Wizards aren't really overpowered in the beginning unless they play their cards right.
Example Spell - Prestidigitation: Can create a Trinket for 1 hour. This trinket can be a ball of feredium.
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I'm voting no. Being "OP" is a very context-reliant thing. Generally, no class is OP in normal play.
If a wizard is high enough level with lots of time for preparing and the funds - they are the most powerful class in D&D. They can create infinite armies, become immortal, acquire infinite wealth and many amazing things. However, that is not really something a player is going to do. In terms of going on adventures they are not OP. In terms of PVP they're not OP. No class is.
Example Spell - Prestidigitation: Can create a Trinket for 1 hour. This trinket can be a ball of feredium.
This is a very weird example.
I don't know what feredium is, and when I try to google there's no real definitive result - closest is a syrupy ingredient in eye drops. Based on context I assume that's not what you're going for. By 2014 rules a trinket is a "simple item lightly touched by mystery" so you're not creating radioactive rods or unstable chemicals - these are not "simple". 2024 rules in the spell state the trinket you create "can deal no damage and has no monetary worth". Anything that can be used dangerously would fail both requirements. Conjuring weird chemicals for odd reactions and such things would also require heavy DM involvement and there's actually stuff in the new DMG to disallow such things because D&D worlds are based in Magic not Physics. Things exist because of magical nature not due to atoms and molecules.
Your example is also weird because Prestidigitation isn't an exclusive Wizard spell. It's also for Bards, Sorcerers, Artificers and Warlocks. It can also be taken by 2014 High Elves and High Half-Elves, it can be taken by various subclasses like Arcane Trickster Rogues, Eldritch Knight Fighters, Arcana Domain Clerics - and more. There's also feats, such as Magic Initiate, that can let any character gain it. So given that basically any character can gain, or even start with, the cantrip I'm not sure why is an argument for Wizards, specifically, being OP?
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Op compared to what? Compared to my homebrew class GOD that forces you to make a do 10000 Intelligence check or take 700000000000 d20 da,abe then no. But seriously it is probably 3rd most powerful class or maybe 2nd.
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And you run, and you run
To catch up with the sun, but it’s sinking
And racingaround
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
Wizards aren't really overpowered in the beginning unless they play their cards right.
Example Spell - Prestidigitation: Can create a Trinket for 1 hour. This trinket can be a ball of feredium.
No idea what fededium is (doens't come up on a search), but if it has a monetary value, it can't be created as trinket.
"Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth."
OP is relative. Pick a strong 2024 subclass from various full caster classes, make good choices, and play it well, maybe even creatively...and people will think you're OP. Im not even talking about multiclass. I was told my character was OP as a Stars Druid (I disagreed). You can do that with various classes/subclasses, especially full spellcasting classes. You can certainly do that with wizard if you build it well.
Define OP. like all full casters they are on the top of the heap, Wizards are in the top 3 of the full casters. Depending on how much you can leverage their spell book they can be the most powerful class in the game. Whether that is OP depends on how you define it or whether you think that level of power should be the baseline or not. If martials started gaining supernatural abilities through martial training, leaping leagues in a bound, punching their way through mountains, death blows, mirror image style effects through fast movement, leveraging their force of will into charm, fear effects etc placing them on par with full casters, then wizards would be the norm. But when you are the top of the heap or top 3 yeah depending on how you define it they may be OP.
Low level wizards do 4 points of cantrip damage per turn and run around in combat in a robe.
High level wizards can cast wish and alter the favric of the universe, make endless clones of themselves so they never die, create simulacrums of themselves to double their action economy, cast gate and open a portal to demons and devils, meteor swarm does 140 damage on average to a massive area.
A level 1 wizard is a combat liability.
Once they get fireball they carry their weight.
Once they get 6th level spells, they get extreme levels of power.
They carry their weight even before fireball. Even at 1st level they get 2 1st level spells. So sure some rounds they might do 4 damage or something from cantrips. But other rounds they hit for 2d12, or 3d6 to a small area, or make a couple targets fall unconscious etc. People especially at low levels are not doing 6 encounters per day, its probably 2 at low levels. The party just does not have enough hit point resources to go longer than that. So a cantrip, but 1 pretty solid spell for that level per fight. And if the spell is something like witch bolt its 2d12 round one, then 1d12+cantrip every round after that. They will end up doing more to the ogre(big solo monster for their level) than the fighter did.
Sure at those levels they have weaknesses so they are not ruling the universe from beyond the grave or anything, but they easily carry their weight form level 1 on.
Below level 5? No. Level 5-10? Depends on the spells they stock. Level 11+? Absolutely. Also, I googled what feredium is, and the top result is this conversation 😬. I somehow don’t think it’s a real thing.
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Was recently in a game and we where getting up there past level 10 and one of the Melee players called one of my spells OP cause I up cast it to 4th level (Chromatic Orb) and got three bounces (actually would of had 4 but ran out of targets). I got around 30 something damage each roll for around 70ish total damage.
Next round he does his attack and almost does 100 damage with all the attacks. Same attacks he can do ever round so not counting action surge or monks fist of fury or anything like that. I simply said, "You call mages OP when you just did the same damage I did and do it every round. I'm limited to spell slots. Your also walking around with almost three times my HP. Can you just shut up.... YOu only think they are OP cause you don't like they can some times with lucky rolls match your damage." While yes some of the spells can be a bit powerful but your very limited on those as you might only have a slot or two to cast them.
Same char had issues with Sylunes Viper spell thing it's OP when you use the snake attack. Not understanding that I still have to hit him, that is the save (that was their complaint it got no save). You would think a melee would be happy if your take out the big guy actions for one turn. The funny thing is next long rest I switched it out for another spell to not deal with the drama of the player. We get into a mini big boss fight and him and the other melee where being constantly stunned locked every round to the point the Barbarian went down. Guess who where the only ones doing damage? The casters of the group (me, the cleric and the warlock) that didn't keep failing our mental rolls. The monk uses stun attack all the time (now I think I get why he didn't like viper, it took away his own thunder of having a special cool move that does that). So we get done with that fight and about to fight the big big Final Boss. I ask if every one will let me switch Initiative and go first. I up cast at level 7 intellect fortress so they wouldn't be constantly stun locked.....they jumped on that so fast. Yah Casters can be powerfull but they have their purpose. Just like I need the melees to keep me safe from minions and physical attack they need our support too.
There was a youtuber that did a battle royal of 6 level 17 fighters and level 18 Casters. The fighters won 28 out of 30 fights. He said the main thing was who won the initiative and who could get the damage off fastest before the others could heal back up. Most the time the fighters had the fight won in two turns.
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Wizards aren't really overpowered in the beginning unless they play their cards right.
Example Spell - Prestidigitation: Can create a Trinket for 1 hour. This trinket can be a ball of feredium.
Go to work. Send your kids to school. Follow fashion. Act normal. Walk on the pavement. Watch TV. Save for old age. Obey the law. Now repeat after me. "YOU MUST CONSTRUCT ADDITIONAL PYLONS"
The trinkets created by Prestidigitation can't deal damage, so I don't think whatever "feredium" is would make a Wizard overpowered.
pronouns: he/she/they
I'm voting no. Being "OP" is a very context-reliant thing. Generally, no class is OP in normal play.
If a wizard is high enough level with lots of time for preparing and the funds - they are the most powerful class in D&D. They can create infinite armies, become immortal, acquire infinite wealth and many amazing things. However, that is not really something a player is going to do. In terms of going on adventures they are not OP. In terms of PVP they're not OP. No class is.
This is a very weird example.
I don't know what feredium is, and when I try to google there's no real definitive result - closest is a syrupy ingredient in eye drops. Based on context I assume that's not what you're going for. By 2014 rules a trinket is a "simple item lightly touched by mystery" so you're not creating radioactive rods or unstable chemicals - these are not "simple". 2024 rules in the spell state the trinket you create "can deal no damage and has no monetary worth". Anything that can be used dangerously would fail both requirements. Conjuring weird chemicals for odd reactions and such things would also require heavy DM involvement and there's actually stuff in the new DMG to disallow such things because D&D worlds are based in Magic not Physics. Things exist because of magical nature not due to atoms and molecules.
Your example is also weird because Prestidigitation isn't an exclusive Wizard spell. It's also for Bards, Sorcerers, Artificers and Warlocks. It can also be taken by 2014 High Elves and High Half-Elves, it can be taken by various subclasses like Arcane Trickster Rogues, Eldritch Knight Fighters, Arcana Domain Clerics - and more. There's also feats, such as Magic Initiate, that can let any character gain it. So given that basically any character can gain, or even start with, the cantrip I'm not sure why is an argument for Wizards, specifically, being OP?
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Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Op compared to what? Compared to my homebrew class GOD that forces you to make a do 10000 Intelligence check or take 700000000000 d20 da,abe then no. But seriously it is probably 3rd most powerful class or maybe 2nd.
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
No idea what fededium is (doens't come up on a search), but if it has a monetary value, it can't be created as trinket.
"Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth."
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
OP is relative. Pick a strong 2024 subclass from various full caster classes, make good choices, and play it well, maybe even creatively...and people will think you're OP. Im not even talking about multiclass. I was told my character was OP as a Stars Druid (I disagreed). You can do that with various classes/subclasses, especially full spellcasting classes. You can certainly do that with wizard if you build it well.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Define OP. like all full casters they are on the top of the heap, Wizards are in the top 3 of the full casters. Depending on how much you can leverage their spell book they can be the most powerful class in the game. Whether that is OP depends on how you define it or whether you think that level of power should be the baseline or not. If martials started gaining supernatural abilities through martial training, leaping leagues in a bound, punching their way through mountains, death blows, mirror image style effects through fast movement, leveraging their force of will into charm, fear effects etc placing them on par with full casters, then wizards would be the norm. But when you are the top of the heap or top 3 yeah depending on how you define it they may be OP.
Agreed.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Low level wizards do 4 points of cantrip damage per turn and run around in combat in a robe.
High level wizards can cast wish and alter the favric of the universe, make endless clones of themselves so they never die, create simulacrums of themselves to double their action economy, cast gate and open a portal to demons and devils, meteor swarm does 140 damage on average to a massive area.
A level 1 wizard is a combat liability.
Once they get fireball they carry their weight.
Once they get 6th level spells, they get extreme levels of power.
They carry their weight even before fireball. Even at 1st level they get 2 1st level spells. So sure some rounds they might do 4 damage or something from cantrips. But other rounds they hit for 2d12, or 3d6 to a small area, or make a couple targets fall unconscious etc. People especially at low levels are not doing 6 encounters per day, its probably 2 at low levels. The party just does not have enough hit point resources to go longer than that. So a cantrip, but 1 pretty solid spell for that level per fight. And if the spell is something like witch bolt its 2d12 round one, then 1d12+cantrip every round after that. They will end up doing more to the ogre(big solo monster for their level) than the fighter did.
Sure at those levels they have weaknesses so they are not ruling the universe from beyond the grave or anything, but they easily carry their weight form level 1 on.
Below level 5? No. Level 5-10? Depends on the spells they stock. Level 11+? Absolutely. Also, I googled what feredium is, and the top result is this conversation 😬. I somehow don’t think it’s a real thing.
Hiya! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Èist ri Arirang aig BTS!Was recently in a game and we where getting up there past level 10 and one of the Melee players called one of my spells OP cause I up cast it to 4th level (Chromatic Orb) and got three bounces (actually would of had 4 but ran out of targets). I got around 30 something damage each roll for around 70ish total damage.
Next round he does his attack and almost does 100 damage with all the attacks. Same attacks he can do ever round so not counting action surge or monks fist of fury or anything like that. I simply said, "You call mages OP when you just did the same damage I did and do it every round. I'm limited to spell slots. Your also walking around with almost three times my HP. Can you just shut up.... YOu only think they are OP cause you don't like they can some times with lucky rolls match your damage." While yes some of the spells can be a bit powerful but your very limited on those as you might only have a slot or two to cast them.
Same char had issues with Sylunes Viper spell thing it's OP when you use the snake attack. Not understanding that I still have to hit him, that is the save (that was their complaint it got no save). You would think a melee would be happy if your take out the big guy actions for one turn. The funny thing is next long rest I switched it out for another spell to not deal with the drama of the player. We get into a mini big boss fight and him and the other melee where being constantly stunned locked every round to the point the Barbarian went down. Guess who where the only ones doing damage? The casters of the group (me, the cleric and the warlock) that didn't keep failing our mental rolls. The monk uses stun attack all the time (now I think I get why he didn't like viper, it took away his own thunder of having a special cool move that does that). So we get done with that fight and about to fight the big big Final Boss. I ask if every one will let me switch Initiative and go first. I up cast at level 7 intellect fortress so they wouldn't be constantly stun locked.....they jumped on that so fast. Yah Casters can be powerfull but they have their purpose. Just like I need the melees to keep me safe from minions and physical attack they need our support too.
There was a youtuber that did a battle royal of 6 level 17 fighters and level 18 Casters. The fighters won 28 out of 30 fights. He said the main thing was who won the initiative and who could get the damage off fastest before the others could heal back up. Most the time the fighters had the fight won in two turns.