Me and my friends are doing a challenge where we spin a wheel and whatever class you land on you optimize. There is no multiclassing allowed, nor is homebrew content.
THE ISSUE!
The problem is, I landed on Wizard. Are there any subclasses that at least somewhat increase the survivability of the Wizard? I have a 20 constitution and only 182hp. Thanks
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DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________ Check out my homebrew: My Homebrew
Abjuration is a good choice as Extremely_Vicious_Mockery says; another option might be Blade Singer, as its Blade Song ability is actually mostly defensive with a solid boost to AC and concentration, but with the added bonus of being able to hold its own in melee if it needs to.
But mostly a Wizard's defence doesn't come from hit-points; you've got mage armor, plus early reaction spells like absorb elements and shield, then things like mirror image, and loads of later options.
And if we're talking a high level character here (I'm assuming so with those HP) you've got spells like contingency which can trigger a defensive spell if you're in trouble (e.g- below 50% hp, cast resilient sphere) or you can just send a simulacrum into battle to fight for you instead (remember be clear on its instructions, or setup some kind of telepathic communication). You can also pick up clone so if you die it doesn't really matter anyway.
In many ways hitpoints are the least of the Wizard's defensive options; you only need those if you're either facing something really challenging, or get stuck in an antimagic field or similar.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
If you're worried about HP, you could always take the Tough feat, which gives you an extra 2 hp for every level you gain. You can even get it for free if you take the Wildspacer background. Another trick you could do is to play a race that has natural armor... Autognome, Lizardfolk... you could go all-in and just play as a Tortle for a reliable 17 AC, no ifs, ands, or buts. Alternatively, you could also play as a Goblin... they don't seem like ideal survivalists, but without multiclassing goblin gives you the ability to disengage or hide as a bonus action, so you could drop a huge battlefield control spell then just hide to prevent enemies from being able to target you.
If you don't want to use up precious ASIs you could get the wildspacer background which gives you free Tough feat. Hill dwarf could add even more HP and if you want a high AC, you could go bladesinger. The level 6 bladesinger extra attack could let you cast blade ward and also make a weapon attack with something like shadow blade. If you didn't need blade ward that turn, you could use Booming Blade for even more damage. There are also some really good defensive spells like mage armor, mirror image, and blur.
Sorry but Wizards are awesome. Wizards only die if you play them badly. As has been mentioned they have heaps of reactions, teleport etc to get you out of trouble. Simulacrum to get into trouble for you, clone if it goes horribly wrong, tons of control and area effect options and hopefully by then some decent items too. Ill that lower level requires more creative thinking but still I've never had a Wizard die on me.
And remember wizards are INT based. The intelligent move is strategic withdrawal to a more advantageous location, then hit them with a fireball lol!
Tortle of mountain dwarf (medium armor) are good AC race options. And the old style (legacy) Gith that has medium armor.
I also like absorb elements, shield, and silvery barbs (vs crits) for defense. mage armor too if you have an unarmored race. If strixhaven backgrounds (free feat) are allowed...witherbloom gives you healing options. If Spoelljammer backgrounds are allowed, one has the Tough feat included.
Abjuration is good defensively. Personally, I'm of the good offense is a good defense camp, so like evokers.
I like fey touched feat for misty step (escapes) and gift of alacrity (initiative).
Orcs have than ability that is good for wizards but I don't remember ;p
Which ability?
They have some nice features like bonus action Dash is a decent thing to do with your bonus action since Wizards don't get loads of those, plus it gives a few temporary hit-points which is nice, darkvision is always good to have (but then everybody has it so it's not special anymore), powerful build for carrying, relentless endurance is good for saving you if you drop to 0 hit-points.
But none of this is super critical to Wizard specifically IMO.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Orcs have than ability that is good for wizards but I don't remember ;p
Which ability?
They have some nice features like bonus action Dash is a decent thing to do with your bonus action since Wizards don't get loads of those, plus it gives a few temporary hit-points which is nice, darkvision is always good to have (but then everybody has it so it's not special anymore), powerful build for carrying, relentless endurance is good for saving you if you drop to 0 hit-points.
But none of this is super critical to Wizard specifically IMO.
I think they might be thinking of Half-Orcs, with their Relentless Endurance feature that allows them to only drop to 1 HP when they would normally be knocked unconscious. I actually DM'd a campaign with a Half-Orc wizard, and his Relentless Endurance saved him multiple times in the early game... it didn't come up much as the players got better at positioning and overall just better at the game, although it did save him during a major moment in the final battle.
Hi Guys,
Me and my friends are doing a challenge where we spin a wheel and whatever class you land on you optimize. There is no multiclassing allowed, nor is homebrew content.
THE ISSUE!
The problem is, I landed on Wizard. Are there any subclasses that at least somewhat increase the survivability of the Wizard? I have a 20 constitution and only 182hp. Thanks
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
Abjuration? Lots of temp hit points.
Studded Leather: He does exactly what I do
Natural Armor: But better
Abjuration is a good choice as Extremely_Vicious_Mockery says; another option might be Blade Singer, as its Blade Song ability is actually mostly defensive with a solid boost to AC and concentration, but with the added bonus of being able to hold its own in melee if it needs to.
But mostly a Wizard's defence doesn't come from hit-points; you've got mage armor, plus early reaction spells like absorb elements and shield, then things like mirror image, and loads of later options.
And if we're talking a high level character here (I'm assuming so with those HP) you've got spells like contingency which can trigger a defensive spell if you're in trouble (e.g- below 50% hp, cast resilient sphere) or you can just send a simulacrum into battle to fight for you instead (remember be clear on its instructions, or setup some kind of telepathic communication). You can also pick up clone so if you die it doesn't really matter anyway.
In many ways hitpoints are the least of the Wizard's defensive options; you only need those if you're either facing something really challenging, or get stuck in an antimagic field or similar.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Thanks for the advice!
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
If you're worried about HP, you could always take the Tough feat, which gives you an extra 2 hp for every level you gain. You can even get it for free if you take the Wildspacer background. Another trick you could do is to play a race that has natural armor... Autognome, Lizardfolk... you could go all-in and just play as a Tortle for a reliable 17 AC, no ifs, ands, or buts. Alternatively, you could also play as a Goblin... they don't seem like ideal survivalists, but without multiclassing goblin gives you the ability to disengage or hide as a bonus action, so you could drop a huge battlefield control spell then just hide to prevent enemies from being able to target you.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
If you don't want to use up precious ASIs you could get the wildspacer background which gives you free Tough feat. Hill dwarf could add even more HP and if you want a high AC, you could go bladesinger. The level 6 bladesinger extra attack could let you cast blade ward and also make a weapon attack with something like shadow blade. If you didn't need blade ward that turn, you could use Booming Blade for even more damage. There are also some really good defensive spells like mage armor, mirror image, and blur.
The melee sorlock is superior. Argue with me.
Sorry but Wizards are awesome. Wizards only die if you play them badly. As has been mentioned they have heaps of reactions, teleport etc to get you out of trouble. Simulacrum to get into trouble for you, clone if it goes horribly wrong, tons of control and area effect options and hopefully by then some decent items too. Ill that lower level requires more creative thinking but still I've never had a Wizard die on me.
And remember wizards are INT based. The intelligent move is strategic withdrawal to a more advantageous location, then hit them with a fireball lol!
What level are you?
Tortle of mountain dwarf (medium armor) are good AC race options. And the old style (legacy) Gith that has medium armor.
I also like absorb elements, shield, and silvery barbs (vs crits) for defense. mage armor too if you have an unarmored race. If strixhaven backgrounds (free feat) are allowed...witherbloom gives you healing options. If Spoelljammer backgrounds are allowed, one has the Tough feat included.
Abjuration is good defensively. Personally, I'm of the good offense is a good defense camp, so like evokers.
I like fey touched feat for misty step (escapes) and gift of alacrity (initiative).
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Tortles or Orcs.
Tortles have an ac bonus
Orcs have than ability that is good for wizards but I don't remember ;p
"Big sword, bigger brain"
-BigBrainGoblin
Which ability?
They have some nice features like bonus action Dash is a decent thing to do with your bonus action since Wizards don't get loads of those, plus it gives a few temporary hit-points which is nice, darkvision is always good to have (but then everybody has it so it's not special anymore), powerful build for carrying, relentless endurance is good for saving you if you drop to 0 hit-points.
But none of this is super critical to Wizard specifically IMO.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I think they might be thinking of Half-Orcs, with their Relentless Endurance feature that allows them to only drop to 1 HP when they would normally be knocked unconscious. I actually DM'd a campaign with a Half-Orc wizard, and his Relentless Endurance saved him multiple times in the early game... it didn't come up much as the players got better at positioning and overall just better at the game, although it did save him during a major moment in the final battle.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium