So I play a Wizard (currently level 10) and he is INCREDIBLY squishy. He has 43 HP at level 10 lol.
This was expected as he has a +0 con mod. He has methods of boosting AC and avoiding hits (mage armor, blur, mirror image, and a homebrew item that gives him the bladesong ability outside of being blade singer) but the DM almost SOLELY fights with abilities that use saves so AC is near useless.
I'm fine with this! Not complaining about the DM's choice because it makes sense with the current questline we're on, but in character the party has been talking about ways to increase my wizard's survivability and he's started looking into self-preservation spells.
What are some spells that increase survivability by focusing on saves rather than AC?
Absorb Elements, Bless, Warding Bond and Death Ward can all help with saves or their consequences, but those abilities will only take you so far (e.g. Absorb Elements won't help against necrotic damage, Death Ward is expensive.) You might need to play more conservatively as well, relying more on spells with a long duration and staying out of reach or using your action to dodge or hide as the situation demands. Don't forget to make use of any available cover for DEX saves, including your allies.
What about things like absorb elements? Instead of boosting the save, mitigate the damage, since most saves are against things that do element-type damage. Or stand closer to the paladin.
I did think about absorb elements! And I definitely do everything I can to stay AWAY from everything lol.
The biggest issue is that the reason we're facing so many saving throws is because we're fighting a lot of spell casters. I am the only one (other than the artificer with limited slots) that has access to counterspell which has been INVALUABLE in the current storyline. To get it to work though, I have to remain within 60ft of whoever is spell casting and it inevitably leads to the enemy getting (rightfully) suuuuuper pissed at my wizard and singling me out lol.
I think you all are right though and damage mitigation should be the way to go. I was looking at globe of invulnerability (it would make sense in-game since I keep getting just TRASHED on by spells). I know the spell says that spell effects can't affect those within, but it doesn't say that my spells can't affect those OUT of the globe. Am I interpreting that right?
And Xalthu, So this wizard is actually a temporary character (though its lasting longer than I thought lol) while the party gathers forces to free my real character (a paladin) from imprisonment. So I can't stay next to the paladin because i AAAAAM the paladin hahaha
So I play a Wizard (currently level 10) and he is INCREDIBLY squishy. He has 43 HP at level 10 lol.
This was expected as he has a +0 con mod. He has methods of boosting AC and avoiding hits (mage armor, blur, mirror image, and a homebrew item that gives him the bladesong ability outside of being blade singer) but the DM almost SOLELY fights with abilities that use saves so AC is near useless.
I'm fine with this! Not complaining about the DM's choice because it makes sense with the current questline we're on, but in character the party has been talking about ways to increase my wizard's survivability and he's started looking into self-preservation spells.
What are some spells that increase survivability by focusing on saves rather than AC?
You dump-statted the second most important stat for any caster? :-P That's a bold move. Not surprised it's not working out well for you. You're also neither an abjurer nor a bladesinger, apparently.
Have you considered Counterspell, if you're facing this many enemy casters? Also, as I'm sure you know, the vast majority of spells require you to see where the spell is going. The best way to succeed at a save is not to roll it to begin with. Do you have invisibility? Greater invisibility? Darkness? Fog Cloud?
Also, at level 10 you can whip out Wall of Force. How Wall of Force interacts with enemy spells is entirely GM-specific due to the PHB's failure to handle explaining how spells interact with transparent cover, but I think most GMs have Wall of Force block spells. Other, opaque Walls, like Wall of Stone, will definitely block spells under normal circumstances.
You dump-statted the second most important stat for any caster? :-P That's a bold move. Not surprised it's not working out well for you. You're also neither an abjurer nor a bladesinger, apparently.
Its working out very well actually! My Flashy, flamboyant, charismatic prodigy of an elf wizard who would scoff at manual labor is a BLAST to play, which is the point of the game so I'd say low CON is working perfectly!
Have you considered Counterspell, if you're facing this many enemy casters? Also, as I'm sure you know, the vast majority of spells require you to see where the spell is going. The best way to succeed at a save is not to roll it to begin with. Do you have invisibility? Greater invisibility? Darkness? Fog Cloud?
For counterspell, see above post :D But i really like your idea of "can't get better at save? eliminate it entirely with cover!" I think things like wall of force and darkness are gonna be on my wishlist soon lol
Its working out very well actually! My Flashy, flamboyant, charismatic prodigy of an elf wizard who would scoff at manual labor is a BLAST to play, which is the point of the game so I'd say low CON is working perfectly!
Are you a bard or sorcerer telling the party you're totally a wizard, you swear, you have the hat and book to "prove" it? I did that once. It was entertaining until they bought me a new spell to learn.
I can't add to the list of spells since the ones mentioned are usually the most effective and you said you stay out of the way as much as possible but what about feats? Since your character is meant to be temporary, your DM might be willing to give you one until your paladin is released.
Some feats I can think of are Durable and Tough. Other than that a Barrier Tattoo from Tasha's - 15+DEX for Rare, 18 for Very Rare might help. It stacks with shield.
If you built your character as a squishy, you're going to be squishy and maybe that's just ok? I played with a guy who had a 7 Constitution Cleric, and he got knocked out pretty much every fight.
Blink is probably the strongest defensive spell you can use, but if you're up against a lot of casters then Resilent Sphere is a must have.
Magic item wise, if you get to go magic item shopping then Amulet of Health (19 constitution) and Cube of Force is well worth it.
And Xalthu, So this wizard is actually a temporary character (though its lasting longer than I thought lol) while the party gathers forces to free my real character (a paladin) from imprisonment. So I can't stay next to the paladin because i AAAAAM the paladin hahaha
Is the rest of the party working with you? If they haven't really changed tactics between you being a paladin and you being a wizard, I would expect some issues. I could also see some players actually roleplaying their characters as less invested and/or a bit standoffish towards a temporary party member - you may need to earn their trust a bit.
But ultimately the whole party should be working with you, especially since your counterspells have been vital. They need to work to keep enemies off you and draw fire away from you. "Protecting the squishies" has never been solely the job of the squishies - make sure everyone is doing their part.
try getting the tank of the party to haul around a big metal sheet, and walk behind them. maybe even use hide action till you get in range, then lash out and hide again.
The wizard is "temporary" in name only at this point lol. Paladin got taken around level 6 and we're at 10 now (playing with xp so that's quite a while). I think at this point, the party is more used to me as a Wiz than as a paladin! They try to keep me alive by tying down enemies (monk stunning, Druid summoning creatures to block enemies in) but it doesn't help when the enemy decides to cone of cold or chain lightning, or other spell with a large aoe range. I can only be but so out of the way and still be useful with counterspell.
I have some pretty good ideas from this thread though! I think I'll be fine over all because the CAMPAIGN as a whole isn't going to be like this forever, we're currently fighting a nighthag with an army of Oni's and Vampires so spell casting and AOE abilities come with that. Our party is learning (in character) to be very efficient mage slayers lol
nice!!! hope it goes well. by the way, I am addicted to making hero forge characters, so if anyone wants a 3d model of a character, pm me the description and I will send you a link.
If the Wizard's survivability is enough of an issue that DM is just handing out Bladesinging, and the party is still actively looking for ways to boost them, then it seems like something fairly dramatic is warranted.
If the Wizard's survivability is enough of an issue that DM is just handing out Bladesinging, and the party is still actively looking for ways to boost them, then it seems like something fairly dramatic is warranted.
If the Wizard's survivability is enough of an issue that DM is just handing out Bladesinging, and the party is still actively looking for ways to boost them, then it seems like something fairly dramatic is warranted.
The DM is a fan of us being OP. His mindset is, the more powerful we are, the bigger, more powerful encounters he can throw at us (we've been playing this campaign over a year from level 1 and it has been a blast so far!)
He actually gave out magic items to EACH party member that gave them a single feature of a different subclass.
My wizard got bladesinging
Whispers Bard: Blade Flourish
Moon Druid: Wildfire Spririt
Drunken Monk: Radiant Sun Bolt
Artillerist Artificer: Arcane Armor (modified)
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So I play a Wizard (currently level 10) and he is INCREDIBLY squishy. He has 43 HP at level 10 lol.
This was expected as he has a +0 con mod. He has methods of boosting AC and avoiding hits (mage armor, blur, mirror image, and a homebrew item that gives him the bladesong ability outside of being blade singer) but the DM almost SOLELY fights with abilities that use saves so AC is near useless.
I'm fine with this! Not complaining about the DM's choice because it makes sense with the current questline we're on, but in character the party has been talking about ways to increase my wizard's survivability and he's started looking into self-preservation spells.
What are some spells that increase survivability by focusing on saves rather than AC?
Absorb Elements, Bless, Warding Bond and Death Ward can all help with saves or their consequences, but those abilities will only take you so far (e.g. Absorb Elements won't help against necrotic damage, Death Ward is expensive.) You might need to play more conservatively as well, relying more on spells with a long duration and staying out of reach or using your action to dodge or hide as the situation demands. Don't forget to make use of any available cover for DEX saves, including your allies.
The Forum Infestation (TM)
What about things like absorb elements? Instead of boosting the save, mitigate the damage, since most saves are against things that do element-type damage.
Or stand closer to the paladin.
ninja’d by coder
I did think about absorb elements! And I definitely do everything I can to stay AWAY from everything lol.
The biggest issue is that the reason we're facing so many saving throws is because we're fighting a lot of spell casters. I am the only one (other than the artificer with limited slots) that has access to counterspell which has been INVALUABLE in the current storyline. To get it to work though, I have to remain within 60ft of whoever is spell casting and it inevitably leads to the enemy getting (rightfully) suuuuuper pissed at my wizard and singling me out lol.
I think you all are right though and damage mitigation should be the way to go. I was looking at globe of invulnerability (it would make sense in-game since I keep getting just TRASHED on by spells). I know the spell says that spell effects can't affect those within, but it doesn't say that my spells can't affect those OUT of the globe. Am I interpreting that right?
And Xalthu, So this wizard is actually a temporary character (though its lasting longer than I thought lol) while the party gathers forces to free my real character (a paladin) from imprisonment. So I can't stay next to the paladin because i AAAAAM the paladin hahaha
You dump-statted the second most important stat for any caster? :-P That's a bold move. Not surprised it's not working out well for you. You're also neither an abjurer nor a bladesinger, apparently.
Have you considered Counterspell, if you're facing this many enemy casters? Also, as I'm sure you know, the vast majority of spells require you to see where the spell is going. The best way to succeed at a save is not to roll it to begin with. Do you have invisibility? Greater invisibility? Darkness? Fog Cloud?
Also, at level 10 you can whip out Wall of Force. How Wall of Force interacts with enemy spells is entirely GM-specific due to the PHB's failure to handle explaining how spells interact with transparent cover, but I think most GMs have Wall of Force block spells. Other, opaque Walls, like Wall of Stone, will definitely block spells under normal circumstances.
Its working out very well actually! My Flashy, flamboyant, charismatic prodigy of an elf wizard who would scoff at manual labor is a BLAST to play, which is the point of the game so I'd say low CON is working perfectly!
For counterspell, see above post :D
But i really like your idea of "can't get better at save? eliminate it entirely with cover!" I think things like wall of force and darkness are gonna be on my wishlist soon lol
Are you a bard or sorcerer telling the party you're totally a wizard, you swear, you have the hat and book to "prove" it? I did that once. It was entertaining until they bought me a new spell to learn.
I can't add to the list of spells since the ones mentioned are usually the most effective and you said you stay out of the way as much as possible but what about feats? Since your character is meant to be temporary, your DM might be willing to give you one until your paladin is released.
Some feats I can think of are Durable and Tough. Other than that a Barrier Tattoo from Tasha's - 15+DEX for Rare, 18 for Very Rare might help. It stacks with shield.
A few more strategies:
1) Scout ahead to pre-prep for future encounters - Arcane Eye
2) Invis/Greater Invis to make targeting you difficult
3) Bigby's Interposing Hand to prevent them from getting in 60ft of you, but allowing you to pop out of range and back in as necessary
4) Cloudkill, damage and they can't see you. Pick them off as they come out of the cloud.
5) Good 'ol Blink. Can't hit what they can't see. This will frustrate your allies when you can't Counterspell though.
6) Intellect Fortress, advantage of saves for Int/Wis/Cha, is solid and lasts an hour
Off the top of my head: bless, paladin aura, bardic inspiration.
And of course, the good old "kill the enemy before they cast any spells" tactic.
It sounds to me like your minions are substandard. Sorry, I know they hate that term minions, and prefer to be called "party members". :-)
If you built your character as a squishy, you're going to be squishy and maybe that's just ok? I played with a guy who had a 7 Constitution Cleric, and he got knocked out pretty much every fight.
Blink is probably the strongest defensive spell you can use, but if you're up against a lot of casters then Resilent Sphere is a must have.
Magic item wise, if you get to go magic item shopping then Amulet of Health (19 constitution) and Cube of Force is well worth it.
Is the rest of the party working with you? If they haven't really changed tactics between you being a paladin and you being a wizard, I would expect some issues. I could also see some players actually roleplaying their characters as less invested and/or a bit standoffish towards a temporary party member - you may need to earn their trust a bit.
But ultimately the whole party should be working with you, especially since your counterspells have been vital. They need to work to keep enemies off you and draw fire away from you. "Protecting the squishies" has never been solely the job of the squishies - make sure everyone is doing their part.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
try getting the tank of the party to haul around a big metal sheet, and walk behind them. maybe even use hide action till you get in range, then lash out and hide again.
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The wizard is "temporary" in name only at this point lol. Paladin got taken around level 6 and we're at 10 now (playing with xp so that's quite a while). I think at this point, the party is more used to me as a Wiz than as a paladin! They try to keep me alive by tying down enemies (monk stunning, Druid summoning creatures to block enemies in) but it doesn't help when the enemy decides to cone of cold or chain lightning, or other spell with a large aoe range. I can only be but so out of the way and still be useful with counterspell.
I have some pretty good ideas from this thread though! I think I'll be fine over all because the CAMPAIGN as a whole isn't going to be like this forever, we're currently fighting a nighthag with an army of Oni's and Vampires so spell casting and AOE abilities come with that. Our party is learning (in character) to be very efficient mage slayers lol
nice!!! hope it goes well. by the way, I am addicted to making hero forge characters, so if anyone wants a 3d model of a character, pm me the description and I will send you a link.
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One of the classic solutions for a squishy wizard is the Master's Amulet/Shield Guardian.
+Damage Sharing (50% mitigation) [SG regenerates 10hp per round]
+Shield [Grants +2AC to the Wizard as a reaction, if within 5ft]
+Spell Storing [Free spell of 4th level or lower. Dimension Door is a great "get out of jail free" option.]
+Assorted immunities, senses, attacks, and a great pool of HP.
true. shield guardians are expensive, though, and some dms do not allow them as they can make the game unbalanced.
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If the Wizard's survivability is enough of an issue that DM is just handing out Bladesinging, and the party is still actively looking for ways to boost them, then it seems like something fairly dramatic is warranted.
tis true
N/A
The DM is a fan of us being OP. His mindset is, the more powerful we are, the bigger, more powerful encounters he can throw at us (we've been playing this campaign over a year from level 1 and it has been a blast so far!)
He actually gave out magic items to EACH party member that gave them a single feature of a different subclass.
My wizard got bladesinging
Whispers Bard: Blade Flourish
Moon Druid: Wildfire Spririt
Drunken Monk: Radiant Sun Bolt
Artillerist Artificer: Arcane Armor (modified)