Fireball at least is situational.
 


This is a reminder that zardnaar is judging classes only on combat power

Its a common complaint here. I own a lot of the 5E adventures and exploration is minimal there.

Social pillar isn't neglected as much and its why I rate the charisma classes higher.

Combat pillars more objective. This spell dioe xyz this class ability ABC. Easier to rate than more subjective things like social and exploration.

Big thing for me is how often an ability fires. Theres situational for example and niche. Wizards have intelligence saves. They're so rare you might go an entire campaign making 0. In effect you have no save.

I don't think its a hot take in most games and official product exploration pillar is the most neglected.
 

Wizards are a lot of fun.

I thought you were the DM Zardnaar? Surely you allow wizards to buy their new spells & scroll ingredients. New scroll scribing in the PHB is great and very useful.

If a sorcerer uses their arcane points for spell slots it equates to the arcane recovery. Seems fair.

I see rituals get tons of use in published adventures. Detect Magic, Identify, Alarm, Comprehend Language are all staples.

I don’t need Wizard to be clearly and obviously the best. It just needs to be fun and to hold its own. We have a lot in our games. More than sorcerer I would say. Or at least even.
 

Wizards are a lot of fun.

I thought you were the DM Zardnaar? Surely you allow wizards to buy their new spells & scroll ingredients. New scroll scribing in the PHB is great and very useful.

If a sorcerer uses their arcane points for spell slots it equates to the arcane recovery. Seems fair.

I see rituals get tons of use in published adventures. Detect Magic, Identify, Alarm, Comprehend Language are all staples.

I don’t need Wizard to be clearly and obviously the best. It just needs to be fun and to hold its own. We have a lot in our games. More than sorcerer I would say. Or at least even.

I get to play occasionally.

Has a conversation about wizards lately. Casuals aren't really aware of buying spells. Powergamers don't care.

My own opinions are reading the class abilities. 5.0 wizards weren't even best ritual caster assuming spells can be bought.

5.5 opportunity cost. Buy scrolls or craft or buy items.

Hypothetically if we had a wizard player current campaign has been in Baldur's Gate since level 4 or 5. They've had the resources to buy them since low level. A wizard player woukd just need to rock on up to Sorcererous Sundries.

Level 1-3 they wouldn't have access to buying them. I played Curse of Strahd and they would have been unavailable in that campaign.

Hence comment on DM and Campaign dependent. Generally in my games I woukd sell some spelks at least. You might not be able to buy all of the in 1 hit if you had the cash though.

I've been experimenting with traders a'la BG3 so unless you're in the desert wilderness you can probably find something to buy.
 

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