I’d say Level 5 is when a wizard can truly start pulling away. This is where a few spells can be chosen that either drastically increase the efficacy or areas of effect of spells. Leomunds tiny hut requires direct DM interventions to overcome and is ridiculous in its being a ritual and its effects.
there are stand out spells that can be picked or found on the way to level 5. A carefully crafted wizard has access to 3rd level spells at this point and quite a few slots in reserve.
Unless the wizard is hosing through reaction spells like shield then this is the point where there’s a decent likelihood where a wizard can spend a leveled spell slot every round of combat for about 3 combats in an adventuring day. This is taking into account arcane recovery but ignoring any racial or feats that might play into increasing spell casting availability.
Then there’s the efficacy of cantrips and the ritual spells in the wizard spell book that don’t have to be prepared to be used as rituals. These features can be dedicated to problem solving or magical tricks that might alleviate spell slot consumption entirely between those combats.
Does this mean clerics are broken at level 5. Harness divine power gives them a 2nd level compared to a wizard"s 3 levels of spells and some channel divinities are as good as a 3rd level spell, other full casters are not far behind.
What is meant by broken? Any level 20 character is insanely powerful particularly spellcasters and while in general wizards are probably the most powerful class I would probably put moon druid as the most powerful level 20 single class.
I think it is more specific spells and individual features that can trivialise challenges that can be regarded as potentially 'breaking' the game and that depends on whether you want that to be a challenge.
If you want finding food and drink in the wilderness to be a challenge goodberry breaks it right from the start (can not blame the wizard here)
If you want encumbrance to be a challenge an artificer's infusion of a bag of holding breaks it.
If you want taking a long rest in a dangerous area to be a challenge tiny hut breaks it
If you want escaping from prison or a battle going badly dimension door breaks it
If you want travel back to home base to be a challenge teleportation circle, transport via plants or word of recall breaks it
If you want travel anywhere new to be a challenge teleportation or plane shift breaks it
If you want there to be any challenges wish can break it.
Does this mean clerics are broken at level 5. Harness divine power gives them a 2nd level compared to a wizard"s 3 levels of spells and some channel divinities are as good as a 3rd level spell, other full casters are not far behind.
What is meant by broken? Any level 20 character is insanely powerful particularly spellcasters and while in general wizards are probably the most powerful class I would probably put moon druid as the most powerful level 20 single class.
I think it is more specific spells and individual features that can trivialise challenges that can be regarded as potentially 'breaking' the game and that depends on whether you want that to be a challenge.
If you want finding food and drink in the wilderness to be a challenge goodberry breaks it right from the start (can not blame the wizard here)
If you want encumbrance to be a challenge an artificer's infusion of a bag of holding breaks it.
If you want taking a long rest in a dangerous area to be a challenge tiny hut breaks it
If you want escaping from prison or a battle going badly dimension door breaks it
If you want travel back to home base to be a challenge teleportation circle, transport via plants or word of recall breaks it
If you want travel anywhere new to be a challenge teleportation or plane shift breaks it
If you want there to be any challenges wish can break it.
Yes i’d also say a cleric starts pulling away at level 5, but for an entirely different reason.
a cleric at level 5 unlocking spirit guardians is one of the most effective ways to deal consistent damage in the entire game. The way its damage profile scales directly with the number turns is incredible. So much so that it is sometimes difficult trying anything else out.
that may free up preparations for the cleric to some degree but generally speaking this seems to be the go to options for any cleric regardless of subclass or other feature choices made.
the wizard spell selection is just wildly more versatile in my opinion. This statement also includes the more limited ritual selections, opportunity cost to make use of those rituals do to preparations, and much more limited cantrip selections imposed on the cleric. The 9 cantrips that a base cleric does have access to seem to relegated to the same 3-5 choices, where as the wizard has access to more damage AND utility options AND with Tasha’s can swap 1 out per longrest.
cleric has medium armor and shield proficiency to compensate. All I’m all I’d say the cleric has a higher survivability likelihood if different choices are made, but the spells available to a wizard give it a higher ceiling of efficacy possible generally speaking.
then at 9th level wizard gets access to 5th level spells that outright bypass rolling mechanics.
wether or not those features are chosen or used will drastically impact the efficacy of a wizard.
I would say broken at level 5 because of things like Hypnotic Pattern, Tiny Hut and etc.
However, a seasoned player will probably rock the world with Wizard since level 1 with Sleep and Silvery Barbs. Then at level 3 it’s Web. These spells make the difference.
All full casters receive a large power spike at level 5 when they get access to 3rd level spells, and it only gets better from there.
Once we get to 7th level spells (Level 13+), there are quite a few powerful wizard-only spells that allow them to stand out from any other caster. However, these particular spells (Sequester, Simulacrum, Clone, Demiplane, etc.) are only really as good as the plan you have for them. Demiplane isn't powerful on its own, for example, but if a Necromancer fills a demiplane with zombie minions and reopens that demiplane inside the enemy's fortress it's something else entirely.
Wizards also just have the highest ceiling due to having the largest potential spell list, and the ability to learn every spell on that list provided they can find it in another spellbook or spell scroll somewhere in the world. Which is to say the ideal setting to play a Wizard would be a long-term campaign with periods of downtime (because copying new spells takes a long time) and with a DM that knows to put spell resources in the game for you.
However, this isn't to say that Wizards aren't still strong in shorter campaigns with low downtime (i.e. most official modules). Not only are they the best ritual casters since they don't need to have ritual spells prepared to cast them as a ritual, but they also get more spells per level than most other casters, and many of their subclass features are very good.
The only other casters that could contend with a max level Wizard are probably Druid and Cleric since they get access to their whole spell list by default and are only limited by what they can prepare.
Wizards get a large power boost at level 5, but they're kinda underperforming in tier 1 so arguably level 5 is just getting them in balance. However, things scale pretty fast past that level.
I completely disagree with the above. There is a window ~ level 5-6 where casters feel OP mainly b/c the monsters of that CR feel really weak because monsters scale pretty linearly with CR, whereas players (all players) have a jump in power at level 5. Just increase the number of monsters in an encounter by 50% and it's totally fine.
The only casters that break the game are Arcane casters, and even then mainly Wizard but to a lesser extent Bards. And mostly through a small number of spells. Game Breaking Spells (mechanics): Wall of Force Simulacrum***** Most 9th level spells Maze Plane Shift (when used offensively) Feeblemind Forcecage
Game Breaking Spells (practicalities): Conjure Animals Animate Objects Animate Dead / Finger of Death
Actually almost all classes get their first major power up at level 5. Martial classes get their multi attack. The casters their level 3 spells that are usually game changers (the warlock also gets his multi attack with the EB). The only one left off the hook is the rogue, although Uncanny Dodge is not to be despised either.
In short, wizards, like all classes, get a major powerup at level 5. So I think it's not wrong to set level 5 as the level at which they start to shine.
At 1st level Wizards get a spellbook with six 1st level spells in it and the ability to Ritual cast spells.
With only two 1st level spell slots they can cast 2 spells and ritual cast the other 4 from their spellbook. The only caster class that can cast all their starting spells.
Find Familiar Shield Silvery Barbs
That is only 3 spells from their starting list and look at how game breaking each of those are.
Speaking of which, is Find Familiar more powerful than Wish because you get find familiar at 1st level so have it in every game/campaign but hardly ever play at the levels to get wish so almost never have it.
And although both get talked about a lot, I think Find Familiar edges out Wish for how many times it comes up.
Find Familiar is super useful but it's hardly game breaking considering a single kick from a guard can usually dissipate the creature. Silvery Barbs is a broken spell entirely but I thought most DMs were banning it anyway, it is certainly banned at every table that I play at. Wish is broken because of it's ability to cast Simulacrum as 1 action with no material components every day, but honestly Prismatic Wall or True Polymorph/Shapechange can be just as broken.
There are other spells that are potentially game breaking as well: Planar Binding Awaken [basically anything that can be used to amass an army of other creatures to your aid] Also: Fabricate / Creation [or any feature / spell that allows the instant creation of items of significant value]
I cast Mage Armor on my familiar and have it take the Dodge action so that the lowly guard has to take a 2nd kick at it on the next turn, after wasting 2 rounds kicking at a familiar the party will have disposed of the lowly guard, or made good their escape.
10gp and a hour + 10 minutes later the familiar is back.
And after years of playing in real life you still have not played in a campaign that allows you to get most of those spells, and definitely not wish.
a familiar with mage armour would lose it's main advantage of being an innoculous animal and clearly be a familiar that someone is using to scout / spy. Why would a guard kick a familar if they can see the party making their escape or attacking them? "Oh I just got shot in the chest with an arrow from that dude over there.. but let me keep kicking this cat cause that is definitely the best thing I could do in this situation..."
Find Familiar is only OP if your DM plays the enemies as stupid in the party's favour.
Speaking of which, is Find Familiar more powerful than Wish because you get find familiar at 1st level so have it in every game/campaign but hardly ever play at the levels to get wish so almost never have it.
Find Familiar is actually a great example of an early game way Wizards differentiate themselves from other casters. I'm playing a Wizard in one of my current campaigns, and there's an running joke that my familiar is actually my character, and the Wizard is just their servant. Not only are they incredible for spying and scouting, not only is the Owl the G.O.A.T. for combat, but the ability to deliver Touch spells from range is really underrated.
Also if you ever get the opportunity to cast Dragon's Breath on your familiar, you're in for a great time.
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I've heard many people state the power of the wizard 20, but at what level does this power apply?
I’d say Level 5 is when a wizard can truly start pulling away. This is where a few spells can be chosen that either drastically increase the efficacy or areas of effect of spells. Leomunds tiny hut requires direct DM interventions to overcome and is ridiculous in its being a ritual and its effects.
there are stand out spells that can be picked or found on the way to level 5. A carefully crafted wizard has access to 3rd level spells at this point and quite a few slots in reserve.
Unless the wizard is hosing through reaction spells like shield then this is the point where there’s a decent likelihood where a wizard can spend a leveled spell slot every round of combat for about 3 combats in an adventuring day. This is taking into account arcane recovery but ignoring any racial or feats that might play into increasing spell casting availability.
Then there’s the efficacy of cantrips and the ritual spells in the wizard spell book that don’t have to be prepared to be used as rituals. These features can be dedicated to problem solving or magical tricks that might alleviate spell slot consumption entirely between those combats.
Does this mean clerics are broken at level 5. Harness divine power gives them a 2nd level compared to a wizard"s 3 levels of spells and some channel divinities are as good as a 3rd level spell, other full casters are not far behind.
What is meant by broken? Any level 20 character is insanely powerful particularly spellcasters and while in general wizards are probably the most powerful class I would probably put moon druid as the most powerful level 20 single class.
I think it is more specific spells and individual features that can trivialise challenges that can be regarded as potentially 'breaking' the game and that depends on whether you want that to be a challenge.
What about level 13 (simulacrum, teleport, plane shift, mordenkainen's magnificent mansion, etc.)? Level 15 (clone)? Level 17 (wish and others)?
Yes i’d also say a cleric starts pulling away at level 5, but for an entirely different reason.
a cleric at level 5 unlocking spirit guardians is one of the most effective ways to deal consistent damage in the entire game. The way its damage profile scales directly with the number turns is incredible. So much so that it is sometimes difficult trying anything else out.
that may free up preparations for the cleric to some degree but generally speaking this seems to be the go to options for any cleric regardless of subclass or other feature choices made.
the wizard spell selection is just wildly more versatile in my opinion. This statement also includes the more limited ritual selections, opportunity cost to make use of those rituals do to preparations, and much more limited cantrip selections imposed on the cleric. The 9 cantrips that a base cleric does have access to seem to relegated to the same 3-5 choices, where as the wizard has access to more damage AND utility options AND with Tasha’s can swap 1 out per longrest.
cleric has medium armor and shield proficiency to compensate. All I’m all I’d say the cleric has a higher survivability likelihood if different choices are made, but the spells available to a wizard give it a higher ceiling of efficacy possible generally speaking.
then at 9th level wizard gets access to 5th level spells that outright bypass rolling mechanics.
wether or not those features are chosen or used will drastically impact the efficacy of a wizard.
It depends on the Wizard's player, and the DM's ability to account for player-character abilities.
Some Wizards are never broken, others start breaking encounters at L1 by having good rolls for the Sleep spell.
I would say broken at level 5 because of things like Hypnotic Pattern, Tiny Hut and etc.
However, a seasoned player will probably rock the world with Wizard since level 1 with Sleep and Silvery Barbs. Then at level 3 it’s Web. These spells make the difference.
All full casters receive a large power spike at level 5 when they get access to 3rd level spells, and it only gets better from there.
Once we get to 7th level spells (Level 13+), there are quite a few powerful wizard-only spells that allow them to stand out from any other caster. However, these particular spells (Sequester, Simulacrum, Clone, Demiplane, etc.) are only really as good as the plan you have for them. Demiplane isn't powerful on its own, for example, but if a Necromancer fills a demiplane with zombie minions and reopens that demiplane inside the enemy's fortress it's something else entirely.
Wizards also just have the highest ceiling due to having the largest potential spell list, and the ability to learn every spell on that list provided they can find it in another spellbook or spell scroll somewhere in the world. Which is to say the ideal setting to play a Wizard would be a long-term campaign with periods of downtime (because copying new spells takes a long time) and with a DM that knows to put spell resources in the game for you.
However, this isn't to say that Wizards aren't still strong in shorter campaigns with low downtime (i.e. most official modules). Not only are they the best ritual casters since they don't need to have ritual spells prepared to cast them as a ritual, but they also get more spells per level than most other casters, and many of their subclass features are very good.
The only other casters that could contend with a max level Wizard are probably Druid and Cleric since they get access to their whole spell list by default and are only limited by what they can prepare.
Wizards get a large power boost at level 5, but they're kinda underperforming in tier 1 so arguably level 5 is just getting them in balance. However, things scale pretty fast past that level.
I agree with the majority, 5th level is when they start to get bonkers.
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I completely disagree with the above. There is a window ~ level 5-6 where casters feel OP mainly b/c the monsters of that CR feel really weak because monsters scale pretty linearly with CR, whereas players (all players) have a jump in power at level 5. Just increase the number of monsters in an encounter by 50% and it's totally fine.
The only casters that break the game are Arcane casters, and even then mainly Wizard but to a lesser extent Bards. And mostly through a small number of spells.
Game Breaking Spells (mechanics):
Wall of Force
Simulacrum*****
Most 9th level spells
Maze
Plane Shift (when used offensively)
Feeblemind
Forcecage
Game Breaking Spells (practicalities):
Conjure Animals
Animate Objects
Animate Dead / Finger of Death
Actually almost all classes get their first major power up at level 5. Martial classes get their multi attack. The casters their level 3 spells that are usually game changers (the warlock also gets his multi attack with the EB). The only one left off the hook is the rogue, although Uncanny Dodge is not to be despised either.
In short, wizards, like all classes, get a major powerup at level 5. So I think it's not wrong to set level 5 as the level at which they start to shine.
Find Familiar is super useful but it's hardly game breaking considering a single kick from a guard can usually dissipate the creature. Silvery Barbs is a broken spell entirely but I thought most DMs were banning it anyway, it is certainly banned at every table that I play at. Wish is broken because of it's ability to cast Simulacrum as 1 action with no material components every day, but honestly Prismatic Wall or True Polymorph/Shapechange can be just as broken.
There are other spells that are potentially game breaking as well:
Planar Binding
Awaken
[basically anything that can be used to amass an army of other creatures to your aid]
Also: Fabricate / Creation [or any feature / spell that allows the instant creation of items of significant value]
a familiar with mage armour would lose it's main advantage of being an innoculous animal and clearly be a familiar that someone is using to scout / spy. Why would a guard kick a familar if they can see the party making their escape or attacking them? "Oh I just got shot in the chest with an arrow from that dude over there.. but let me keep kicking this cat cause that is definitely the best thing I could do in this situation..."
Find Familiar is only OP if your DM plays the enemies as stupid in the party's favour.
Find Familiar is actually a great example of an early game way Wizards differentiate themselves from other casters. I'm playing a Wizard in one of my current campaigns, and there's an running joke that my familiar is actually my character, and the Wizard is just their servant. Not only are they incredible for spying and scouting, not only is the Owl the G.O.A.T. for combat, but the ability to deliver Touch spells from range is really underrated.
Also if you ever get the opportunity to cast Dragon's Breath on your familiar, you're in for a great time.