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D&D 5E Treantmonk's Guide to Wizards 5e

3y3g00

First Post
Really odd, since that was his original take, but there's an edit saying the RAI is that it DOES suffer from the same fate as quickened spell.

"Keep in mind that since the second spell isn’t a bonus action spell, you don’t have the “second spell must be a cantrip” restriction. (Edit: It has been clarified by the designers that even an Action Surge action is limited by the “second spell must be a cantrip” restriction - making this a poorer option - thus the color has been downgraded from purple) "
 

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BigBadDM

Explorer
So after a couple of years playing a 5e wizard here are some of my takeaways. First, excellent guide and it does give some good meat behind the various spell selections.
Basically I found that the advantage/disadvantage war is the key to battle strategy. . Here are a few spells I have found underrated or overly useful. This is from a wizard who has zero direct damage spells (beyond cantrips).

Blindness. For me I would easily rank this blue, but impartially I would say green. The big draw here is the scalability. Most spells don't scale to well for level, but here Blindness is the exception. I find numerous uses in combat scaling this level 3 or level 4 spell slot, especially those monsters I know have bad CON saves. I basically spam this out over several rounds, targeting those who succeed in subsequent rounds. When you are casting on four opponents, it makes easy mincemeat for the fighters as they barely take damage and dish it out plentiful. The +5/-5 does wonder especially on multiple enemies.

Protection from Evil: I would rate this blue when your party is level 1-3. Tailoring off to yellow as you get higher levels. Now granted this depends on the campaign the DM is running; however think a Strahd adventure or numerous undead or fiends in the first three levels. Stick this on a fighter/paladin and watch them cleanup house. Incidentally blindness kind of takes over at higher levels.

Slow: This can be devastating in combats when you are fighting mobs that have multi-attack.

Levitate: This is a must have spell; I would rate it blue. One of the few spells at 2nd level that is offense, defense, and utility. One Save. Levitate yourself without fear of falling from Concentration role (better than fly in this regard).

Dispel magic: Should be blue. Probably gets more use than counterspell. Magic trap --dispel magic; magic locked door/chest, ongoing effect (illusion, animate dead); an evil wizard or enemy with pre-buffs already on (mage armor, nondetection, etc- dispel it all). Dispel has better action economy (easier to destroy multiple spells on one target). Remove spell-like abilities opposing creatures use on your allies (counterspell can't stop)

Onto 4th level --The Polymorph/Banishment/Resilient Sphere conundrum: I am going to break this down further:

Polymorph:
Pro: Most Utility (fly, swim, more HP) Good Offense, Longest Duration
Con: Concentration check--means you are not going to be casting this on yourself often. No one wants to be the bird that falls 100 feet or the fish 300 feet underwater doing concentration checks. It also means you are going to put a big red target on you if you polymorph someone (enemy or friend). Lastly, if there is as bard/sorcerer/warlock(perhaps) in the group they probably have this spell too. Catching/Killing a polymorphed enemy might not be as easy as you think.
Synopsis: If you are the only person who has access to this spell, pick it up. Best Utility by far. Slightly better on friend than foe.

Banishment:
Pro: Rare CHA Save, can scale up slots affecting more creatures (big plus), great offensively. Deadly against planar creatures.
Con: Big target on you again, not very effective on your own team as you don't know what is happening back home. Less effective on foe than polymorph as you don't know what the BBEG is doing while gone. Spell most likely duplicated in the Party (Cleric/Paladin/Bard/Sorc/Warlock)
Synopsis: If your campaign has tons of fiends/devils/elementals this is a no brainer. Perfect for that one BBEG (or two/three on spell slots). Not so good for hordes. Better on foe than friend.

Otiluke's Resilient Sphere:
Pro: Good Offensively, Good Defensively. Only spell that can target objects (see that delayed blast fireball bead--no kaboom; see that item all the monsters are trying to destroy, protect that one STORY item for 10 rounds; felled that BBEG now prevent its corpse from being healed from opposing clerics; evil fighter dropped his sword--Sphere that item; prevent an escort from dying; expensive man's arcane lock (hold the door), etc). Only Wizards have access so it offers some uniqueness in the game. Sometimes it is better to see the battlefield than be removed from it--putting this on the Cleric/Paladin near death is often better than Polymorph. Usually better than Polymorph as you are invulnerable when cast on yourself. Smaller target on you by enemy in most cases.
Con: Can't really run away from encounter. Can't fly.
Synopsis: Being able to target objects is really what makes this spell shine. It is also better defensively than the other two, worse in utility to polymorph. Equally good on friend or foe.

My takeaway from the big 3 from the level four spells. You really can't go wrong with any of them. I would lean toward Polymorph if you are the only caster who has access to it just for the utility factor. For flair and thinking outside the box --those object target uses, Otiluke's (personally that is my pick). I would only pick banishment if you the campaign is very heavy in planar creatures (kill spells are nice); it is great to see something disappear but it always comes back and it could be deadly on return.

Lastly, a wizard should pick up every ritual he can get his hands on.
 
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johnlent

First Post
One of my favorite characters to play right now is Rogue 1 Wizard 8 (diviner) and I have literally never cast any of those spells other than polymorph, and I have only used polymorph offensively (bag of holding full of water, mouse, dead). Silent Image, Haste, Hypnotic Pattern, Fireball, Counterspell, Suggestion, Shield, Sleep, Detect Thoughts, Minor Illusion are pretty much my go-to spells. I also use Nystuls Magic Aura and Magic Mouth pretty liberally. I expect that now that I have Summon Greater Demon it will replace polymorph as my 4th level go-to.
 


johnlent

First Post
It is completely a matter of DM fiat. We do not generally use death saving throws for NPCs. If you do not have death saving throws, there is no difference between the dying condition and the dead condition. In addition, if you have already suffocated, and you "turn back" while dying in an environment where you can't breath, you still die. It's not as if you suddenly get more air when you turn back.
 


rczarnec

Explorer
https://twitter.com/jeremyecrawford/status/672843318535938049

From way back in Dec. 2015... Half an answer. We all agree it reverts. The question is, does it revert dead or revert alive.

It would not be dying. The spell specifies that when the target reverts due to dropping to 0 (as happens with suffocating) it is not unconscious when it reverts. So, the creature would have its hit points and be conscious and it takes a while for drowning to make someone unconscious. More than enough time to attack and destroy the bag.

Beyond that, a bag has a large volume capacity, but not a large weight capacity. The reversion could easily put the bag beyond its limit.

The weight limit of a bag of holding would be taken up by 8 cubic feet of water (2'x2'x2'). Adding the weight of a creature reduces the amount of water that can be there. A 200 lb creature would mean that any more than 5 cubic feet of water (actually slightly less) would rupture the bag.
 

johnlent

First Post
Relevant text:

"A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again."


"The transformation lasts for the Duration, or until the target drops to 0 hit points or dies. "

"If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form. "


In this case, since the creature suffocated, it both dropped to 0 hp AND died, both of those things happen simultaneously when the creature involved does not have death saving throws. So, one could argue that the section on excess damage etc. does not apply. The reversion was not a result of dropping to 0 hit points. Similar to Power Word Kill. https://www.sageadvice.eu/2016/05/0...-targeted-with-power-word-kill-dead-or-alive/

If it has death saves (like a PC), then it is converting back not from death, but from being reduced to 0 hit points, in which case, it has all its hit points. However, it is still "dying" - nothing negated that condition. Since it cannot breath, it cannot stabilize. Whether it is "conscious" or not is completely a matter of interpretation.



It's safe to assume you would only put in like 200lbs of water, so that when the transition back occurs, it more or less fills the volume of the bag. You can calculate the amount of air in the bag if you want, but really, the water is just a "fast and dirty" option. Could just as easily spend 10 minutes sucking out air with a straw, so that it has no air in it.
 

rczarnec

Explorer
In this case, since the creature suffocated, it both dropped to 0 hp AND died, both of those things happen simultaneously when the creature involved does not have death saving throws. So, one could argue that the section on excess damage etc. does not apply.

It's safe to assume you would only put in like 200lbs of water, so that when the transition back occurs, it more or less fills the volume of the bag. You can calculate the amount of air in the bag if you want, but really, the water is just a "fast and dirty" option. Could just as easily spend 10 minutes sucking out air with a straw, so that it has no air in it.

That wouldn't come close to filling the volume, which is 64 cubic feet, as 200 lbs of water would be about 3 cubic feet.

When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying. This is the same as taking damage and dropping to 0, the creature is dying.

Based on your interpretation of the polymorphed creature dropping to zero, that would mean that you wouldn't need to use the bag at all. You are basically saying that when the polymorphed form drops to 0, it is dead and thus would be dead when it reverts. That is clearly not how the spell is supposed to work.
 

SpoCk0nd0pe

First Post
So after a couple of years playing a 5e wizard here are some of my takeaways.
Thank you very much for this informative post!

Some things I would like to add:

The Abjurer is definitely blue and maybe the strongest Arcane Tradition. Arcane Ward is just super good, especially at the levels a wizard is more likely to die.

I do not think Dispel Magic really is better then Counterspell. It depends on what the opposing caster does and your initiative order. Some spells are just really devastating and are better counterspelled then dispelled later on. The reaction casting time of Counterspell is also really nice.

Slow not only devastates fast monsters, it also has no friendly fire. A huge benefit! It works great later in the fight when the melee is ensuing and those pesky monsters broke out of your Hypnotic Pattern. Those two together are very devastating btw. A well placed Hypnotic Pattern can decide a fight all on it's own. The spell is so strong it deserves a special mention (definitely better then fear, fewer immunities and much better placement). The first taste of real power! :)

For your 4th level selection: What do you think of Watery Sphere (from Xanathar's)? I am thinking about when to use this but in all the situations going through my head I'd rather cast Hypnotic Pattern instead.

Going to 5th level, I would still rate Transmute Rock much higher, probably green. Yes it is situational but the no concentration permanent effect is just nuts. Double difficult terrain slows most creatures enough over the course of 2 rounds with that huge area of effect, some small damage on top. There are just many fights where I wish I could concentrate on more disabling effects. The spell also has some utility (I mostly think of situations where you can prepare for a fight). This is not a pick when first getting level 5 spells at level 9 but definitely at level 10.
 
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