DnD novice here and soon to be first time Wizard player. I am curious as to what you guys think would be a good level 6 utility-based Wizard would look like? I just received permission from my DM to make a class change and I want to make a wizard with an almost entirely utility based focus. Battlefield control is my priority. Ideally I'm isolating enemies, creating cover for allies, getting injured allies out of combat, etc as opposed to blasting.
I'd love any and all input (besides character race) but my main focus is which Wizard School to choose and what spells to add to my spellbook (Default number of spells at level 6, 16 I believe?)
If it were me, I'd play a Chronurgist Wizard from level 6. You get the level 6 ability Momentary Status which is a boost to your regular wizardly battlefield control spells - the other Chronurgy abilities all fit as well. For spells I'd look at the following:
Silvery Barbs, Gift of Alacrity, Find Familiar, Protection from Evil, Enlarge/Reduce, Invisibility, Knock (if you don't have a Rogue), Levitate, Rime's Binding Ice, Rope Trick, Vortex Warp (good for moving your allies around), Web, Counterspell, Dispel Magic, Fly, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Slow and as many Ritual spells as you can get your hands on.
However, for maximum fun I'd play a Bladesinger ;)
Awesome thanks! I wasn't familiar with the Chronurgist school, definitely going with that the +8 to initiative will be rad for setting up the battlefield before combat really begins.
I believe Black Adder pretty much nailed the question. But just to add a little bit into subclass discussion and spell selection.
Chronurgist is the undisputed king. Some consider it to be the most powerful sub-class in the game, followed closely by Twilight Cleric and Gloomstalker Ranger. My current DM didn’t allow it because of the disparity, so you can always rely on classic schools like the Diviner (Portent is awesome!), Enchanter (not so famous, but it’s amazing), Abjurer (for extra protection) and believe it or not Evokers! Being able to sculpt your blast spells through your allies is amazing when you have outstanding thinga like Thunderwave, Rime’s Binding Ice and Sickening Radiance.
For battlefield control, I recommend you to not dedicate all your spellbook into just one theme. Web, Tasha’s Mind Whip (or Rime’s Binding Ice) and Hypnotic Pattern (or Fear or Slow) pretty much get your basis covered. Of course you’ll want the defensive package (Absorb Elements, Mage Armor, Shield), so get some utility spells that can be useful time to time like Misty Step, Detect Thoughts, See Invisibility, Pyrotechnics, etc.
It’s also important to have a backup spell against creatures who have magic resistance and/or legendary saves. I like to have at least one Summon (Fey or Undead) or buff (Haste, Fly) spell to at least contribute in those scenarios.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey guys!
DnD novice here and soon to be first time Wizard player. I am curious as to what you guys think would be a good level 6 utility-based Wizard would look like? I just received permission from my DM to make a class change and I want to make a wizard with an almost entirely utility based focus. Battlefield control is my priority. Ideally I'm isolating enemies, creating cover for allies, getting injured allies out of combat, etc as opposed to blasting.
I'd love any and all input (besides character race) but my main focus is which Wizard School to choose and what spells to add to my spellbook (Default number of spells at level 6, 16 I believe?)
Thanks so much in advance!
If it were me, I'd play a Chronurgist Wizard from level 6. You get the level 6 ability Momentary Status which is a boost to your regular wizardly battlefield control spells - the other Chronurgy abilities all fit as well. For spells I'd look at the following:
Silvery Barbs, Gift of Alacrity, Find Familiar, Protection from Evil, Enlarge/Reduce, Invisibility, Knock (if you don't have a Rogue), Levitate, Rime's Binding Ice, Rope Trick, Vortex Warp (good for moving your allies around), Web, Counterspell, Dispel Magic, Fly, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Slow and as many Ritual spells as you can get your hands on.
However, for maximum fun I'd play a Bladesinger ;)
Awesome thanks! I wasn't familiar with the Chronurgist school, definitely going with that the +8 to initiative will be rad for setting up the battlefield before combat really begins.
I believe Black Adder pretty much nailed the question. But just to add a little bit into subclass discussion and spell selection.
Chronurgist is the undisputed king. Some consider it to be the most powerful sub-class in the game, followed closely by Twilight Cleric and Gloomstalker Ranger. My current DM didn’t allow it because of the disparity, so you can always rely on classic schools like the Diviner (Portent is awesome!), Enchanter (not so famous, but it’s amazing), Abjurer (for extra protection) and believe it or not Evokers! Being able to sculpt your blast spells through your allies is amazing when you have outstanding thinga like Thunderwave, Rime’s Binding Ice and Sickening Radiance.
For battlefield control, I recommend you to not dedicate all your spellbook into just one theme. Web, Tasha’s Mind Whip (or Rime’s Binding Ice) and Hypnotic Pattern (or Fear or Slow) pretty much get your basis covered. Of course you’ll want the defensive package (Absorb Elements, Mage Armor, Shield), so get some utility spells that can be useful time to time like Misty Step, Detect Thoughts, See Invisibility, Pyrotechnics, etc.
It’s also important to have a backup spell against creatures who have magic resistance and/or legendary saves. I like to have at least one Summon (Fey or Undead) or buff (Haste, Fly) spell to at least contribute in those scenarios.