I would like to know what Arcane Traditions you prefer to play! For now we will just include the ones from Players Handbook. Rate the Arcane Traditions listed in the poll, this is not a question about which is the best or most efficient, simply your personal favorites :D
Feel free to share the thoughts of your ratings in this thread!
I think that 5e finally made Diviners cool. The portents power is interesting. I tend to just blow things up, trying a different approach with my current Wizard.
Make whatever mundane item you want for an hour has great RP potential and helps the exploration pillar of the game.
At will teleport that renews when you cast a Conjuration spell has great combat potential and helps the exploration and combat pillars of the game.
Never losing concentration on your summons removes the biggest downside to summoning spells.
HP boost to every summoned creature means you can use swarm tactics or brute force with their summoned creatures and makes your familiar able to participate (somewhat) in higher lvl play.
It's from UA, but I like Lore Mastery... the ability to change spells damage type or saving throw if it was used with a Spell Slot it's nice to me, and I love the challenge to proper RP it
I don't know what is better. Divination or transmutation? I'm attracted to both, but don't know which one to choose for my first time playing. Oh, and I was wondering. Once you reach level two are you only able to use spells in the arcane tradition that you choose?
I don't know what is better. Divination or transmutation? I'm attracted to both, but don't know which one to choose for my first time playing. Oh, and I was wondering. Once you reach level two are you only able to use spells in the arcane tradition that you choose?
There is no restrictions from opposed schools or limitations of school you can cast from in 5e. You are welcome to adhere to one for roleplaying flavour, but rules wise there is nothing stopping you from casting from any spell school.
I like the idea of a Transmuter, but the abilities seem kinda blah. The Transmuters stone abilities seem ok, not awesome, but ok. If the 2nd lvl minor alchemy ability only took an action instead of 10 min, that'd be something.
Illusion: Free (improved) cantrip and ilusory reality. My favorite by far. Divination: Portent and the vision powers are great. I am currently playing a human lvl6 diviner and loving it. Abjurers: Just like diviners...they got cool in 5e. Evocation is standard ok Necromancy is also ok. Not my style...too messy. Transmuters and conjurers are below average to me...conjurers need better summons, while transmuters are bland Enchanters have the power to make their school spells behave as they supposed to for everyone. I really dislike the way people automatically know you have used charm person on them for example.
I like the idea of a Transmuter, but the abilities seem kinda blah. The Transmuters stone abilities seem ok, not awesome, but ok. If the 2nd lvl minor alchemy ability only took an action instead of 10 min, that'd be something.
...yeah, I'm quoting myself... I know it kinda says something about me right out of the gate, but I wanted to expand on the subject.
A Transmuter would be cooler if they had a power similar to Metamorpho from DC comics, where they could make their body turn into any substance they touched. This would be way OP, so limits like duration and frequency would need to be installed. Essentially, this could act as a non-spell slot bark/stone/iron skin spell, for, say, 1 min of concentration or something. As in my original post, I'd like to see the minor alchemy shortened to an action, which would make it possible to use in combat. I'm thinking about things like turning stone to mud for difficult terrain, or changin enemy armor from steel to paper (made from wood pulp... yeah, kind of a stretch...) to reduce enemy AC.
Conjurers/Illusionists: I group them together, because, at some point, they thematically overlap. A Conjurer can basically do what an illusionist can (thematically, not mechanically), except the creatures and objects are real, not illusions. I think the game mechanics for both are pretty good as is, especially for illusionists. I would like to see high-level Conjurers get an ability to conjure truly powerful (balors, pit fiends, dragons, etc) creatures, but perhaps with an opposed charisma check, like with sentient weapons, for control. This would make that 3rd ability stat important (beyond just Int & Con), and would make the summons a risky endeavor that could backfire. For illusionists, I think the drawback to their mechanics is that they are dependent on a cooperative DM. If ur DM makes an intelligence check with their monsters/npcs every time, it could get tedious and make the illusionist spells only real effect be to occupy an enemy's action for one turn. I would like it better if the check could ONLY come after physical interaction- until then, the enemy believes it, no questions.
Enchanter I envision in the style of Prof Xavier from Xmen. I think it'd be cool if they could totally dominate another sentient creature in the way of a familiar or duplicate spell, where they can see, hear, and speak thru the dominated creature, while being blind, deaf, dumb, and immobile in their own body. Obviously limitations would be in play, like frequency and duration, and a saving throw. Or for a less provocative change, maybe Enchanters impose disadvantage on saves, as well as eliminating the 'they know u whammy'd them and they are pissed' mechanic.
Abjurors I really like in the 5e rules. I would like to see a boost in power to their shield, though, so it'd scale onto higher levels better. Perhaps giving it an AC based on the caster's spell save DC after, say, level 11.
Evocation wizards are fine as is. Pull pin. Throw at enemy. Wait for the Boom. :)
Necromancy is also pretty good as is, although I would like to see more macabre thematic elements. But I suppose most of what id like could be achieved thru flavor and role play. (Things lIke Frankenstein harvesting parts, or taking a more undead appearance, Ala dark side Force users in KOTOR)
Which leaves Divination. I think this is the hardest school to incorporate mechanically without breaking the game. I think the RAW are fine, and any changes I can think of break game play. Like the idea of someone who can see one minute into the future, like in that Nick Cage movie (tho he saw 2 min). But then what's to stop a player from saying 'I try every permutation until I find the one that succeeds'?
Recently played am Abjurer again. It was a one shot and I played 12th level. Had some prep time for a big battle. Had a contingency fire shield on myself based on speaking a code word. Attacked by three frost giants (I had good alarm warning :P). I used fire-wall and fireballs, so they were a bit wary. One finally got around the Wall of Fire and closed with me. I said the code word. His first blows took down the ward and did about 9hp to me, but the fire shield bit him twice with nice rolls, and he found easier targets.
Many creatures (and DM's) hit hard in the first round or two. It is nice to start down a high level spell, breath weapon, etc. and still be near max hp. As long as you hit fast and hard, the ward makes it possible to defeat a dragon with Wizard HP's.
Unless there is a role-playing reason or campaign design, I find myself sticking with Abjurers.
Starting a new campaign after killing Strahd this week and I am going to play a diviner. First with the role playing character I want and portents is just too cool to pass up.
Rollback Post to RevisionRollBack
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Well traditionally I like high magic, high offense, powerful combat "mages" like the idea of the wizards fighting in Magic: The Gathering. Basically the literal opposite of Harry Potter. I need big magic, big explosions, summoning dragons, the fireworks. So I like Evocation and Necromancy the best. Illusions and turning things into other things is like micky mouse stuff. I'm not talking Fantasia wizards. I'm talking, you know, like Kael'thas Sunstrider wizards.
Hello!
I would like to know what Arcane Traditions you prefer to play!
For now we will just include the ones from Players Handbook.
Rate the Arcane Traditions listed in the poll, this is not a question about which is the best or most efficient, simply your personal favorites :D
Feel free to share the thoughts of your ratings in this thread!
I like the idea of a wizards transforming a bunch of fiends into rabbits.
abjuration is my favorite just wish there were more spells lol
I think that 5e finally made Diviners cool. The portents power is interesting. I tend to just blow things up, trying a different approach with my current Wizard.
You can get free 5e content at Limitless-Adventures.com
Conjurers have great versatility.
Make whatever mundane item you want for an hour has great RP potential and helps the exploration pillar of the game.
At will teleport that renews when you cast a Conjuration spell has great combat potential and helps the exploration and combat pillars of the game.
Never losing concentration on your summons removes the biggest downside to summoning spells.
HP boost to every summoned creature means you can use swarm tactics or brute force with their summoned creatures and makes your familiar able to participate (somewhat) in higher lvl play.
Favorite subclass of Wizard.
Just to make sure we're in the same side, 1 is least favorite and 5 is most favorite, right?
"Let your dice roll"
codexanathema.com
It's from UA, but I like Lore Mastery... the ability to change spells damage type or saving throw if it was used with a Spell Slot it's nice to me, and I love the challenge to proper RP it
D&D Beyond Mobile Alpha Tester
Yes! :D
1 least favorite
5 most favorite!
I will make sure to specify this in future "Let's Rate"-posts
I don't know what is better. Divination or transmutation? I'm attracted to both, but don't know which one to choose for my first time playing. Oh, and I was wondering. Once you reach level two are you only able to use spells in the arcane tradition that you choose?
Site Rules & Guidelines || How to Tooltip || Contact Support || Changelog || Pricing FAQ || Homebrew FAQ
If you have questions/concerns, please Private Message me or another moderator.
Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
Thank you, this information will help in my decision making greatly.
I like the idea of a Transmuter, but the abilities seem kinda blah. The Transmuters stone abilities seem ok, not awesome, but ok. If the 2nd lvl minor alchemy ability only took an action instead of 10 min, that'd be something.
Illusion: Free (improved) cantrip and ilusory reality. My favorite by far.
Divination: Portent and the vision powers are great. I am currently playing a human lvl6 diviner and loving it.
Abjurers: Just like diviners...they got cool in 5e.
Evocation is standard ok
Necromancy is also ok. Not my style...too messy.
Transmuters and conjurers are below average to me...conjurers need better summons, while transmuters are bland
Enchanters have the power to make their school spells behave as they supposed to for everyone. I really dislike the way people automatically know you have used charm person on them for example.
Unfortunately I can't add anything now, but I plan to make more Let's Rate-posts.
I will consider to make one for the non core Wizard traditions.
Check out the new Theurgist & Battlemage in UA. Nasty stuff!
Also, #Invoker
Recently played am Abjurer again. It was a one shot and I played 12th level. Had some prep time for a big battle. Had a contingency fire shield on myself based on speaking a code word. Attacked by three frost giants (I had good alarm warning :P). I used fire-wall and fireballs, so they were a bit wary. One finally got around the Wall of Fire and closed with me. I said the code word. His first blows took down the ward and did about 9hp to me, but the fire shield bit him twice with nice rolls, and he found easier targets.
Many creatures (and DM's) hit hard in the first round or two. It is nice to start down a high level spell, breath weapon, etc. and still be near max hp. As long as you hit fast and hard, the ward makes it possible to defeat a dragon with Wizard HP's.
Unless there is a role-playing reason or campaign design, I find myself sticking with Abjurers.--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
Starting a new campaign after killing Strahd this week and I am going to play a diviner. First with the role playing character I want and portents is just too cool to pass up.
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
Well traditionally I like high magic, high offense, powerful combat "mages" like the idea of the wizards fighting in Magic: The Gathering. Basically the literal opposite of Harry Potter. I need big magic, big explosions, summoning dragons, the fireworks. So I like Evocation and Necromancy the best. Illusions and turning things into other things is like micky mouse stuff. I'm not talking Fantasia wizards. I'm talking, you know, like Kael'thas Sunstrider wizards.