I actually haven't had the opportunity to play a wizard yet, but the ones that I like the most from reading their abilities are Divination, Bladesinger, and Scribes
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I personally love the Bladesinger because of the versatility of being able to be a Melee fighter or a back row caster. Something just appeals to me at being able to swap between roles as well as just being a swordsman that casts spells into the face of their enemy.
Aside from the Bladesinger, I Abjuration is my favorite because I love being able to shut down other spellcasters and the utility of helping out your allies with your ward is always fun.
I have played and really like Diviners, Abjurers, Evokers and Enchanters.
But I really felt in love with Necromancy now I’m playing Hobgoblin Iron Wizard. After level 6, your undead army is incredibly strong and versatile (pro-tip: store your skellies and zombies, and some spare dead bodies, in a couple of Bag of Holding whenever needed).
I have played the classic skeleton archers and also equipped my zombies with nets in order to attempt some restrains (Fisher Zombies). At level 7 I started to upcast Summon Undead and because of Undeas Thralls, my Ghostly Spirit is more durable than a Golem, hits harder than a Fey (necrotic instead non-magical BPS damage) and has more effective control option than Aberration.
Divination. I love seers and their weird mystical vibes.
It's all about Portent. Obviously it's powerful, but more importantly for me, it's FUN and comes online at LEVEL 2. Unlocking such a fun ability at such a low level is very satisfying.
I gotta go with the scribe from just the utility alone. Admittedly, I've only played the War Wizard and the OotS, and from what I've gathered, the Scribe just feels more... Wizardly. Add on top of the 2 minute vs 2 hour scribe time of spells, just give me the time, and the right price of the components, and I've scribed a new spell on a short rest! The awakened spellbook is fun, FLAVORING the spells are great!
Misty step: "I throw my book 30ft that way, and then dive into a page I kept, to appear diving out of the book! Sounds much better for misty step!" Melf's Minute Meteors: "Six pieces of paper flit around me, crumple up, and catch fire, orbiting above my head" Or even changing the damage type!: "I open the book and point the open pages towards my enemy, and three beams of putrid, acidic goop fire at him!" (Acid damage scorching ray)
It's just about everything I wanted for my Wizard, someone who is always experimenting, changing, modifying, and pushing the limits of studied arcane magic, rather than focusing and honing one aspect of it.
Is it better then the others? Eh, probably not... But it's just so much more FUN.
i voted for Transmuter. But it's biased because Transmutation is my favorite School of Magic. The Spells from this alter reality itself and the school has to offer something for everyone. Buff (Haste, Enlarge, levitate, fly), debuff (Slow, Reduce), Battlefieldcontroll (Levitate, Maximilian's earthen Grasp, Reverse Gravitiy, Polymorph), Summoning (Tiny Servant, animate Object), Deception (Alter Self), Damage (Catapult, Maximillian's Earthen Grasp), utility (Polymorph) a.m. . While it doesnt excel in any of this disciplines it's versatility is unmatched.
The Clasfeature Minor Alchemy doesn't come up that often, but if it does it truly shines.
The Transmuters-stone is an overlooked extension of the Wizards repertoire. This feature add some supportcapabilities to an already versatile Class. The Stone is good, because any member of the party may have good use of it at some point.
The 10th Level free Polymorph spell isn't free, because any Transmuter will pick it as a first tier 4th-level spell on Reaching Level 7. The onetime free-use for a cr 1 creature feels a little weak.
the Capstone is good. A free Resurrection or full heal is really nice and adds a lot mor of supportcapabilites to the wizard. The other "modes" are cool and may find some good use for Roleplay.
The Subclasses, that truly shine in my Opinion: - Chronurgist. Obviously one of the more powerfull subclasses and every feature is a hit, that is quite useful the whole adventuring career. Because of this class i feel way less attracted to the Diviner. Chronal shift is arguably better or worse than portent and the other features are really good and the flavour of a timey-wimey-wizard is really cool. - OotS. The Wizards-flavour as it should be, with some cool abilities and the reason why i feel less attracted to any other Subclass of the wizard ;-) Even if there are some cool choices.
- OotS. The Wizards-flavour as it should be, with some cool abilities and the reason why i feel less attracted to any other Subclass of the wizard ;-) Even if there are some cool choices.
I like this, and I agree (with everything you've said as well), but let's actually be honest. All of them are actually pretty cool. When your sub-class just works, it always feels good, and heck, the ones that seem more situational feel so much better when that situation comes up!
Illusion (though it highly depends on the DM's interpretation of some stuff) i love having a character who'd break the mind of his/her enemies by revealing their greatest fears and expose them to the influence of the Great Old Ones.
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
probably that would be the greatest regret a DM will ever have once it gets introduced with a Necromancer on the table.
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
To be honest, I love them all. Nice abilities and flavors for most. Really want to play a Bladesinger at some stage.
A little miffed though, after seeing the Divination wizard played in podcasts etc, to find out that you have to declare you are using your portent *before* a dice is rolled. Makes it much less powerful. Still enjoying my Divination wizard. Abjuration is nice too.
Maybe I'm overly stingy with my spell slots, but I really like that they have good sustainable damage. Their extra attack feature, and how it meshes with their cantrips-- this is how all gish-builds should have extra attack. I built mine with telekinetic at lvl 4. After I've laid down a web or hypnotic pattern I'll go in with booming blade, attack again thanks to extra attack, and use BA for my telekinetic shove, sometimes into the web I've put down. If the monster wants to get back in melee, they proc booming blade, taking up to 5d8+8 damage each turn as early as lvl 6. That's nice.
Aside from that, the whole flavor of a sword-wielding elf (or any race post-tasha) running around in flowy, loose, decorative dancer clothes while the sword emits a cool resonance from magic and skilled handling, that's sooooo darn cool!
What is your Favorite Magic school and why?
I made this thread cause i was curious to see what the most picked school is and why
Ill go first, my favorite is Necromancy i just love having the ability to bring creatures back to life and having an ¨Endless Army¨
ALSO: Please don't be rude, and hate o other people Thanks
All men can see the tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved.
-Sun Tzu
The Art Of War
I actually haven't had the opportunity to play a wizard yet, but the ones that I like the most from reading their abilities are Divination, Bladesinger, and Scribes
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I personally love the Bladesinger because of the versatility of being able to be a Melee fighter or a back row caster. Something just appeals to me at being able to swap between roles as well as just being a swordsman that casts spells into the face of their enemy.
Aside from the Bladesinger, I Abjuration is my favorite because I love being able to shut down other spellcasters and the utility of helping out your allies with your ward is always fun.
I have played and really like Diviners, Abjurers, Evokers and Enchanters.
But I really felt in love with Necromancy now I’m playing Hobgoblin Iron Wizard. After level 6, your undead army is incredibly strong and versatile (pro-tip: store your skellies and zombies, and some spare dead bodies, in a couple of Bag of Holding whenever needed).
I have played the classic skeleton archers and also equipped my zombies with nets in order to attempt some restrains (Fisher Zombies). At level 7 I started to upcast Summon Undead and because of Undeas Thralls, my Ghostly Spirit is more durable than a Golem, hits harder than a Fey (necrotic instead non-magical BPS damage) and has more effective control option than Aberration.
Necromancers rock!
Necromancy. Nightwalker slaves are fun.
I have a weird sense of humor.
I also make maps.(That's a link)
Divination. I love seers and their weird mystical vibes.
It's all about Portent. Obviously it's powerful, but more importantly for me, it's FUN and comes online at LEVEL 2. Unlocking such a fun ability at such a low level is very satisfying.
I like abjuration because it's like a support. You can protect others while also protecting yourself. (take the eldritch adept armor of shadows)
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I enjoy the divination wizard because of the portend ability.I have seen it used in ways that have saved characters lives multiple times.
Necromancy for vote:
hogwarts for answer.
Watch me on twitch
I gotta go with the scribe from just the utility alone. Admittedly, I've only played the War Wizard and the OotS, and from what I've gathered, the Scribe just feels more... Wizardly. Add on top of the 2 minute vs 2 hour scribe time of spells, just give me the time, and the right price of the components, and I've scribed a new spell on a short rest! The awakened spellbook is fun, FLAVORING the spells are great!
Misty step: "I throw my book 30ft that way, and then dive into a page I kept, to appear diving out of the book! Sounds much better for misty step!"
Melf's Minute Meteors: "Six pieces of paper flit around me, crumple up, and catch fire, orbiting above my head"
Or even changing the damage type!: "I open the book and point the open pages towards my enemy, and three beams of putrid, acidic goop fire at him!" (Acid damage scorching ray)
It's just about everything I wanted for my Wizard, someone who is always experimenting, changing, modifying, and pushing the limits of studied arcane magic, rather than focusing and honing one aspect of it.
Is it better then the others? Eh, probably not... But it's just so much more FUN.
Titel should be: Favorite Wizard-sublcass
i voted for Transmuter. But it's biased because Transmutation is my favorite School of Magic. The Spells from this alter reality itself and the school has to offer something for everyone. Buff (Haste, Enlarge, levitate, fly), debuff (Slow, Reduce), Battlefieldcontroll (Levitate, Maximilian's earthen Grasp, Reverse Gravitiy, Polymorph), Summoning (Tiny Servant, animate Object), Deception (Alter Self), Damage (Catapult, Maximillian's Earthen Grasp), utility (Polymorph) a.m. . While it doesnt excel in any of this disciplines it's versatility is unmatched.
The Clasfeature Minor Alchemy doesn't come up that often, but if it does it truly shines.
The Transmuters-stone is an overlooked extension of the Wizards repertoire. This feature add some supportcapabilities to an already versatile Class. The Stone is good, because any member of the party may have good use of it at some point.
The 10th Level free Polymorph spell isn't free, because any Transmuter will pick it as a first tier 4th-level spell on Reaching Level 7. The onetime free-use for a cr 1 creature feels a little weak.
the Capstone is good. A free Resurrection or full heal is really nice and adds a lot mor of supportcapabilites to the wizard. The other "modes" are cool and may find some good use for Roleplay.
The Subclasses, that truly shine in my Opinion:
- Chronurgist. Obviously one of the more powerfull subclasses and every feature is a hit, that is quite useful the whole adventuring career. Because of this class i feel way less attracted to the Diviner. Chronal shift is arguably better or worse than portent and the other features are really good and the flavour of a timey-wimey-wizard is really cool.
- OotS. The Wizards-flavour as it should be, with some cool abilities and the reason why i feel less attracted to any other Subclass of the wizard ;-) Even if there are some cool choices.
I like this, and I agree (with everything you've said as well), but let's actually be honest. All of them are actually pretty cool. When your sub-class just works, it always feels good, and heck, the ones that seem more situational feel so much better when that situation comes up!
Illusion (though it highly depends on the DM's interpretation of some stuff) i love having a character who'd break the mind of his/her enemies by revealing their greatest fears and expose them to the influence of the Great Old Ones.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
probably that would be the greatest regret a DM will ever have once it gets introduced with a Necromancer on the table.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
To be honest, I love them all. Nice abilities and flavors for most. Really want to play a Bladesinger at some stage.
A little miffed though, after seeing the Divination wizard played in podcasts etc, to find out that you have to declare you are using your portent *before* a dice is rolled. Makes it much less powerful. Still enjoying my Divination wizard. Abjuration is nice too.
Bladesinger is my favorite.
Maybe I'm overly stingy with my spell slots, but I really like that they have good sustainable damage. Their extra attack feature, and how it meshes with their cantrips-- this is how all gish-builds should have extra attack. I built mine with telekinetic at lvl 4. After I've laid down a web or hypnotic pattern I'll go in with booming blade, attack again thanks to extra attack, and use BA for my telekinetic shove, sometimes into the web I've put down. If the monster wants to get back in melee, they proc booming blade, taking up to 5d8+8 damage each turn as early as lvl 6. That's nice.
Aside from that, the whole flavor of a sword-wielding elf (or any race post-tasha) running around in flowy, loose, decorative dancer clothes while the sword emits a cool resonance from magic and skilled handling, that's sooooo darn cool!