I wanna know which one would be the best for a coastal campaign, its gonna be more beachy and sometimes there's gonna be fights on ships directly like pirates and Kraken, I'm just wondering which one would be the best for this setting. The campaign also has two other people in it.
Didn't you ask this somewhere before? Well anyway I still think a swashbuckling Bladesinger is your most fun option. Swing on the rigging and ride a sword down a sail!
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Ultimately the terrain is unimportant to a Wizard. What is important is what role the Wizard looking to fill for a party. Are you there to blow stuff up? Evocation. Do you want to provide shelter from harm? Abjuration or War Magic. Do you want to get up close and personal? Bladesinger. And etc.
The reason is the Wizard's ability to add any spell they could potentially cast to their spellbook, regardless of the source. The Wizard spell list is super duper broad for this very reason. And ultimately the subclasses for Wizard don't restrict or empower any particular group of spells on the spell list, beyond the cost of initially copying them into the spellbook.
I agree with dragon_77. You can effectively mimic any other class, albeit for a short time. The versatility of the wizard is her/his real strength. I'd hazard even to add that it's more up to what kind of character you want to play that should dictate what you play. Style over substance; because the wizard already has substance baked into him/her.
(Keep in mind, necromancy zombies and skeletons and other undead don't need air, so if the adventure is underwater, you can have swimming undead servants that can stay underwater indefinitely. This is just a minor benefit for the Necromancy Tradition.)
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Please check out my homebrew, I would appreciate feedback:
Wizards do best when they manipulate the battlefield. I personally avoid traditions that focus on doing damage (evocation for example). Instead I look for things that help me screw with the enemy in strange ways. Less likely they will be able to defend against it. The ones I like are: Divination and Chonurgy (WIldemonte) lets you dictate rolls. Handy when you want someone to miss/fail a roll.
In addition, I might consider Gravity (Wildemonte). It lets you move people around.
For a Pirate based game, I would ask to use Gravity.
If you care more about theme than power, a bladesinger sounds like would fit in with a swashbuckling campaign, even if it's abilities are less useful.
I wanna know which one would be the best for a coastal campaign, its gonna be more beachy and sometimes there's gonna be fights on ships directly like pirates and Kraken, I'm just wondering which one would be the best for this setting. The campaign also has two other people in it.
What are the other people playing?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Necromancy for bringing back the pirates you kilt', to fight on your side.
Conjuration to never be without the sword or keys, or small ladder you require. ("I can summon my own plank for people to walk!")
Divination to play a fortune teller! Also, reallllly awesome spell-slot economy, once you get the hang of it.
Transmutation makes watery situations a trifle, and you very adaptable.
Enchantment if you wanna play a Siren. (very ocean-flavored)
Evocation, if you don't give two poops about cannons. ("I AM the cannon.")
Illusion, if you wanna be Jack Sparrow on LSD. (Which is normal Jack Sparrow.)
Blades, if you wanna also hit things, and have stupid amounts of AC. (Which cranks your AC, and likely the bounty for your head!)
War can be useful...but it takes a bit to get a handle on it's rhythm. If you're fighting lots of magical things, it's usefulness flowers.
Abjuration will keep you safe! Be the Indiana Jones of the seas!
Current Characters:
Past Characters:
If you're able to use SCAG Storm Sorcerer is an option.
As for Arcane Traditions, the others make good points.
Or xanathars guide to everything. But that isn't wizard.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Didn't you ask this somewhere before? Well anyway I still think a swashbuckling Bladesinger is your most fun option. Swing on the rigging and ride a sword down a sail!
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
There was a different post about exactly the same thing, a swashbuckling Bladesinger is still my favorite flavor for a coastal campaign.
Ultimately the terrain is unimportant to a Wizard. What is important is what role the Wizard looking to fill for a party. Are you there to blow stuff up? Evocation. Do you want to provide shelter from harm? Abjuration or War Magic. Do you want to get up close and personal? Bladesinger. And etc.
The reason is the Wizard's ability to add any spell they could potentially cast to their spellbook, regardless of the source. The Wizard spell list is super duper broad for this very reason. And ultimately the subclasses for Wizard don't restrict or empower any particular group of spells on the spell list, beyond the cost of initially copying them into the spellbook.
I agree with dragon_77. You can effectively mimic any other class, albeit for a short time. The versatility of the wizard is her/his real strength. I'd hazard even to add that it's more up to what kind of character you want to play that should dictate what you play. Style over substance; because the wizard already has substance baked into him/her.
Current Characters:
Past Characters:
(Keep in mind, necromancy zombies and skeletons and other undead don't need air, so if the adventure is underwater, you can have swimming undead servants that can stay underwater indefinitely. This is just a minor benefit for the Necromancy Tradition.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Wizards do best when they manipulate the battlefield. I personally avoid traditions that focus on doing damage (evocation for example). Instead I look for things that help me screw with the enemy in strange ways. Less likely they will be able to defend against it. The ones I like are: Divination and Chonurgy (WIldemonte) lets you dictate rolls. Handy when you want someone to miss/fail a roll.
In addition, I might consider Gravity (Wildemonte). It lets you move people around.
For a Pirate based game, I would ask to use Gravity.
If you care more about theme than power, a bladesinger sounds like would fit in with a swashbuckling campaign, even if it's abilities are less useful.
Graviturgy is very useful for pushing people overboard a ship. That's very useful.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms