Thank you David, you have solved my problem, but I'm still having trouble figuring out which school I will go to, Evocation or Divination. Do you have any ideas which school I should go to.
I will say, based on your comments earlier, although I personally like Divination more, I think Evocation seems like it has more features that you would want to use. It's a great subclass if you really want to deal a lot of damage, and it even lets your cantrips become more reliable and deal more damage.
I am assuming you are referring to the Knight card from the Deck of Many Things.
The Knight card causes a 4th level fighter to appear. They are an independent character that you control. Their level is not dependent on your level or the party's average level. They are always a 4th level fighter when they appear. It is possible though that they gain experience and level up as a character normally would while they serve you.
Thank you David, you have solved my problem, but I'm still having trouble figuring out which school I will go to, Evocation or Divination. Do you have any ideas which school I should go to.
Choosing what kind of wizard is again entirely up to you.
I've played a divination wizard and it was interesting but the 2 divination die/day have to be assigned for the task before any die are rolled. This means that you might be able to force a failed save for an opponent or have an ally pass. You can't use it to mitigate crits and other applications since when a divination die is applied, the die is never actually rolled. I found that there were days I never used the dice, other days there were several times I could have made use of them after they were already gone. Another issue with the divination dice is deciding what is likely to be the critical moment when you want to use them. When the DM asks for a saving throw, you often don't know what you are saving against which makes it difficult to decide if it is worth using a divination die or not.
Anyway, when you manage to use a divination die at a perfect moment, usually forcing an enemy to fail a save or rescuing a team mate by allowing them to pass then it can feel very cool. However, I found that perfect situation to be somewhat infrequent.
On the other hand, the evoker wizard can drop their evocation spells on top of team mates to obtain an optimum distribution and affect as many opponents as possible. They also have more reliable cantrips but the choice is limited. The level 6 feature will do half damage on cantrips where the target passes the saving throw. This means that the wizard will need Toll the Dead (most damage) and likely Acid Splash or another save based cantrip to get the greatest benefit from this feature.
However, no wizard is bad. The different schools of wizard mostly provide relatively small perks on top of the basic spell casting abilities of the wizard. Most of the different kinds of wizard have some cool features.
Thank you David, you have solved my problem, but I'm still having trouble figuring out which school I will go to, Evocation or Divination. Do you have any ideas which school I should go to.
I will say, based on your comments earlier, although I personally like Divination more, I think Evocation seems like it has more features that you would want to use. It's a great subclass if you really want to deal a lot of damage, and it even lets your cantrips become more reliable and deal more damage.
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In the CARDS OF MANY THINGS, should the Knight card always be level 3, or should the level increase if the party has a lot of levels.
I am assuming you are referring to the Knight card from the Deck of Many Things.
The Knight card causes a 4th level fighter to appear. They are an independent character that you control. Their level is not dependent on your level or the party's average level. They are always a 4th level fighter when they appear. It is possible though that they gain experience and level up as a character normally would while they serve you.
Choosing what kind of wizard is again entirely up to you.
I've played a divination wizard and it was interesting but the 2 divination die/day have to be assigned for the task before any die are rolled. This means that you might be able to force a failed save for an opponent or have an ally pass. You can't use it to mitigate crits and other applications since when a divination die is applied, the die is never actually rolled. I found that there were days I never used the dice, other days there were several times I could have made use of them after they were already gone. Another issue with the divination dice is deciding what is likely to be the critical moment when you want to use them. When the DM asks for a saving throw, you often don't know what you are saving against which makes it difficult to decide if it is worth using a divination die or not.
Anyway, when you manage to use a divination die at a perfect moment, usually forcing an enemy to fail a save or rescuing a team mate by allowing them to pass then it can feel very cool. However, I found that perfect situation to be somewhat infrequent.
On the other hand, the evoker wizard can drop their evocation spells on top of team mates to obtain an optimum distribution and affect as many opponents as possible. They also have more reliable cantrips but the choice is limited. The level 6 feature will do half damage on cantrips where the target passes the saving throw. This means that the wizard will need Toll the Dead (most damage) and likely Acid Splash or another save based cantrip to get the greatest benefit from this feature.
However, no wizard is bad. The different schools of wizard mostly provide relatively small perks on top of the basic spell casting abilities of the wizard. Most of the different kinds of wizard have some cool features.
Thank you David