They are a diverse class that can literally have something ready for any situation the party my come across. The Wizard is a jack of all trades that's also a force to be reckoned with. Your the investigator, the problem solver, the collector and the arsenal all rolled into one. The world is the Wizards playground.
It's not about sellig or buying. If you can combine philosophy and mathematical thinking (like an engineer for example), wizard is good for you. Wizard has a big slice in roleplaying for solving puzzles, gathering informations, reaching true intuitions. It's more than throwing firebolts or make things invisible. If it suits you, you can play it. If it doesn't suit, try another one.
Playing as a wizard is, for me, everything about always having the solution. If being the brain of the party, detail the plan and rationalize the plots are your thing, playing a wizard gives you the tools you need to accomplish all those.
And also, because...
"You're a wizard, Harry."
-Rubeus Hagrid, "Harry Potter and the Philosopher's Stone"
In my opinion because of the versatility. And the challenge.
It's no easy playing a wizard. For starters, prepare to research a lot, since there are a lot of spells that you can learn. Also, you got to think strategically so that you can combine spells if needed. For example, combining greater invisibility with ray spells will give you the edge on battle. What can you do with Find Familiar? How do you make it useful? Is Feign Death an actual useful spell or just a waste of pages in the spellbook? Can you make it work?
Also, you become essential to the party. The party needs someone to identify a magic item, guess who they are going to call. A rogue found a magic based trap, you're the one who probably has the most lore arcane to help disarm it. The party needs to go underwater for a mission, the rogue needs to turn invisible, someone needs to create a wall for stopping enemies getting reinforcements? You are the responsible for all that.
This is my first campaign and I've been playing a wizard and I can tell you, the challenge is high but it's loads of fun. I can tell you that I do tons more of research than the rest of the party though...
If you like a challenge and power, wizard is the class for you. Selecting a spell list is difficult and a lot of reading when you first get into it, but, with a willing DM, making your own spells is even more difficult with much more reward!
Also, the flavor is wonderful. You are an intellectual, that much must be true, but what is your preference and why? Why do you like reanimating the dead? Why conjure beings, and to what extent do you research the other planes to achieve this? You are the most ready connection for the party to any greater part of the D&D universe.
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A professional engineer and amateur writer who has played D&D since 2015 (started with 5e) and has been a DM more than a player. When I'm not playing god I'm usually your friendly neighborhood rogue.
To add on to the other posters it's really cool specializing in a specific school of magic like Enchantment and especially when we have more spells, being able to utilize a completely different playstyle- it also offers the narrative/mechanical experience of actually learning spells as a mechanic, rather than an abstract conceit of leveling up (though it's that too), which is really fun- you can actually play someone on the hunt for as much arcane knowledge as possible, and try to collect the game's spells like pokemon cards. It's a distinct sort of experience that no other class can really emulate for that archetype, since they can't learn more spells than a certain great amount. Also knowledge checks (which rely on intelligence) are wonderful if you're an explorer type player- you can use your superior intelligence to glean all sorts of cool lore from your DM.
I started playing wizards in 2nd Edition and learned to prefer them in 3rd when I realized my dice hate me and I am pretty sure the DM is out to get me. Having to roll to hit and do damage means I have a real good chance that I do not do much damage. When the attack is save for 1/2 damage my odds go up significantly. Another plus is that wizards spells are at times vague which means if you set things up within the right parameters you can cause a spell to be more dangerous than previously thought possible, such as wall of Iron in the rigging of a ship is much more damaging when it falls 20-30 feet before hitting the deck. Just how dangerous is a Rust monster to an iron golem? 3rd edition allowed a mage to do this. Bend the world to your will take your time and read every spell before you choose another. Between games read your spells while contemplating how to use them to interesting unplanned ways. Don't worry if you never get to use a particular way come up with more ways somewhere along the line you will be able to adapt the situation to your will.
A Wizard, a Cleric and a Dwarf are sitting discussing the beginning of the Universe.
Dwarf, after a long draw on his (or her) ale, "Tak looked on the Chaos and saw it was rip with possibilities, (s)he (Always difficult to tell a Dwarfs gender) forged the first Dwarfs out of Iron and Granite. They went on to forge the Universe."
Cleric, holy symbol in hand, a comfort through the years, "Yes the first Gods came out of the Chaos, they saw a myriad of worlds to be made. Good - Evil - Law - Chaos all exist and we, through our faith still, forge the Universe out of love, devotion and fear of these Gods."
Wizard "Who do you think made the Chaos...?"
An old joke, but a good reason to play a Wizard - fun!
As of last night I really want to play Wizard - specifically Bladesingers. Our Bladesinger, whilst Bladesinging, now reaches 24 AC. 24! She ended a fight with zero damage taken whilst my shield-using fighter was almost dead. Twice.
Interesting thread. I picked a wizard for my class in a game we started 2-3 months ago. It was the greatest decision I made for my character! As we are going through the world we have unleashed a major threat of demons. After this first major fight with one of the main bosses (my party is all 4th lvl) I teamed up with the Cleric, Druid, and Sorcerer in my group to start making new spells to combat this demonic threat. The fact that a Wizard can be the answer to about 80% of any issue (personal opinion) is why you should want to play one!
Magic user has been my favorite class since before 1e / AD&D / Basic,Expert, etc. and the 5e Wizard is it's direct descendant. The other magic classes are just poor imitations of MMO's imitating D&D. Besides, Wizard encapsulates everything "Fantastic" about D&D. Just look at how the Genre is defined; "Swords & Sorcerery", "Warriors & Wizards." And seriously what's so special about the other half. I mean if you really wanted to pickup a sword and swing it around you can do that now, here, in the real world, in your back yard if you wanted to. How special can it really be? But being a wizard, discovering the hidden truths of the metaverse, bending the forces of creation until they bow to your will. That is something special, something fantastic.
Interesting thread. I picked a wizard for my class in a game we started 2-3 months ago. It was the greatest decision I made for my character! As we are going through the world we have unleashed a major threat of demons. After this first major fight with one of the main bosses (my party is all 4th lvl) I teamed up with the Cleric, Druid, and Sorcerer in my group to start making new spells to combat this demonic threat. The fact that a Wizard can be the answer to about 80% of any issue (personal opinion) is why you should want to play one!
A wizard is the Leatherman All-in-One tool of the party. Other classes my have a bigger blade, but no one else has pliers, a screwdriver, and a fireball.
There are some great answers on this thread. Playing a Wizard in 5E is much better than the other versions imo. Some improvements make them less frustrating to play. Mostly, cantrips. The ability to have offensive spells available at all times, means the Wizard is not relegated to throwing darts for most combats once their spells have run out at lower levels. The fact that their damage scales upwards with your level is also a huge benefit. The variety of the different arcane specializations means that the class can have many different styles for playability. Mirror Image has received a huge increase in benefit from previous versions; it will save you many times and is only a second level spell. Surviving the lower levels will require some good decision making and help from the others in your group; but once you get to 5th level or so life becomes much easier for you. Then the others will be needing your skills to whittle down large groups of enemies with area damage or crowd control spells. It all depends on what style of play you are looking for. Have fun with it.
Sell me on playing this class! Im curious why players love each class and why I should give different ones a try :)
1. It depends on how much of your game occurs out of combat. If you are strictly looking at the class in terms of how effective are they in combat, then sorcerer or warlock may give you your magic fix while keeping up with the damage output of other classes. However if a significant amount of your time is spent out of combat then no other class gives you the eventual versatility of a wizard. There are no limits to the number of spells you can eventually have in your spellbooks. If it gets published by WotC and is tagged wizard then you might have a shot to copy it out of another wizard's spellbook or off a scroll even if you don't pick it up when you level. Have a spell list geared to fire and explosions and combat damage and instead you need to be sneaky and able to control people... give me my spell book and 8 hours and you have a completely different set of options.
2. BS in Physics ... Cool, the wizard understands physics too. He just changes the laws of physics when they get in his way.
You have access to some of the most incredible spells in the game, and as a wizard you can potentially learn every spell on the Wizard spell list. Divine spells that restore life and death, and some of the more holy themed ones are about the only things out of your grasp when you play a wizard. And in 5e you can wear armor provided you somehow become proficient. (Easiest way is a dwarf).
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Sell me on playing this class! Im curious why players love each class and why I should give different ones a try :)
The variety! The amount of different spells you can learn allows for a lot of variety, add in some imagination/ingenuity and anything can happen.
Bards, Sorcerers, and Warlocks are all about force of personality.
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They are a diverse class that can literally have something ready for any situation the party my come across.
The Wizard is a jack of all trades that's also a force to be reckoned with.
Your the investigator, the problem solver, the collector and the arsenal all rolled into one.
The world is the Wizards playground.
It's not about sellig or buying. If you can combine philosophy and mathematical thinking (like an engineer for example), wizard is good for you. Wizard has a big slice in roleplaying for solving puzzles, gathering informations, reaching true intuitions. It's more than throwing firebolts or make things invisible. If it suits you, you can play it. If it doesn't suit, try another one.
"What are you lookin' at, filthy mortal?"
Playing as a wizard is, for me, everything about always having the solution. If being the brain of the party, detail the plan and rationalize the plots are your thing, playing a wizard gives you the tools you need to accomplish all those.
And also, because...
"Let your dice roll"
codexanathema.com
In my opinion because of the versatility. And the challenge.
It's no easy playing a wizard. For starters, prepare to research a lot, since there are a lot of spells that you can learn. Also, you got to think strategically so that you can combine spells if needed. For example, combining greater invisibility with ray spells will give you the edge on battle. What can you do with Find Familiar? How do you make it useful? Is Feign Death an actual useful spell or just a waste of pages in the spellbook? Can you make it work?
Also, you become essential to the party. The party needs someone to identify a magic item, guess who they are going to call. A rogue found a magic based trap, you're the one who probably has the most lore arcane to help disarm it. The party needs to go underwater for a mission, the rogue needs to turn invisible, someone needs to create a wall for stopping enemies getting reinforcements? You are the responsible for all that.
This is my first campaign and I've been playing a wizard and I can tell you, the challenge is high but it's loads of fun. I can tell you that I do tons more of research than the rest of the party though...
If you like a challenge and power, wizard is the class for you. Selecting a spell list is difficult and a lot of reading when you first get into it, but, with a willing DM, making your own spells is even more difficult with much more reward!
Also, the flavor is wonderful. You are an intellectual, that much must be true, but what is your preference and why? Why do you like reanimating the dead? Why conjure beings, and to what extent do you research the other planes to achieve this? You are the most ready connection for the party to any greater part of the D&D universe.
A professional engineer and amateur writer who has played D&D since 2015 (started with 5e) and has been a DM more than a player. When I'm not playing god I'm usually your friendly neighborhood rogue.
To add on to the other posters it's really cool specializing in a specific school of magic like Enchantment and especially when we have more spells, being able to utilize a completely different playstyle- it also offers the narrative/mechanical experience of actually learning spells as a mechanic, rather than an abstract conceit of leveling up (though it's that too), which is really fun- you can actually play someone on the hunt for as much arcane knowledge as possible, and try to collect the game's spells like pokemon cards. It's a distinct sort of experience that no other class can really emulate for that archetype, since they can't learn more spells than a certain great amount. Also knowledge checks (which rely on intelligence) are wonderful if you're an explorer type player- you can use your superior intelligence to glean all sorts of cool lore from your DM.
I started playing wizards in 2nd Edition and learned to prefer them in 3rd when I realized my dice hate me and I am pretty sure the DM is out to get me. Having to roll to hit and do damage means I have a real good chance that I do not do much damage. When the attack is save for 1/2 damage my odds go up significantly. Another plus is that wizards spells are at times vague which means if you set things up within the right parameters you can cause a spell to be more dangerous than previously thought possible, such as wall of Iron in the rigging of a ship is much more damaging when it falls 20-30 feet before hitting the deck. Just how dangerous is a Rust monster to an iron golem? 3rd edition allowed a mage to do this. Bend the world to your will take your time and read every spell before you choose another. Between games read your spells while contemplating how to use them to interesting unplanned ways. Don't worry if you never get to use a particular way come up with more ways somewhere along the line you will be able to adapt the situation to your will.
A Wizard, a Cleric and a Dwarf are sitting discussing the beginning of the Universe.
Dwarf, after a long draw on his (or her) ale, "Tak looked on the Chaos and saw it was rip with possibilities, (s)he (Always difficult to tell a Dwarfs gender) forged the first Dwarfs out of Iron and Granite. They went on to forge the Universe."
Cleric, holy symbol in hand, a comfort through the years, "Yes the first Gods came out of the Chaos, they saw a myriad of worlds to be made. Good - Evil - Law - Chaos all exist and we, through our faith still, forge the Universe out of love, devotion and fear of these Gods."
Wizard "Who do you think made the Chaos...?"
An old joke, but a good reason to play a Wizard - fun!
I've seen things you people wouldn't believe....
FIREBALLS INSIDE DUNGEONS!!!
:D
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
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"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
As of last night I really want to play Wizard - specifically Bladesingers. Our Bladesinger, whilst Bladesinging, now reaches 24 AC. 24! She ended a fight with zero damage taken whilst my shield-using fighter was almost dead. Twice.
Also fireballs!
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My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
Interesting thread. I picked a wizard for my class in a game we started 2-3 months ago. It was the greatest decision I made for my character! As we are going through the world we have unleashed a major threat of demons. After this first major fight with one of the main bosses (my party is all 4th lvl) I teamed up with the Cleric, Druid, and Sorcerer in my group to start making new spells to combat this demonic threat. The fact that a Wizard can be the answer to about 80% of any issue (personal opinion) is why you should want to play one!
Magic user has been my favorite class since before 1e / AD&D / Basic,Expert, etc. and the 5e Wizard is it's direct descendant. The other magic classes are just poor imitations of MMO's imitating D&D. Besides, Wizard encapsulates everything "Fantastic" about D&D. Just look at how the Genre is defined; "Swords & Sorcerery", "Warriors & Wizards." And seriously what's so special about the other half. I mean if you really wanted to pickup a sword and swing it around you can do that now, here, in the real world, in your back yard if you wanted to. How special can it really be? But being a wizard, discovering the hidden truths of the metaverse, bending the forces of creation until they bow to your will. That is something special, something fantastic.
There are some great answers on this thread. Playing a Wizard in 5E is much better than the other versions imo. Some improvements make them less frustrating to play. Mostly, cantrips. The ability to have offensive spells available at all times, means the Wizard is not relegated to throwing darts for most combats once their spells have run out at lower levels. The fact that their damage scales upwards with your level is also a huge benefit. The variety of the different arcane specializations means that the class can have many different styles for playability. Mirror Image has received a huge increase in benefit from previous versions; it will save you many times and is only a second level spell. Surviving the lower levels will require some good decision making and help from the others in your group; but once you get to 5th level or so life becomes much easier for you. Then the others will be needing your skills to whittle down large groups of enemies with area damage or crowd control spells. It all depends on what style of play you are looking for. Have fun with it.
2. BS in Physics ... Cool, the wizard understands physics too. He just changes the laws of physics when they get in his way.
You have access to some of the most incredible spells in the game, and as a wizard you can potentially learn every spell on the Wizard spell list. Divine spells that restore life and death, and some of the more holy themed ones are about the only things out of your grasp when you play a wizard. And in 5e you can wear armor provided you somehow become proficient. (Easiest way is a dwarf).