Why does the wizard have the fewest class features? Excluding ability score improvements, wizards have 8 class features and monks have 22 class features; are wizard class features generally more powerful than other class's class features and that's why wizards have less?
Wizards have the biggest, and best spell list in game. By the time they get to level 20 they are the most powerful class in the game. They don’t need more.
Classes who are primary spellcasters (any class that can cast 9th level spells) tend to get fewer class features than classes who are not. Wizards in particular are focused on casting spells and not doing things that aren't casting spells, even their subclass abilities tend to revolve around spellcasting.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Wizards have the biggest, and best spell list in game. By the time they get to level 20 they are the most powerful class in the game. They don’t need more.
Wizards have the same amount of spell slots per spell level as druids, sorcerers and clerics. Their number of prepared spells is equal to wizard level+ intelligence modifier, excluding the 2 signature spells at level 20, this would add up to 25+(2) at level 20 with 20 intelligence. Once per day, after a short rest, wizards can recover a number of spell slots with a combined level equal or less than half the wizards' level (rounded); also said spell slots can't be 6th level or higher.
So by level 20 wizards can have a lot of prepared spells, but they have a limited number of spell slots, especially for higher level spell slots and can regain two 5th level spells during a short rest, once per day. I still don't see why wizards have less class features.
They effectively have more slots than other classes, generally speaking. They also have a lot of spells known, 2-3 times as many as other "spells known" classes at a minimum - they can even potentially learn every single spell on their list. There's a reason why all casters that have arcane spells are all "known spells" casters (unlike Druids and Clerics).
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Wizards have the biggest, and best spell list in game. By the time they get to level 20 they are the most powerful class in the game. They don’t need more.
Wizards have the same amount of spell slots per spell level as druids, sorcerers and clerics.
So by level 20 wizards can have a lot of prepared spells, but they have a limited number of spell slots, especially for higher level spell slots and can regain two 5th level spells during a short rest, once per day. I still don't see why wizards have less class features.
I didn’t say anything about the number of slots they have. I specifically said their spell list contains more and arguably better spells than any other list. Wizards also have the ability to cast any of their ritual spells without preparing them as long as they have them in their spellbook. Guess what.. wizards also have the most ritual spells of any caster. Meaning that wizards CAN cast more spells per day than any other by using rituals. Obviously I am not including feats and abilities which give spells like fae touched etc.
Wizards also have the ability to cast any of their ritual spells without preparing them as long as they have them in their spellbook. Guess what.. wizards also have the most ritual spells of any caster. Meaning that wizards CAN cast more spells per day than any other by using rituals.
That's something I didn't realise until near the end of my campaign with my.Wizard. We even camped out for a day so I could swap in Comprehend Languages so we could progress through a quest. Grumbles. At least now, I know to grab as many ritual spells as possible!
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
High level wizards can turn any one first and one second level spells into basically cantrips, and you can swap them out with eight hours of study. Neutralizing threats with laughter and turning invisible at will are pretty powerful. Sorcerers and warlocks cannot spam spells to the same degree.
With TCOE, wizards can also swap out cantrips after a long rest.
I didn’t say anything about the number of slots they have. I specifically said their spell list contains more and arguably better spells than any other list. Wizards also have the ability to cast any of their ritual spells without preparing them as long as they have them in their spellbook. Guess what.. wizards also have the most ritual spells of any caster. Meaning that wizards CAN cast more spells per day than any other by using rituals. Obviously I am not including feats and abilities which give spells like fae touched etc.
I looked at the section about the spell book, It didn't say anything about how many spells you can hold in it, just that you can add them; I also looked at the part about ritual casting and said something like you can cast any ritual spell in your spell book without preparing them. That adds up to 25 max prepared spells+ 2 signature spells+ an unlimited number of uses from wizard ritual spells accessible in their spell books (currently their are 22).
What is the upper limit for how many class features a homebrew class can have if it were somewhat as powerful as the wizard class, but a martial anti-magic class?
Wizards have the most expansive spell list, and the abilities to change prepared spells from potentially that entire list, daily.
The name of the game with wizards is Spells. Class features are just a sideshow that bring limited utility and flavor, but spells are the meat. That's why wizards are the only casters in the game with the ability to add spells to their spellbook that they find while adventuring.
Both cleric and druid have slightly more features than wizard, but it's hardly dramatic. They just look busier because some of their class features have multiple entries.
What is the upper limit for how many class features a homebrew class can have if it were somewhat as powerful as the wizard class, but a martial anti-magic class?
At best, the most an antimagic martial can hope for is to take down druids, clerics, and most warlocks. The only way to compete against a spellcaster with wish is to be another spellcaster with wish.
Wizards, sorcerers, bards, and genie warlocks have access to the spell wish, which means they have access to the wish-simulacrum engine. At level 20 and below, the wish-simulacrum engine's most obvious use is to generate an infinite army and infinite first to eighth level spell slots on demand. Post level 20 (with boon of spell recall), that engine can provide infinite wishes on demand, and all future simulacra you create moving forward also have access to daily wishes, so you now have an army that can cast wish for you.
The only spellcaster I can see that can challenge a wizard is an aberrant mind sorcerer. They can cast spells using sorcery points, and their wish-simulacrum engine have access to infinite wishes at level 17 and their engine can replicate itself faster because of that.
There is no way a martial can compete against a spellcaster with wish, especially not against a simulacra army that can cast wish. You either have wish or you do not.
Most of what I'm saying has already been stated but just adding my own version for the sake of boredom and my like of Wizards.
The Wizard is the most powerful spellcaster in the game.
The wizard gets the most versatile spell list with some of the strongest spells on it. With enough resources and preparation a wizard can destroy any enemy that isn't an actual god, can take over kingdoms - maybe even the world, can make towns and become effectively immortal. That's just with their spell list. This is without factoring any class features beyond Spellcasting.
Their base class features are actually rather strong. Any 1st or 2nd level spell they know and prep can be cast infinitely. And they can change these with 8 hours study time. Going to be out adventuring/battling? Infinite Shield and Hold Person : you're kept safe and keep enemies paralysed so your allies can auto-crit against them. Stealth mission? Infinite Invisibility is damn handy. Espionage mission? Infinite Disguise Self. Out at sea? Infinite Alter Self. Relaxing at home? Infinite Unseen Servant - spend a minute casting to have 10 servants to assist you with all your needs for 59 minutes. Infinite use of Suggestion can be fantastic if you're trying your hand at politics.
The Signature Spells feature is 2x 3rd level spells that are always prepared and can be cast once each for free every short rest. The Summon spells are great choices as you can more easily maintain the summons and gain an extra minion without having to use up your spell slots for it. There's a lot of really good 3rd level spells so no matter your build or campaign you can get a lot of use from this feature.
The subclasses can really flesh this out further. A high level illusionist can basically warp reality around them. Enchanters can control minds - even those of kings and queens - without anybody realising it. Necromancers get an army of undead. Bladesingers are very tanky in duels : with max dex, int, Mage Armour and infinite Shield spell they rock up to 28 AC and can nullify certain amounts of damage, can use Haste (30 AC) and is actually really good in battles. And an Evoker with Sickening Radiance and fireballs can make short work of enemies without risking themselves or their allies.
So... Yeah. They don't need more class features. There's only a few features in the game, like Cleric Divine Intervention, or Genielock's Limited Wish that could ever be considered better.
This isn't to say Wizards are the strongest class in game, as that can vary by campaign and Wizards do have weaknesses. But as a spellcaster they're seriously top-notch and have no need for extra or better class features. What they have is plenty.
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Wizards have the most expansive spell list, and the abilities to change prepared spells from potentially that entire list, daily.
The name of the game with wizards is Spells. Class features are just a sideshow that bring limited utility and flavor, but spells are the meat. That's why wizards are the only casters in the game with the ability to add spells to their spellbook that they find while adventuring.
Spell casting is one of the wizard's class features, without it wizards couldn't cast spells; therefore not all class features are not limited utility and flavor
Wizards, sorcerers, bards, and genie warlocks have access to the spell wish, which means they have access to the wish-simulacrum engine
...which no DM should ever allow to actually work in their campaign, so why are we talking about it?
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Wizards, sorcerers, bards, and genie warlocks have access to the spell wish, which means they have access to the wish-simulacrum engine
...which no DM should ever allow to actually work in their campaign, so why are we talking about it?
Hardly any table ever plays to tier 4, so why bother talking about how overpowered spellcasters are compared to martials when most players do not even experience the end game? RAW is the baseline of discussion, not how a GM homebrews their game nor how often tier 4 gets played.
And I do not see anything wrong with allowing it either. A table that wants to play in tier 4 and beyond most likely wants those shenanigans. Tables that do not like it do not have to play tier 4, and most do not anyways.
I didn’t say anything about the number of slots they have. I specifically said their spell list contains more and arguably better spells than any other list. Wizards also have the ability to cast any of their ritual spells without preparing them as long as they have them in their spellbook. Guess what.. wizards also have the most ritual spells of any caster. Meaning that wizards CAN cast more spells per day than any other by using rituals. Obviously I am not including feats and abilities which give spells like fae touched etc.
I looked at the section about the spell book, It didn't say anything about how many spells you can hold in it, just that you can add them; I also looked at the part about ritual casting and said something like you can cast any ritual spell in your spell book without preparing them. That adds up to 25 max prepared spells+ 2 signature spells+ an unlimited number of uses from wizard ritual spells accessible in their spell books (currently their are 22).
That's like asking how long is a piece of string. Quite simply how big is the book? It will be entirely down to the player and the DM. Also note that it does not have to be a single book. Many wizards will have several, and most will be hidden away seperately so that if one gets lost or stolen the wizard can still access another. Also from a story / flavour perspective I might have a 'travel sized' book for adventuring with just my main spells and then an entire formal library back home in safety. I might use the secret chest spell, or magnificient mansion or a portable hole to store my book safely on my adventures so it could be a really big book. There are so many options that will be entirely down to the player and DM that it is impossible to say. A hunter / gatherer shamanistic wizard could have multiple animal skins stitched together with the spells etched on them, a poor student might have the dnd equivalent of an A4 lever arch file with pages easily added or removed, a cloistered accademic might have a large, illuminated book on a pedestal in their study, too big to be carried around in day to day life.
The simple answer is that a spell takes up as many pages as it's level, and a cantrip takes 1 page. So a level 9 spell would take up 9 pages in the book. So a small book might have a dozen or so, while a big medieval bible sized book might have a hundred. There is no easy answer to that question.
The level per page thing for spellbooks is a rule for previous versions and no such ruling exists in 5th. It is not defined at all. Unless your DM rules otherwise, by RAW, your spellbook has infinite capacity for spells. The "idea" of that is a 100 page book would be enough and tracking page-by-page would be a chore, as would having to carry multiple tomes to be able to prepare the spells you want.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
The level per page thing for spellbooks is a rule for previous versions and no such ruling exists in 5th. It is not defined at all. Unless your DM rules otherwise, by RAW, your spellbook has infinite capacity for spells. The "idea" of that is a 100 page book would be enough and tracking page-by-page would be a chore, as would having to carry multiple tomes to be able to prepare the spells you want.
The spellbook listed under Equipment in the PHB is still 100 pages. However, there's nothing in 5e saying that's the only possible size of spellbook -- in fact, the rules specifically indicate your starting spellbook doesn't have to be a "book" at all in the conventional sense -- nor is there any rule indicating how many pages each spell requires, so page count is basically irrelevant
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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Why does the wizard have the fewest class features? Excluding ability score improvements, wizards have 8 class features and monks have 22 class features; are wizard class features generally more powerful than other class's class features and that's why wizards have less?
Wizards have the biggest, and best spell list in game. By the time they get to level 20 they are the most powerful class in the game. They don’t need more.
Classes who are primary spellcasters (any class that can cast 9th level spells) tend to get fewer class features than classes who are not. Wizards in particular are focused on casting spells and not doing things that aren't casting spells, even their subclass abilities tend to revolve around spellcasting.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Wizards have the same amount of spell slots per spell level as druids, sorcerers and clerics. Their number of prepared spells is equal to wizard level+ intelligence modifier, excluding the 2 signature spells at level 20, this would add up to 25+(2) at level 20 with 20 intelligence. Once per day, after a short rest, wizards can recover a number of spell slots with a combined level equal or less than half the wizards' level (rounded); also said spell slots can't be 6th level or higher.
So by level 20 wizards can have a lot of prepared spells, but they have a limited number of spell slots, especially for higher level spell slots and can regain two 5th level spells during a short rest, once per day. I still don't see why wizards have less class features.
They effectively have more slots than other classes, generally speaking. They also have a lot of spells known, 2-3 times as many as other "spells known" classes at a minimum - they can even potentially learn every single spell on their list. There's a reason why all casters that have arcane spells are all "known spells" casters (unlike Druids and Clerics).
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I didn’t say anything about the number of slots they have. I specifically said their spell list contains more and arguably better spells than any other list.
Wizards also have the ability to cast any of their ritual spells without preparing them as long as they have them in their spellbook. Guess what.. wizards also have the most ritual spells of any caster. Meaning that wizards CAN cast more spells per day than any other by using rituals. Obviously I am not including feats and abilities which give spells like fae touched etc.
That's something I didn't realise until near the end of my campaign with my.Wizard. We even camped out for a day so I could swap in Comprehend Languages so we could progress through a quest. Grumbles. At least now, I know to grab as many ritual spells as possible!
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
High level wizards can turn any one first and one second level spells into basically cantrips, and you can swap them out with eight hours of study. Neutralizing threats with laughter and turning invisible at will are pretty powerful. Sorcerers and warlocks cannot spam spells to the same degree.
With TCOE, wizards can also swap out cantrips after a long rest.
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I looked at the section about the spell book, It didn't say anything about how many spells you can hold in it, just that you can add them; I also looked at the part about ritual casting and said something like you can cast any ritual spell in your spell book without preparing them. That adds up to 25 max prepared spells+ 2 signature spells+ an unlimited number of uses from wizard ritual spells accessible in their spell books (currently their are 22).
What is the upper limit for how many class features a homebrew class can have if it were somewhat as powerful as the wizard class, but a martial anti-magic class?
Wizards have the most expansive spell list, and the abilities to change prepared spells from potentially that entire list, daily.
The name of the game with wizards is Spells. Class features are just a sideshow that bring limited utility and flavor, but spells are the meat. That's why wizards are the only casters in the game with the ability to add spells to their spellbook that they find while adventuring.
Broadly speaking, "has a new level of spells" is a new class feature, so you want to compare to other primary spellcasters that use spell preparation
Both cleric and druid have slightly more features than wizard, but it's hardly dramatic. They just look busier because some of their class features have multiple entries.
At best, the most an antimagic martial can hope for is to take down druids, clerics, and most warlocks. The only way to compete against a spellcaster with wish is to be another spellcaster with wish.
Wizards, sorcerers, bards, and genie warlocks have access to the spell wish, which means they have access to the wish-simulacrum engine. At level 20 and below, the wish-simulacrum engine's most obvious use is to generate an infinite army and infinite first to eighth level spell slots on demand. Post level 20 (with boon of spell recall), that engine can provide infinite wishes on demand, and all future simulacra you create moving forward also have access to daily wishes, so you now have an army that can cast wish for you.
The only spellcaster I can see that can challenge a wizard is an aberrant mind sorcerer. They can cast spells using sorcery points, and their wish-simulacrum engine have access to infinite wishes at level 17 and their engine can replicate itself faster because of that.
There is no way a martial can compete against a spellcaster with wish, especially not against a simulacra army that can cast wish. You either have wish or you do not.
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Most of what I'm saying has already been stated but just adding my own version for the sake of boredom and my like of Wizards.
The Wizard is the most powerful spellcaster in the game.
The wizard gets the most versatile spell list with some of the strongest spells on it. With enough resources and preparation a wizard can destroy any enemy that isn't an actual god, can take over kingdoms - maybe even the world, can make towns and become effectively immortal. That's just with their spell list. This is without factoring any class features beyond Spellcasting.
Their base class features are actually rather strong. Any 1st or 2nd level spell they know and prep can be cast infinitely. And they can change these with 8 hours study time. Going to be out adventuring/battling? Infinite Shield and Hold Person : you're kept safe and keep enemies paralysed so your allies can auto-crit against them. Stealth mission? Infinite Invisibility is damn handy. Espionage mission? Infinite Disguise Self. Out at sea? Infinite Alter Self. Relaxing at home? Infinite Unseen Servant - spend a minute casting to have 10 servants to assist you with all your needs for 59 minutes. Infinite use of Suggestion can be fantastic if you're trying your hand at politics.
The Signature Spells feature is 2x 3rd level spells that are always prepared and can be cast once each for free every short rest. The Summon spells are great choices as you can more easily maintain the summons and gain an extra minion without having to use up your spell slots for it. There's a lot of really good 3rd level spells so no matter your build or campaign you can get a lot of use from this feature.
The subclasses can really flesh this out further. A high level illusionist can basically warp reality around them. Enchanters can control minds - even those of kings and queens - without anybody realising it. Necromancers get an army of undead. Bladesingers are very tanky in duels : with max dex, int, Mage Armour and infinite Shield spell they rock up to 28 AC and can nullify certain amounts of damage, can use Haste (30 AC) and is actually really good in battles. And an Evoker with Sickening Radiance and fireballs can make short work of enemies without risking themselves or their allies.
So... Yeah. They don't need more class features. There's only a few features in the game, like Cleric Divine Intervention, or Genielock's Limited Wish that could ever be considered better.
This isn't to say Wizards are the strongest class in game, as that can vary by campaign and Wizards do have weaknesses. But as a spellcaster they're seriously top-notch and have no need for extra or better class features. What they have is plenty.
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Spell casting is one of the wizard's class features, without it wizards couldn't cast spells; therefore not all class features are not limited utility and flavor
...which no DM should ever allow to actually work in their campaign, so why are we talking about it?
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Hardly any table ever plays to tier 4, so why bother talking about how overpowered spellcasters are compared to martials when most players do not even experience the end game? RAW is the baseline of discussion, not how a GM homebrews their game nor how often tier 4 gets played.
And I do not see anything wrong with allowing it either. A table that wants to play in tier 4 and beyond most likely wants those shenanigans. Tables that do not like it do not have to play tier 4, and most do not anyways.
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Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
That's like asking how long is a piece of string. Quite simply how big is the book? It will be entirely down to the player and the DM. Also note that it does not have to be a single book. Many wizards will have several, and most will be hidden away seperately so that if one gets lost or stolen the wizard can still access another. Also from a story / flavour perspective I might have a 'travel sized' book for adventuring with just my main spells and then an entire formal library back home in safety. I might use the secret chest spell, or magnificient mansion or a portable hole to store my book safely on my adventures so it could be a really big book. There are so many options that will be entirely down to the player and DM that it is impossible to say. A hunter / gatherer shamanistic wizard could have multiple animal skins stitched together with the spells etched on them, a poor student might have the dnd equivalent of an A4 lever arch file with pages easily added or removed, a cloistered accademic might have a large, illuminated book on a pedestal in their study, too big to be carried around in day to day life.
The simple answer is that a spell takes up as many pages as it's level, and a cantrip takes 1 page. So a level 9 spell would take up 9 pages in the book. So a small book might have a dozen or so, while a big medieval bible sized book might have a hundred. There is no easy answer to that question.
The level per page thing for spellbooks is a rule for previous versions and no such ruling exists in 5th. It is not defined at all. Unless your DM rules otherwise, by RAW, your spellbook has infinite capacity for spells. The "idea" of that is a 100 page book would be enough and tracking page-by-page would be a chore, as would having to carry multiple tomes to be able to prepare the spells you want.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
The spellbook listed under Equipment in the PHB is still 100 pages. However, there's nothing in 5e saying that's the only possible size of spellbook -- in fact, the rules specifically indicate your starting spellbook doesn't have to be a "book" at all in the conventional sense -- nor is there any rule indicating how many pages each spell requires, so page count is basically irrelevant
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)