Wizards are the Batmans of spellcasters. You have incredible versatility and have a way out of every situation, but you’re only really good if you have sufficient prep time, and you’re only really effective if your real super power is you’re extremely rich.
I think Order of the Scribe Wizard has something about using a special quill to rewrite your spellbook in a blank book or magic spell book during a short rest.
@@LordBrittish Yeah with the way the order of scribes feature is worded, you could fold a piece of paper into a book, conjure a magical quill out of thin air and restore all of your spells
@@LordBrittish I am pretty sure you are right because I am working on a Scribe Wizard character right now :D. Spells are stored not in a book itself but rather in a Soul of the spellbook and you can just summon it to a new book using quill you can just manifest like a cantrip. This subclass is goddamn complicated but I really like it.
On the spellbook thing, note that your spells stay prepared even if the DM takes it away; you only need the book to change them. So as long as you prepare good spells - you know, that thing you should be doing *anyway* - even if you lose the book you should have little trouble contributing until you get a replacement.
@@canyunhicks1587 Replacing the spellbook is expensive, and any spells you didn't have prepared are lost, as you can only copy the spells you have prepared into your new one if you didn't already have a backup. You also can't cast any ritual spells that you had in the book but don't have prepared. So losing the spellbook absolutely hurts, yes, but you aren't completely useless without it, and that was the point. In the video, Blaine made it seem like you couldn't do anything without the book, but it really isn't quite that bad since you probably have most of your best spells prepared most of the time.
@@daltigoth3970 Yes but you also lose those spells in the book. And unless your DM is really nice and is going to let you buy replacements and copy them down your character just got a massive nerf or you have to spend probably massive amount of time and money to make it back.
One thing I always add into my campaigns is Wellox's Consumables shop for all your consumable item needs. Basically, the shops owner Wellox is an aspiring artificer who focuses on creating all manner of consumable potions, scrolls, and magic items. His store is connected to a demi plane which he inherited, and the shop can show up anywhere. Since I expect, and encourage my players to make crap loads of money this is a good way to have them spend that gold on items. This also gives any wizards access to almost any scrolls they want.
I can't wait for the one where it goes from "dont play this class it sucks" to "wait this class is actually super good nevermind go my children destroy everything in your path"
I remember playing a *noble* wizard. I was so damn poor because of component cost that I actually worried about food and a place to stay because I had 5 copper to my name. I honestly loved it and found it really funny because it just opened my character's eyes to what it's like to not have money.
Those times when you pick a class to play, only to realize 5 sessions in, that EVERY decision about your character's development has been made at level 1.
Scribes takes "wizards are primarily utility" and multiplies it tenfold, making it objectively the best and most fun subclass to play for any experienced DM (if and when they do finally get to play)
Uhh, no. Bladesinger and chronurgy are just to good. Mainly because chronurgy was t made by a game designer , but a story and roleplay focused dm celebrity
Also, they are immune to losing their spells, and can copy them 30 to 60 times faster than anyone else. As they can just teleport them from one spellbook to the next, at level 2. Lastly, Forceball is good.
@@Spiceodog Dont care who designed it. Scribes is much more versatile than either bladesinger or chronurgy, especially since it allows for free energy substitution for leveled spells, spellbook security, cheap and quick spell copying, free scroll creation per day... it has practically infinite utility potential and more than decent combat potential
Manifest Mind + Otiluke’s Resilient Sphere = immortality for a few rounds. and dishing out stupid damage. Scribe for the win. but damn is it a hard class, Wizard squared.
@@draghettis6524 not to mention the 6th lvl feature that gives you a psuedo super familiar. It's immune to everything but a dispel magic, and you can cast a prof number of spells from its space so all your spells gain a potential 300ft cast distance.
I had a player who had his wizard character's entire justification for being an adventurer be that he desperately needed funds for his magical research. Like, the guy would much rather be living a life of solitude in his remote tower, but he keeps getting dragged into danger by his need to actually have money.
I'm currently working on a similar character. Nothing overly unique, but a young wizard who has no choice than to adventure as a way to pay off his student loan debt.
You say that Bladesingers are basically what happens when people don´t wanna miss out on melee. But have you ever seen a AC25 Bladesinger with Absorb Elements, Shield and Silvery Barbs completely dabbing on anything you throw at em?
Saving Throw physical damage. Absolutely nothing you listed would save you from a monster with a grapple plus during-cc damage. Or a half intelligent Martial character rolling grapple or trip.
Divination wizards are menaces though, played a divination wizards with the Lucky feet once and led my dm to crippling depression by not letting him score a single crit or not letting a single monster pass an important safe. People sleeping on this subclass ngl
@@Mendoza-yi6qk I mean yeah, but that’s why the divination wizards ability is so powerful, it’s basically lucky, but better for spellcasters, because you already know what you are going to change the roll to so it becomes incredibly easy to fail your opponent’s save on some juicy spells, so it honestly is even more impactful for wizards than Lucky
Always played with the house rule that copying spells is free so you can easily maintain a backup spell book and learn new spells, but creating scrolls or learning spells of your choice from wizards in towns/similar has a cost. Seems to make things more balanced as it removes the restriction of losing the spell book beyond a temporary loss and shifts the cash flow choices for the wizard more into "do I want a cool magic item, my choice of spell, or to put a few of my powerful spells into scrolls so I can spam them later" which is just a nicer place to be in.
@@morrigankasa570 Evenly distributing can leave the wizard way behind the curve after they scrounge up enough to copy spells from scrolls or other wizards. THEN they get to go shopping for that ring of protection or wand of spells with their pocket change while the rest of the party has sacks of cash to trade for the cool stuff the DM lets them shop for.
@@MonkeyJedi99 Maybe, though it depends on the DM and how much they reward the players as well as what they charge for things and how many are in the group in general. Theoretically if it's a good DM they could even include in rewards scrolls.
When copying your own spellbook, I can dig that. If you're scribing from a captured spellbook though... you need to translate what the other Wizard wrote that was intended for their own mind only, so IMO it makes sense that it would cost resources from false starts on scratch paper (possibly in the form of herbs of some sort? lots of jokes to be had with that concept) to figure out how to make your own version as you figure out what the quasialien scribbles mean, before finally scribing the working copy into your actual spellbook. Yes, I'm now headcanoning that all Wizards are secretly stoners.
Conjuration wizard does have one nice thing that you can do if you add in a feat people usually say is bad. Combine the minor conjuration class feature with the photographic memory of keen mind and you can conjure a copy of your spell book from thin air when ever you need it as long as you sit down and read through the whole thing once per month, letting you keep the original copy safely stored away, and if you DO lose the original copy, you can just reread the conjured version to keep your memory of it up to date and help replace it with a new book. In theory, you could use this to just not have a real spell book part the original summoning and keep adding stuff to the copies empty pages when you want to write a new spell in as long as you reread the book every time you do that.... Not as resistant to amnesia tho, and if you have a one month lapse in your re-reading, your whole mental book goes poof.
I’m loving my Order of the Scribes Wizard. He can rewrite his spellbook using a blank book or magic spell book in a Short Rest. They can also replace elements in spells with different ones. Fireball? How about a Thunderball?!
Having the ability to cast unprepared ritual spells is arguably the best feature in the wizard class. All other casters that have ritual casting must have the spell prepared in order to ritual cast it still.
I mean to be fair, the warlock, monk and fighter all want a short rest as well, so like, if you have any of those on your team you won't have much issue with that.
Agreed, when the fighter has already expended his action surge and a couple of maneuvers for some reason the party seems more than willing to stop of a short rest.
The exception to the "no new spells" problem is having a DM that mains wizards themselves. Also, you can solve the problem by reminding the DM that your character needs ways to learn new spells occasionally. The gold problem is real. I use the "duplicate copy" cost when I DM. I want there to be cost involved, but I don't want it to be punishing.
Honestly, unless the wizard is trying to learn every utility/ritual spell available this should not be an issue Fighters tend to spend a couple hundred on equipment, wizards just spend it on spells instead The difference is that wizards can spend as long as there are spells left to learn so it may seem like they spend more, but ultimately that depends on them
@@rompevuevitos222 ...The entire POINT of picking a Wizard over other spellcasters is to have access to a greater variety of spells. Two new spells per character level isn't enough to feed the Wizard's main class strength of having access to utility spells and ritual casting. Four spells of each spell level isn't going to cut it! Also, the gold expenditure between Wizards and ANY other class is dramatically different if the DM is offering the Wizard a decent opportunity to learn spells, increased further if the Wizard is taking the wise precaution of keeping a backup spellbook. Have you ever actually PLAYED a Wizard for any length of time? I don't mean for five or six levels in an Adventurer's League setting, but in a long-running campaign that reaches level 14 or 15? The last time I did so, which lasted for three years and ended only because the Pandemic put an end to it, my level 14 Wizard spent over 10,000 gold JUST learning new spells. That's to say nothing of crafting potions and magic items and buying spell components (something else the Fighter doesn't have to do). Previous versions of D&D didn't have a gold cost for learning spells; it just took time and a successful spellcasting check. There was a possibility of failure, but as long as you weren't trying to copy from a spell scroll (which was expended regardless of success or failure), you could try again. They should go back to this system.
Dm I have gave the wizzy stardust a custom magic item called the tome of lost knowledge early on Artifact at lvl 5 sure but the main thing was the one effect it had Once a day it let you copy any spell you see cast into it if you passed an arcana check and if it was a wizard spell you kept it in there It was a nice way to offset the need for gold to get some spells but also if the wiz doesnt metagame then its a fun way to attempt adding new spells The wiz spent like 2 weeks in game with the other party members asking them to cast fun things to see what stuck
Yes, back in the 1e and 2e days (not sure about 3e or 3.5) the Wizard had a d4 hit die. This infuriating experience can be recreated on demand by playing the old Baldur's Gate games.
Which is why I often played Fighter/Wizard, or Thief/Wizard, especially since AD&D doesn't have cantrips either, so if you use all your spell slots your next best option is throwing darts or daggers, or slinging stones, and let's not forget the permanent con loss should your familiar die, and then there's THAC0 as well..
This brings me back to a question I posed in The Magic Spellbook when he covered Wizard Spell Books. He mentioned that duplicating and selling your spellbook could be a good way to make money, but I was always concerned about the logistics of that in a standard campaign.
@@patrickmcathey7081 well, only client for this is other wizards, so there is not loophole, just wizards who find new spell can sold it to other wizards
Spellbooks can only really be properly understood by their creator There is a reason you cannot just steal spellbooks, you need to have the other spellbook and THEN spend money in the ink you will waste making prototypes of the spell just attempting to make it work. It's hard to believe that the gain from selling the book would be higher than the other wizard's cost of buying it and then translating the spell to something they can understand would be any good, if a net gain at all Spells aren't just a science, they depend on who is using them and notations for spell casting tend to be more personal as a result
As someone who loves playing Wizards, I'm glad that this video isn't just "haha Wizard cast fireball"! A good amount of the time that i've seen Wizards actually take fireball was becuase the rest of the party peer pressured them into taking it, or the DM throws a ton of mobs with the expectation of the Wizard being a blaster when they've made it clear they are a fucking utility based character.
That still mean a lot of gold investment. Honestly I really like the gold idea since it add a lot of flavor and need for gold to a wizard player. It also answer the question if wizard can do everything than why aren’t they everywhere?
@@heavenseeker2320 Same can be said about other classes. I know in my campaigns they are everywhere and they are usually terrifying to fight and our mutual enemies are even scarier than they are. It all depends on how the DM presents their story. But Wizards do need to spend money to learn from scrolls or other wizards. So unless you are leveling up every session, it shouldn't be too much of an issue.
@@jaykay8426 _if it's not already there_ If it is, it just buffs it, which is kinda dumb as you need to ignore raise dead, the defining spell of necromancers, for a level to get the max use out of the feature. There's zero reason why it can't include a clause to add another spell(restrict it to necromancy if need be) if you already took it... but it doesn't, so taking that spell when you can, as a necromancer, is sub optimal for some dumb reason.
You mean the spell that only really shines in groups and can't be augmented the way many other offensive spells can? Like don't get me wrong I love fireball, but it is not the be all end all of spells even at its spell level. A wizard's offensive capability is going to be lower than what a sorc does using metamagic.
@shadenox8164 let's agree to disagree...sorcerer spell list isn't as good as a wizard even in the offensive part and yeah you could turbo charge a few spells using metamagic but you will eventually run out of sorcery points right when you need them if you use them like that besides you're talking about there being spells other than fireball aka having more choice and versatility and then immediately afterwards you compare wizard to a sorcerer? That IS the main problem of the current sorcerer when compared to a wizard. Oh and an evocation wizard can easily outdamage a sorcerer any day of the week but that's just one subclass so it won't count
Me watching this with my friends and when the bit about the buying the new shiny Armour came up all my friends looked at me as I remembered when I bought an amazing set of Armour spending a good chunk of the party's money with it, safe to say my character is out of crippling debt... after 4 years of paying the party back of what she owed them.
In a 1 to 20 (that started in Strahd no less), I played a hobgoblin Wizard who was built like a rogue/ranger at first because of story reasons and that actually really helped that early wizard grind. It's important to note that your spell book is not your focus so you don't actually have to have it in you at all times AND if it gets destroyed, you can still cast the spells you already prepared; you just can't prepare any new ones until you get a new spell book
It's okay to be worried about your book in-character. It's not okay to be worried about your book as a player. You're either into the idea, or your DM has no business taking your book away. (Some rare exceptions may apply. Doing something excessively stupid should always have consequences.)
Fun fact: The 3rd path of the Sniper monkey grants a total of an 96x attack speed buff. So think how many many attacks per turn that could be if you counted each shot as an attack.
Or you become the best kind of cantrip cannon, making use of the absolutely busted shape water and mold earth cantrips, as well as the games environmental damage rules. What you do is set up several large holes in the ground outside of a room where you expect combat. Make them all as deep as your DM will allow, up to 200 feet. Then you use shape water and mage hand (or even better, find familiar as it doesn’t have a pesky range range limit) to place ice spikes at the bottom of all of the holes. Then you use mold earth once again to cover up the various holes with a thin layer of dirt. You open the door to the encounter room, shout something offensive and smug into the room, and watch as whatever enemies your dm had planned charge at you and fall into you spike pits, taking 20d6+2d10 damage if you managed to make them deep enough, sparing only the flying and magical enemies. And if they don’t die from that, they’re stuck in a hole now, so argue to your dm that their dex saves should have disadvantage and rain fireballs on them. It’s an absolutely ridiculous, overpowered strategy for the early game, especially when facing beasts or dumb enemies. Obviously don’t go overboard and ruin every encounter, and listen to your dm if they say no.
Wizards have the potential to be amazing. But they require way more work and forethought on the player and DM's part than other casters, especially with rests and tomes/scrolls, which often has them underperforming or missing spells. Also wizards really need something added to their spellsbooks, like having a magical one you can resummon over the course of a week. Tying so much of their class to one item that has basically no protection or safe keeping makes sense thematically but isn't the best mechanically.
Wizards are the college students of the game, needing to study and pay for books constantly and always making sure that gold pouch stays lighter than your health pool.
I've just started playing a div wizard for the first time. Our campaign started in a prison camp so having my few first level spells and cantrips in a book seemed unfeasible so my DM let me flavor my first few spells as prison tattoo sleeves up and down my arms which has led to some really good RP talking points! I'd say I'd like to see them take my cantrips from me but just about anything could rip my arms off so I dont want to see that...
Biggest reason why I don't like playing with a wizard is that as a rouge they usually ask me to steal money/scrolls (when we find one in the shop) for them since they already used all our money
One Thing many people doesn't know: the spellbook doesn't count as magical and get destroyed pretty easily. You jump into water? Yeah it's destroyed. Some ink got spiled on it? Yeah its destroyed. An enemy got it because he stole it? Yeah he will tear it up. Wizards: protect you God damn spellbook
Illusion is great for role play reasons to help someone in combat by minor illusionist the craziest things imaginable to temporarily distract your enemy
Don't you maintain prepared spells until you prepare spells again? So like, it still sucks to lose your book but it's not like you lose your ability to do magic
correct. This gets worse as you level up and learn new spells from scrolls/books though because the amount prepared vs your actual repertoire can increase by a lot. In a world where you have no spells earned from scrolls/books though you'll basically keep a bit more than half.
@@mrsosek6278 Well no, I personally adore everything I can do story & lore wise too Assimars & Warforged. Have all the fun in the world writing for those. But for PLAYING my favorites are definitely Firbolg, Half-Orc and Goliath.
Honestly, Order of Scribes is one of, if not the best Subclass, simply because it vastly lowers the gold and time cost of copying spells. Not only that, they have a feature that lets them recreate their spellbook, so even if it's damaged or an enemy tears your spells out, at a later date you can find a book to recreate it into your pristine, undamaged spellbook.
Yea... I'm gonna be "THAT" Wizard... In my many years of playing D&D, I don't recall a single time where I've played a wizard that died (in particular, Mylo, my Simic Hybrid wizard, who was in an entire 2 year long campaign from session one until the end of the campaign, despite almost every other character either being killed or leaving the party and being replaced with a new character). If you're playing a wizard and you're getting into the thick of combat... even if you're playing the likes of a melee-build wizard, with exceptions for Bladesingers... you're doing it WRONG. Wizards are not to get anywhere NEAR melee range under any circumstances, and you should always have a means to avoid such. Teleporting, Flying, or even just stalling your enemies while you run like a coward! As for costs, I think they're one of the LEAST expensive classes in the game. You get 6 spells and 3 cantrips at Lv1. Every level after that, you get 2 more spells FOR FREE. Unless you're explicitly restricting yourself (for some unknown reason) to a specific spell school, that means you'll have loads of variety on what spells you can use. Also, with more recent additions, you have an expanded spell list AND can change a cantrips to a totally different one on a long rest. If you need to add more spells to your spellbook after all that, you're either getting way too much gold/loot from your DM, or are just hording for the sake of hording. Yes, there ARE instances where you might be able to get a spell that you hadn't picked, or even one that's higher than you can currently cast that you can add to your spellbook for later use... but why waste gold on something you can get later (when you can actually use it) for free? You don't have to BUY any items (unless they're needed as a material component for your spells... and the easy way to avoid spending to much is to avoid spells that consume said material components), as nearly all magical items you get will either be rewards from quests or dungeon crawls. You won't be likely to ever wear armour either, so you don't need to spend out on that. Basically, you should be accumulating and hording money like Scrooge McDuck! Also also, if your DM is that much of a dick that they feel the need to steal your spellbook (outside of minor story purposes), or worse... destroy it, then don't play with people that toxic. It's not worth the hassle. I can't disagree with what you said on Traditions though. The exceedingly high versatility of a Wizard and their spell list, and the huge damage they can deal at higher levels, means they had to nerf them in some manner. Stopping them gaining a bajillion extra features as they level up seems like a fair swap. Why do you think Fighters and Rogues get so many abilities? Their only capability in combat is go up and hit stuff with whatever weapon they like to hold. That needs diversity. Wizards don't. Finally, regarding the Lv18 and Lv20 Mastery abilities, it's about fighting for a lot longer WITHOUT resting after every fight (that you already complained about). It means they can fight bigger nasties without swallowing up all their spell slots. You've mastered certain spells to the point where using them becomes natural... like extra cantrips, as you put it. How is that a BAD thing?
Actual ranking for wizard: Atk - S Def - S RP - S HP - technically F but with an asterisk Utility - S+ Albeit this kind of video is basically sarcasm and exaggeration taken to the max
@@fishyfishyfishy500akabs8 Yea, I know it's basically just taking the piss... but I can't help but get annoyed at everyone ripping on Wizards just because they can't handle playing them.
@@CassiusDrake I've been quite lucky, myself. I've never had to deal with truly toxic players or DMs like the ones you hear about in stories. While I don't DM myself, I always feel that if you're TRYING to kill the players (and I don't mean just a challenging encounter, I mean like purposely nerfing them... such as removing/destroying the wizard's spellbook... fudging rolls in the DM's favour, etc), then you're not a very good DM.
Always play sorcerer when it comes to spellcasting, 5e or otherwise. Favorite thing to do is convince the DM to let me use the alt spell point system so it stacks with the sorcerer's bonus and metamagic.
as Bladesinger main I must say I am glass wall I had stupid AC for my lv (well rolled stats) and always prepared absorb elements but when I am crited or I'll fail save with nasty dmg type I will be down very quickly also I have to choose between very good wizard spells and spells that could argument martial capabilities
You, my friend, need to learn the wonders that Silvery Barbs has in store for you. Shield can't save you from a crit but your AC is already so high that's basically the only thing that hits?? Silvery Barbs. Make them reroll those 20s. Only get hit 1 out if every 400 attacks.
@@remyb6854 I agreed with my dm that SB is op so we neefed it, now it is 2nd lv, and could be used only 2 time per combat, and I didn't pick this spell yet
Our group has a multiverse Costco that has most items in the game. So far we have bought a wyvern, a dire bear, a giant lizard(I think) along with plenty of items. Consider limiting gold gain and letting the players buy whatever they want when they finally save up. 2 notes: We play a homebrew pathfinder The Costco only comes one a month and you CAN miss it if in a dungeon
I would too, but the problem is that they serve too many functions really really well. You want to play a smarmy asshole who has enough talent to back it up? Rogue. You want to be "the smart guy"? Rogue. You want to play the Edgelord, Lord of edge and chunibyo? Rogue. Want to play a magical gadfly who solely exists to fuck with people? Rogue. You want to play a sneaky little bitch who hides in the corner while they piss their pants? Rogue. Want to play Captain Jack Sparrow? Rogue. Want to play the Artful Dodger? Rogue. You want to know the worst part? Any one of these character outlines. Hell, *EVERY. SINGLE. ONE OF THEM.* Can all be a consistently effective member of their party.
The scribe wizard actually has a spell slot efficient ability with the lvl 10 scrolls. The only ability that costs spell slots for them is manifest mind, but that lasts an hour.
as a dm when people say the wizard is shit its usually cause of a lack of imagination. My most fun charter ever was an enhantmeant wizard that was a grappler
I think druid circle of the moon is the best class, d8 hit die , medium armour, a shield and primal savagery gets you sufficient melee combat ability for the light fights, the spells are decent though less centered on sheer firepower and more on duration and utility, it will nearly always have a spell for any situation with food, healing, area damage, light and constant hit things. Flame blade, goodberry, moonbeam, heat metal, create destroy water, cure wounds healing spirit and fog cloud give you a wide range of options for any scenario, you get detect magic, detect poison and disease and locate item for some handy scanning magic while find traps and enhance ability give you some degree of support role capability as well. For the serious fights the improved wildshape gives you massive temporary health buffs of up to 100 temporary hitpoints as well as decent melee potential, and all this is at level 3. You also get cantrips like magic stone which can be great at low levels due to the addition of your modifier to the damage, mending which can be really useful if your dm causes item damage and can be used for income by getting people to pay you to fix their stuff (it does not specify a minimum value of the target it is used on) create bonfire for area damage that ignores AC and frostbite to make it much harder for the enemy to attack you. All in all it has an excellent combination of permanent versatility, sufficiently powerful and all purpose spellcasting with plenty of slots and highly powerful limited use abilities for the big fights meaning that you will also have an option regardless of the situation.
There is nothing more satisfying than casually counterspelling the BBGs lightning bolt that was about to fry the entire party with your abjuration wizard. How much proactive healing can your class do as a reaction? That’s what I thought.
So, Wizzard sucks when: A) Your GM does not consider Core Mechanics of the Game and B) does not give you the Chance to sell/Buy Items or have this thought trough in a "loot-only Campaign plus C) Gives you no opportunity to find the Materuials to copy/learn Spells while "Moneyshowering" the Melee with a +1 Armor and a Sword or Fire? Hmmmm...... let me ask: Does this sound like a "bad" Class or a bad GM? Seriously, Multiclass for that. If Melees Multiclass for Spelleffects, you can do the same for more Variety. If Melees multiclass in other Melees for more Punch, you can do the same. Wanna Try? (1)Knowledge Cleric - (2) Shadow Sorcerer - (3/4) Star Druid - (5/6) Divination Wizzard - Shadow Sorcerer/divi Wiz 50/50 onwards. A Fuckton of prepared Spells plus Coffeelock-alike Spellregeneration.
“ hah wizards are squishy!!!” Thump Thump Thump * in walks my wizard who’s magic jarred a duergar despot and do to a very poorly thought out Crawford post has almost twice as much health as the fighter now*
"You're supposed to be a spellcaster, but no one gave you any slots so you just use cantrips." Okay but real talk, I play an artificer now and it's gotten really fun. Now that we've homebrewed half the crafting, that is. Your 10th level feature, RAW, only works during downtime. But I'm now getting to homebrew up my own magic items (I have a decent handle on game design so I can keep them fair, and then when I have a design finished we hash out any issues, assign it a rarity and price/crafting time, and it's on). My current project is a javelin that you can throw when you cast a thunder spell to release it on impact. Oh, and it's optionally rocket powered.
2 words mizzium apparatus. Arcana check for every spell in the wizard spell list you want. Take 2 levels in stars druid for consistent 10 in inteligence checks and you're golden.
Wizards are the Batmans of spellcasters. You have incredible versatility and have a way out of every situation, but you’re only really good if you have sufficient prep time, and you’re only really effective if your real super power is you’re extremely rich.
guess what kind of caracter I am going to make next.
Well fuck me and my level five wizard I'm making.
Extremely Rich AND have both access to, and the downtime to, copy all of those extra spells
I was thinking exactly the same thing
Batzard - The Bat that was affraid of Wizards and Lizzards.
Don't play wizard because it's so versatile yet you only use fireball
My Mountain Dwarf Wizard is a School of Necromancy one who other then Undead uses lots of Acid and Poison Attacks/Spells.
Just Fireball
When you play long enough, you only use hypnotic pattern
JUST. FIREBALL.
I mean... it's true
Wizard: "I lost my spellbook again!"
Pact of the Tome Warlock: Has his spellbook reappear in his hand over the lunchbreak.
😭
I think Order of the Scribe Wizard has something about using a special quill to rewrite your spellbook in a blank book or magic spell book during a short rest.
Aaaaaaaand _that's_ when you buy an Enduring Spellbook. Upgrades, people!
@@LordBrittish Yeah with the way the order of scribes feature is worded, you could fold a piece of paper into a book, conjure a magical quill out of thin air and restore all of your spells
@@LordBrittish I am pretty sure you are right because I am working on a Scribe Wizard character right now :D. Spells are stored not in a book itself but rather in a Soul of the spellbook and you can just summon it to a new book using quill you can just manifest like a cantrip.
This subclass is goddamn complicated but I really like it.
On the spellbook thing, note that your spells stay prepared even if the DM takes it away; you only need the book to change them. So as long as you prepare good spells - you know, that thing you should be doing *anyway* - even if you lose the book you should have little trouble contributing until you get a replacement.
Oh so it's a fresh memory thing.
Ya but you can’t have all of your spells prepared
@@canyunhicks1587 Replacing the spellbook is expensive, and any spells you didn't have prepared are lost, as you can only copy the spells you have prepared into your new one if you didn't already have a backup. You also can't cast any ritual spells that you had in the book but don't have prepared. So losing the spellbook absolutely hurts, yes, but you aren't completely useless without it, and that was the point. In the video, Blaine made it seem like you couldn't do anything without the book, but it really isn't quite that bad since you probably have most of your best spells prepared most of the time.
@@daltigoth3970 Yes but you also lose those spells in the book. And unless your DM is really nice and is going to let you buy replacements and copy them down your character just got a massive nerf or you have to spend probably massive amount of time and money to make it back.
so you are a sorcerer with less spell slots per day?
One thing I always add into my campaigns is Wellox's Consumables shop for all your consumable item needs. Basically, the shops owner Wellox is an aspiring artificer who focuses on creating all manner of consumable potions, scrolls, and magic items. His store is connected to a demi plane which he inherited, and the shop can show up anywhere. Since I expect, and encourage my players to make crap loads of money this is a good way to have them spend that gold on items. This also gives any wizards access to almost any scrolls they want.
That’s pretty awesome
"48 potions of healing please"
You beautiful human being. You are human, right?
@@Agamemnonoverhead That would be 2400 gold pieces
@@WolfHreda I ask myself that every day it is existentially horrifying, but I don’t let it get in the way of having fun.
I can't wait for the one where it goes from "dont play this class it sucks" to "wait this class is actually super good nevermind go my children destroy everything in your path"
Wasn't that the "Dont play cleric" one basically?
@@Baby-Blue-102 Yeah it was
isnt that most full casters?
@@frungggg clerics are just on another level, there's nothing they can't do excepcional well except maybe normal skill checks
@@rangerecho can a cleric fly? does it have access to immensely powerful control options? not to devalue the cleric but wizard is more powerful
I remember playing a *noble* wizard. I was so damn poor because of component cost that I actually worried about food and a place to stay because I had 5 copper to my name. I honestly loved it and found it really funny because it just opened my character's eyes to what it's like to not have money.
Those times when you pick a class to play, only to realize 5 sessions in, that EVERY decision about your character's development has been made at level 1.
tbh, thats most of 5e, most important decisions are made by lvl 3.
Scribes takes "wizards are primarily utility" and multiplies it tenfold, making it objectively the best and most fun subclass to play for any experienced DM (if and when they do finally get to play)
Uhh, no. Bladesinger and chronurgy are just to good. Mainly because chronurgy was t made by a game designer , but a story and roleplay focused dm celebrity
Also, they are immune to losing their spells, and can copy them 30 to 60 times faster than anyone else.
As they can just teleport them from one spellbook to the next, at level 2.
Lastly, Forceball is good.
@@Spiceodog Dont care who designed it. Scribes is much more versatile than either bladesinger or chronurgy, especially since it allows for free energy substitution for leveled spells, spellbook security, cheap and quick spell copying, free scroll creation per day... it has practically infinite utility potential and more than decent combat potential
Manifest Mind + Otiluke’s Resilient Sphere = immortality for a few rounds. and dishing out stupid damage. Scribe for the win. but damn is it a hard class, Wizard squared.
@@draghettis6524 not to mention the 6th lvl feature that gives you a psuedo super familiar. It's immune to everything but a dispel magic, and you can cast a prof number of spells from its space so all your spells gain a potential 300ft cast distance.
Don’t play wizard because it can do everything yet the user’s brain can only process fireball spell.
Fireball can do everything, yes.
And then they call the fighter basic
What is your point person within Fireball distance
That's not true. Sometimes I also use the shield spell
@@justintime5021 you gotta use those level 1 and 2 slots somehow
I had a player who had his wizard character's entire justification for being an adventurer be that he desperately needed funds for his magical research. Like, the guy would much rather be living a life of solitude in his remote tower, but he keeps getting dragged into danger by his need to actually have money.
I'm currently working on a similar character. Nothing overly unique, but a young wizard who has no choice than to adventure as a way to pay off his student loan debt.
You say that Bladesingers are basically what happens when people don´t wanna miss out on melee. But have you ever seen a AC25 Bladesinger with Absorb Elements, Shield and Silvery Barbs completely dabbing on anything you throw at em?
Not to mention Blink making all attacks miss you 50% of the time.
@@theskeptic6347 Also add Mirror Image and you´re basically untouchable 70% of the time.
Saving Throw physical damage. Absolutely nothing you listed would save you from a monster with a grapple plus during-cc damage. Or a half intelligent Martial character rolling grapple or trip.
@@silverpact1008 Exhibit A:
Eladrin Far-step / Misty Step
Exhibit B:
You can´t trip if you don´t hit.
how much damage you do with your pointy metal stick?
Divination wizards are menaces though, played a divination wizards with the Lucky feet once and led my dm to crippling depression by not letting him score a single crit or not letting a single monster pass an important safe. People sleeping on this subclass ngl
The lucky feat is broken on any class
@@Mendoza-yi6qk I mean yeah, but that’s why the divination wizards ability is so powerful, it’s basically lucky, but better for spellcasters, because you already know what you are going to change the roll to so it becomes incredibly easy to fail your opponent’s save on some juicy spells, so it honestly is even more impactful for wizards than Lucky
@@ЯнисЧернявский-й2ф good point
I'll simply won't allow it lmao
you can only use the portent before dm rolls and you only get two per day, so at least the crit part is more about Lucky than about divination
> your DM might get the idea in their head to take your spellbook away
[Laughs in Order of Scribes]
The wizards power scales exponentially with the amount of gold and downtime they have.
So...
They're Batman?!
But worse then bards
@@Spiceodog at least in 5e rather than 1dnd I'd take a high level wizard with funding and time over a high level bard with funding and time
@@Spiceodog better damage than bards and get spells earlier.
@@Typical7 they don’t get spells earlier
Always played with the house rule that copying spells is free so you can easily maintain a backup spell book and learn new spells, but creating scrolls or learning spells of your choice from wizards in towns/similar has a cost. Seems to make things more balanced as it removes the restriction of losing the spell book beyond a temporary loss and shifts the cash flow choices for the wizard more into "do I want a cool magic item, my choice of spell, or to put a few of my powerful spells into scrolls so I can spam them later" which is just a nicer place to be in.
Eldritch Knight: "Screw the Magic Book. I will cast every 4th to 6th level or below spell with my mind... And with the Magic Adept Feat at max stack."
Also any group should evenly distribute the loot/money they get.
@@morrigankasa570 Evenly distributing can leave the wizard way behind the curve after they scrounge up enough to copy spells from scrolls or other wizards.
THEN they get to go shopping for that ring of protection or wand of spells with their pocket change while the rest of the party has sacks of cash to trade for the cool stuff the DM lets them shop for.
@@MonkeyJedi99 Maybe, though it depends on the DM and how much they reward the players as well as what they charge for things and how many are in the group in general. Theoretically if it's a good DM they could even include in rewards scrolls.
When copying your own spellbook, I can dig that. If you're scribing from a captured spellbook though... you need to translate what the other Wizard wrote that was intended for their own mind only, so IMO it makes sense that it would cost resources from false starts on scratch paper (possibly in the form of herbs of some sort? lots of jokes to be had with that concept) to figure out how to make your own version as you figure out what the quasialien scribbles mean, before finally scribing the working copy into your actual spellbook.
Yes, I'm now headcanoning that all Wizards are secretly stoners.
Conjuration wizard does have one nice thing that you can do if you add in a feat people usually say is bad.
Combine the minor conjuration class feature with the photographic memory of keen mind and you can conjure a copy of your spell book from thin air when ever you need it as long as you sit down and read through the whole thing once per month, letting you keep the original copy safely stored away, and if you DO lose the original copy, you can just reread the conjured version to keep your memory of it up to date and help replace it with a new book.
In theory, you could use this to just not have a real spell book part the original summoning and keep adding stuff to the copies empty pages when you want to write a new spell in as long as you reread the book every time you do that.... Not as resistant to amnesia tho, and if you have a one month lapse in your re-reading, your whole mental book goes poof.
I’m loving my Order of the Scribes Wizard. He can rewrite his spellbook using a blank book or magic spell book in a Short Rest.
They can also replace elements in spells with different ones. Fireball? How about a Thunderball?!
An iron golem's biggest fear lol.
Eldritchball?
That sounds dope
dont forget that if the spell book survived but is just lost all of your spells transfer to the new book
MORE ENTER ELAMENT HERE BALL but preferably MOR FIRE BALLLLLLL
Having the ability to cast unprepared ritual spells is arguably the best feature in the wizard class. All other casters that have ritual casting must have the spell prepared in order to ritual cast it still.
I mean to be fair, the warlock, monk and fighter all want a short rest as well, so like, if you have any of those on your team you won't have much issue with that.
Agreed, when the fighter has already expended his action surge and a couple of maneuvers for some reason the party seems more than willing to stop of a short rest.
and the druid to regain wildshape
The exception to the "no new spells" problem is having a DM that mains wizards themselves.
Also, you can solve the problem by reminding the DM that your character needs ways to learn new spells occasionally.
The gold problem is real. I use the "duplicate copy" cost when I DM. I want there to be cost involved, but I don't want it to be punishing.
I solve this problem with my wizard by making him the looter of the group 😎
Honestly, unless the wizard is trying to learn every utility/ritual spell available this should not be an issue
Fighters tend to spend a couple hundred on equipment, wizards just spend it on spells instead
The difference is that wizards can spend as long as there are spells left to learn so it may seem like they spend more, but ultimately that depends on them
@@rompevuevitos222 ...The entire POINT of picking a Wizard over other spellcasters is to have access to a greater variety of spells. Two new spells per character level isn't enough to feed the Wizard's main class strength of having access to utility spells and ritual casting. Four spells of each spell level isn't going to cut it!
Also, the gold expenditure between Wizards and ANY other class is dramatically different if the DM is offering the Wizard a decent opportunity to learn spells, increased further if the Wizard is taking the wise precaution of keeping a backup spellbook.
Have you ever actually PLAYED a Wizard for any length of time? I don't mean for five or six levels in an Adventurer's League setting, but in a long-running campaign that reaches level 14 or 15? The last time I did so, which lasted for three years and ended only because the Pandemic put an end to it, my level 14 Wizard spent over 10,000 gold JUST learning new spells. That's to say nothing of crafting potions and magic items and buying spell components (something else the Fighter doesn't have to do).
Previous versions of D&D didn't have a gold cost for learning spells; it just took time and a successful spellcasting check. There was a possibility of failure, but as long as you weren't trying to copy from a spell scroll (which was expended regardless of success or failure), you could try again. They should go back to this system.
Dm I have gave the wizzy stardust a custom magic item called the tome of lost knowledge early on
Artifact at lvl 5 sure but the main thing was the one effect it had
Once a day it let you copy any spell you see cast into it if you passed an arcana check and if it was a wizard spell you kept it in there
It was a nice way to offset the need for gold to get some spells but also if the wiz doesnt metagame then its a fun way to attempt adding new spells
The wiz spent like 2 weeks in game with the other party members asking them to cast fun things to see what stuck
Yes, back in the 1e and 2e days (not sure about 3e or 3.5) the Wizard had a d4 hit die. This infuriating experience can be recreated on demand by playing the old Baldur's Gate games.
Which is why I often played Fighter/Wizard, or Thief/Wizard, especially since AD&D doesn't have cantrips either, so if you use all your spell slots your next best option is throwing darts or daggers, or slinging stones, and let's not forget the permanent con loss should your familiar die, and then there's THAC0 as well..
This brings me back to a question I posed in The Magic Spellbook when he covered Wizard Spell Books. He mentioned that duplicating and selling your spellbook could be a good way to make money, but I was always concerned about the logistics of that in a standard campaign.
This is a pesky loopholes where technically every mage should be rich with a massive collection of spells but for game balance reasons isn’t.
@@patrickmcathey7081 well, only client for this is other wizards, so there is not loophole, just wizards who find new spell can sold it to other wizards
Spellbooks can only really be properly understood by their creator
There is a reason you cannot just steal spellbooks, you need to have the other spellbook and THEN spend money in the ink you will waste making prototypes of the spell just attempting to make it work.
It's hard to believe that the gain from selling the book would be higher than the other wizard's cost of buying it and then translating the spell to something they can understand would be any good, if a net gain at all
Spells aren't just a science, they depend on who is using them and notations for spell casting tend to be more personal as a result
Hilarious video, 10/10 (also hyped to see someone's already using Lud and Schlatt's music, love to see it)
As someone who loves playing Wizards, I'm glad that this video isn't just "haha Wizard cast fireball"! A good amount of the time that i've seen Wizards actually take fireball was becuase the rest of the party peer pressured them into taking it, or the DM throws a ton of mobs with the expectation of the Wizard being a blaster when they've made it clear they are a fucking utility based character.
Just cast hypnotic pattern and take around 60% of the enemies out of the fight
It's actually a myth that you have to spend Gold on level up. Wizards get two free spells learned for each level up.
That still mean a lot of gold investment. Honestly I really like the gold idea since it add a lot of flavor and need for gold to a wizard player. It also answer the question if wizard can do everything than why aren’t they everywhere?
@@heavenseeker2320 Same can be said about other classes. I know in my campaigns they are everywhere and they are usually terrifying to fight and our mutual enemies are even scarier than they are. It all depends on how the DM presents their story.
But Wizards do need to spend money to learn from scrolls or other wizards. So unless you are leveling up every session, it shouldn't be too much of an issue.
I like lots of soellbooks to be found or captured.
Some class features give you free spells, like necromancy’s 6th level buff which gives you a free buffed version of animate dead
@@jaykay8426 _if it's not already there_
If it is, it just buffs it, which is kinda dumb as you need to ignore raise dead, the defining spell of necromancers, for a level to get the max use out of the feature. There's zero reason why it can't include a clause to add another spell(restrict it to necromancy if need be) if you already took it... but it doesn't, so taking that spell when you can, as a necromancer, is sub optimal for some dumb reason.
"jUsT uSe A sPeLlSlOt" - says the person who doesn't realize that each of those is more precious than the gold
I like how he ranked their offensive capability a B when spells like fireball exist
Let's be honest, it's not "spells like Fireball."
It's Fireball.
You mean the spell that only really shines in groups and can't be augmented the way many other offensive spells can? Like don't get me wrong I love fireball, but it is not the be all end all of spells even at its spell level. A wizard's offensive capability is going to be lower than what a sorc does using metamagic.
@@shadenox8164 what other offensive spells are you talking about
@shadenox8164 let's agree to disagree...sorcerer spell list isn't as good as a wizard even in the offensive part and yeah you could turbo charge a few spells using metamagic but you will eventually run out of sorcery points right when you need them if you use them like that besides you're talking about there being spells other than fireball aka having more choice and versatility and then immediately afterwards you compare wizard to a sorcerer? That IS the main problem of the current sorcerer when compared to a wizard. Oh and an evocation wizard can easily outdamage a sorcerer any day of the week but that's just one subclass so it won't count
Me watching this with my friends and when the bit about the buying the new shiny Armour came up all my friends looked at me as I remembered when I bought an amazing set of Armour spending a good chunk of the party's money with it, safe to say my character is out of crippling debt... after 4 years of paying the party back of what she owed them.
In a 1 to 20 (that started in Strahd no less), I played a hobgoblin Wizard who was built like a rogue/ranger at first because of story reasons and that actually really helped that early wizard grind. It's important to note that your spell book is not your focus so you don't actually have to have it in you at all times AND if it gets destroyed, you can still cast the spells you already prepared; you just can't prepare any new ones until you get a new spell book
It's okay to be worried about your book in-character.
It's not okay to be worried about your book as a player.
You're either into the idea, or your DM has no business taking your book away.
(Some rare exceptions may apply. Doing something excessively stupid should always have consequences.)
Yea, I feel that if you literally have to hide your spellbook from the DM, you may wanna get a new DM
Fun fact: The 3rd path of the Sniper monkey grants a total of an 96x attack speed buff. So think how many many attacks per turn that could be if you counted each shot as an attack.
The base is 3 attacks per turn with it being 1.59 seconds to shoot as the base
2:44 or better yet, play it as “oh, I have dozens of backups,” and actually have dozens of backup spellbooks.
Scribe Wizards are ridiculously fun and hyper-versatile. Highly recommend.
Or you become the best kind of cantrip cannon, making use of the absolutely busted shape water and mold earth cantrips, as well as the games environmental damage rules. What you do is set up several large holes in the ground outside of a room where you expect combat. Make them all as deep as your DM will allow, up to 200 feet. Then you use shape water and mage hand (or even better, find familiar as it doesn’t have a pesky range range limit) to place ice spikes at the bottom of all of the holes. Then you use mold earth once again to cover up the various holes with a thin layer of dirt. You open the door to the encounter room, shout something offensive and smug into the room, and watch as whatever enemies your dm had planned charge at you and fall into you spike pits, taking 20d6+2d10 damage if you managed to make them deep enough, sparing only the flying and magical enemies. And if they don’t die from that, they’re stuck in a hole now, so argue to your dm that their dex saves should have disadvantage and rain fireballs on them. It’s an absolutely ridiculous, overpowered strategy for the early game, especially when facing beasts or dumb enemies.
Obviously don’t go overboard and ruin every encounter, and listen to your dm if they say no.
Wizards are the Batman of DnD. If given prep time, you *will* win. It’s not even a question
Wizards have the potential to be amazing. But they require way more work and forethought on the player and DM's part than other casters, especially with rests and tomes/scrolls, which often has them underperforming or missing spells. Also wizards really need something added to their spellsbooks, like having a magical one you can resummon over the course of a week. Tying so much of their class to one item that has basically no protection or safe keeping makes sense thematically but isn't the best mechanically.
Fool! I will play wizard till my death! No matter the weakness
I've been blinded by Realm of the Mad God nostalgia
I definitely turned my head when I heard the death noise 🙃
Wizards are the college students of the game, needing to study and pay for books constantly and always making sure that gold pouch stays lighter than your health pool.
I've just started playing a div wizard for the first time. Our campaign started in a prison camp so having my few first level spells and cantrips in a book seemed unfeasible so my DM let me flavor my first few spells as prison tattoo sleeves up and down my arms which has led to some really good RP talking points! I'd say I'd like to see them take my cantrips from me but just about anything could rip my arms off so I dont want to see that...
Biggest reason why I don't like playing with a wizard is that as a rouge they usually ask me to steal money/scrolls (when we find one in the shop) for them since they already used all our money
The finale of this series should be “dont DM” or even “don’t play dnd” that’d be hilarious
One Thing many people doesn't know: the spellbook doesn't count as magical and get destroyed pretty easily. You jump into water? Yeah it's destroyed. Some ink got spiled on it? Yeah its destroyed. An enemy got it because he stole it? Yeah he will tear it up. Wizards: protect you God damn spellbook
The prophecy was real! This series returned at last! ALL HAIL THE WIZARD
Illusion is great for role play reasons to help someone in combat by minor illusionist the craziest things imaginable to temporarily distract your enemy
Don't you maintain prepared spells until you prepare spells again? So like, it still sucks to lose your book but it's not like you lose your ability to do magic
correct. This gets worse as you level up and learn new spells from scrolls/books though because the amount prepared vs your actual repertoire can increase by a lot. In a world where you have no spells earned from scrolls/books though you'll basically keep a bit more than half.
oh, in some novels, mages would forget all their spells when they SLEEP and have to re-learn them!
Oh and you will most likely lose all of your ritual spells if you lose your spellbook so there's that too
Wizard best class GIGACHAD
Wizard & Fighter still my favorite classes.😌
And human is your favorite race.
R/roast
@@mrsosek6278 No, it's definitely tiefling or half elf.
Wizard is the strongest class of the game, thats the truth, im main rogue tho
@@mrsosek6278 Well no, I personally adore everything I can do story & lore wise too Assimars & Warforged. Have all the fun in the world writing for those. But for PLAYING my favorites are definitely Firbolg, Half-Orc and Goliath.
Honestly, Order of Scribes is one of, if not the best Subclass, simply because it vastly lowers the gold and time cost of copying spells. Not only that, they have a feature that lets them recreate their spellbook, so even if it's damaged or an enemy tears your spells out, at a later date you can find a book to recreate it into your pristine, undamaged spellbook.
Let’s see a bard or monk
4:38 nah conjugation is pretty good, you can summon any non magical item you’ve seen, aka purple worm poison with like 12d6 damage
Yep and that’s ludicrously powerful.
XGE also helped that subclass a lot by adding better summons
I suggest Sorcerer next; Aka the class with both the best and worst subclasses.
Wild magic!
"your favorite shows" I didn't know that futurama was an anime, but now I gotta have it.
It's so cool to see schlatt and ludwig's project being used almost immediately by other youtubers.
Who
"You might lose your spellbook!"
*Laughs in Scribes Wizard*
💎I see Ludwig and Schlatt’s contributions are already being used… as god intended💎
Shield + mage armor + misty step, wizard will never get hit.
Blink...don't forget blink
Man is ALREADY using the 25th Hour. Props brother
Yea... I'm gonna be "THAT" Wizard...
In my many years of playing D&D, I don't recall a single time where I've played a wizard that died (in particular, Mylo, my Simic Hybrid wizard, who was in an entire 2 year long campaign from session one until the end of the campaign, despite almost every other character either being killed or leaving the party and being replaced with a new character).
If you're playing a wizard and you're getting into the thick of combat... even if you're playing the likes of a melee-build wizard, with exceptions for Bladesingers... you're doing it WRONG. Wizards are not to get anywhere NEAR melee range under any circumstances, and you should always have a means to avoid such. Teleporting, Flying, or even just stalling your enemies while you run like a coward!
As for costs, I think they're one of the LEAST expensive classes in the game. You get 6 spells and 3 cantrips at Lv1. Every level after that, you get 2 more spells FOR FREE. Unless you're explicitly restricting yourself (for some unknown reason) to a specific spell school, that means you'll have loads of variety on what spells you can use. Also, with more recent additions, you have an expanded spell list AND can change a cantrips to a totally different one on a long rest.
If you need to add more spells to your spellbook after all that, you're either getting way too much gold/loot from your DM, or are just hording for the sake of hording. Yes, there ARE instances where you might be able to get a spell that you hadn't picked, or even one that's higher than you can currently cast that you can add to your spellbook for later use... but why waste gold on something you can get later (when you can actually use it) for free?
You don't have to BUY any items (unless they're needed as a material component for your spells... and the easy way to avoid spending to much is to avoid spells that consume said material components), as nearly all magical items you get will either be rewards from quests or dungeon crawls. You won't be likely to ever wear armour either, so you don't need to spend out on that. Basically, you should be accumulating and hording money like Scrooge McDuck!
Also also, if your DM is that much of a dick that they feel the need to steal your spellbook (outside of minor story purposes), or worse... destroy it, then don't play with people that toxic. It's not worth the hassle.
I can't disagree with what you said on Traditions though. The exceedingly high versatility of a Wizard and their spell list, and the huge damage they can deal at higher levels, means they had to nerf them in some manner. Stopping them gaining a bajillion extra features as they level up seems like a fair swap. Why do you think Fighters and Rogues get so many abilities? Their only capability in combat is go up and hit stuff with whatever weapon they like to hold. That needs diversity. Wizards don't.
Finally, regarding the Lv18 and Lv20 Mastery abilities, it's about fighting for a lot longer WITHOUT resting after every fight (that you already complained about). It means they can fight bigger nasties without swallowing up all their spell slots. You've mastered certain spells to the point where using them becomes natural... like extra cantrips, as you put it. How is that a BAD thing?
Agreed, if this is his experience with spell books, he's been playing with a toxic DM that he needs to ditch
Actual ranking for wizard:
Atk - S
Def - S
RP - S
HP - technically F but with an asterisk
Utility - S+
Albeit this kind of video is basically sarcasm and exaggeration taken to the max
@@fishyfishyfishy500akabs8 Yea, I know it's basically just taking the piss... but I can't help but get annoyed at everyone ripping on Wizards just because they can't handle playing them.
@@CassiusDrake I've been quite lucky, myself. I've never had to deal with truly toxic players or DMs like the ones you hear about in stories.
While I don't DM myself, I always feel that if you're TRYING to kill the players (and I don't mean just a challenging encounter, I mean like purposely nerfing them... such as removing/destroying the wizard's spellbook... fudging rolls in the DM's favour, etc), then you're not a very good DM.
Always play sorcerer when it comes to spellcasting, 5e or otherwise. Favorite thing to do is convince the DM to let me use the alt spell point system so it stacks with the sorcerer's bonus and metamagic.
I ONLY play Wizard.
Take three levels of Warlock (doesn't matter which patron), get Pact of the Tome. Bam. Your spellbook is now summonable.
But...I want to fireball
Same
Then play a light domain cleric
I do
Never had a DM take my spell book without entire party losing their gear. By the teens, even a Monk will have magic gear they depend on.
as Bladesinger main I must say
I am glass wall
I had stupid AC for my lv (well rolled stats) and always prepared absorb elements
but when I am crited or I'll fail save with nasty dmg type I will be down very quickly
also I have to choose between very good wizard spells and spells that could argument martial capabilities
You, my friend, need to learn the wonders that Silvery Barbs has in store for you. Shield can't save you from a crit but your AC is already so high that's basically the only thing that hits?? Silvery Barbs. Make them reroll those 20s. Only get hit 1 out if every 400 attacks.
cast shield man
also bladesingers shouldnt blade lmao
@@remyb6854 I agreed with my dm that SB is op so we neefed it, now it is 2nd lv, and could be used only 2 time per combat, and I didn't pick this spell yet
Im gonna look like a wizard the next time you upload one of these.
Fun fact: Wizard is the only D&D class that I have played twice.
Our group has a multiverse Costco that has most items in the game. So far we have bought a wyvern, a dire bear, a giant lizard(I think) along with plenty of items. Consider limiting gold gain and letting the players buy whatever they want when they finally save up. 2 notes:
We play a homebrew pathfinder
The Costco only comes one a month and you CAN miss it if in a dungeon
I've hinted to my wizard player every 👏 session 👏 about 👏 scrolls and he has yet to take the hint
Creative solutions turn into dashed hopes as the dm always wanted you to fight the enemy anyways.
I would love to see Rogue on the chopping block next just to see my go to class get torn to shreds
I would too, but the problem is that they serve too many functions really really well. You want to play a smarmy asshole who has enough talent to back it up? Rogue. You want to be "the smart guy"? Rogue. You want to play the Edgelord, Lord of edge and chunibyo? Rogue. Want to play a magical gadfly who solely exists to fuck with people? Rogue. You want to play a sneaky little bitch who hides in the corner while they piss their pants? Rogue. Want to play Captain Jack Sparrow? Rogue. Want to play the Artful Dodger? Rogue.
You want to know the worst part?
Any one of these character outlines. Hell, *EVERY. SINGLE. ONE OF THEM.* Can all be a consistently effective member of their party.
The scribe wizard actually has a spell slot efficient ability with the lvl 10 scrolls. The only ability that costs spell slots for them is manifest mind, but that lasts an hour.
as a dm when people say the wizard is shit its usually cause of a lack of imagination. My most fun charter ever was an enhantmeant wizard that was a grappler
My guy completely moving pass divination wizards deciding what the roll is and being able to spam spells
I think druid circle of the moon is the best class, d8 hit die , medium armour, a shield and primal savagery gets you sufficient melee combat ability for the light fights, the spells are decent though less centered on sheer firepower and more on duration and utility, it will nearly always have a spell for any situation with food, healing, area damage, light and constant hit things. Flame blade, goodberry, moonbeam, heat metal, create destroy water, cure wounds healing spirit and fog cloud give you a wide range of options for any scenario, you get detect magic, detect poison and disease and locate item for some handy scanning magic while find traps and enhance ability give you some degree of support role capability as well. For the serious fights the improved wildshape gives you massive temporary health buffs of up to 100 temporary hitpoints as well as decent melee potential, and all this is at level 3. You also get cantrips like magic stone which can be great at low levels due to the addition of your modifier to the damage, mending which can be really useful if your dm causes item damage and can be used for income by getting people to pay you to fix their stuff (it does not specify a minimum value of the target it is used on) create bonfire for area damage that ignores AC and frostbite to make it much harder for the enemy to attack you. All in all it has an excellent combination of permanent versatility, sufficiently powerful and all purpose spellcasting with plenty of slots and highly powerful limited use abilities for the big fights meaning that you will also have an option regardless of the situation.
Wizard is the best caster because it gets all the best spells not because of any good class features
wonderful use of schlatt crossing
.. I now get why the dm made my wizard absolutely LOADED
There is nothing more satisfying than casually counterspelling the BBGs lightning bolt that was about to fry the entire party with your abjuration wizard. How much proactive healing can your class do as a reaction? That’s what I thought.
So, Wizzard sucks when:
A) Your GM does not consider Core Mechanics of the Game and
B) does not give you the Chance to sell/Buy Items or have this thought trough in a "loot-only Campaign plus
C) Gives you no opportunity to find the Materuials to copy/learn Spells while "Moneyshowering" the Melee with a +1 Armor and a Sword or Fire?
Hmmmm...... let me ask: Does this sound like a "bad" Class or a bad GM?
Seriously, Multiclass for that. If Melees Multiclass for Spelleffects, you can do the same for more Variety. If Melees multiclass in other Melees for more Punch, you can do the same.
Wanna Try? (1)Knowledge Cleric - (2) Shadow Sorcerer - (3/4) Star Druid - (5/6) Divination Wizzard - Shadow Sorcerer/divi Wiz 50/50 onwards.
A Fuckton of prepared Spells plus Coffeelock-alike Spellregeneration.
“ hah wizards are squishy!!!”
Thump
Thump
Thump
* in walks my wizard who’s magic jarred a duergar despot and do to a very poorly thought out Crawford post has almost twice as much health as the fighter now*
I really don't think you have had a single player worth their salt show you what a wizard can really do, I feel sorry for you.
Can't wait for "Don't play Artificer!"
"You're supposed to be a spellcaster, but no one gave you any slots so you just use cantrips."
Okay but real talk, I play an artificer now and it's gotten really fun. Now that we've homebrewed half the crafting, that is. Your 10th level feature, RAW, only works during downtime. But I'm now getting to homebrew up my own magic items (I have a decent handle on game design so I can keep them fair, and then when I have a design finished we hash out any issues, assign it a rarity and price/crafting time, and it's on). My current project is a javelin that you can throw when you cast a thunder spell to release it on impact. Oh, and it's optionally rocket powered.
@@sethb3090 Yeah, making your own stuff is fun.
I got to rip off the sniper scythe from RWBY (restatted to a heavy crossbow) for a main weapon.
Scribe wizard fixes the book problem.
Thanks a lot Blaine, my wizard died of 1 d4 embarrassment damage watching this.
Don't play wizard, BECOME A WIZARD!
Nice to see a fellow Wizard 101 player
The issues with spellbook management and costs is the reason I love the Order of Scribes. Your spellbook is now cloud storage, never be without it!
thanks for coming back
eventually its going to be "dont play DND"
Every wizard watching this video: *dies of 1d4 emotional damage*
Rime of the Frostmaiden has half a dozen spell books in it.
Cookies are occasionally tasty
I never really cared about losing my book cause you still remember the spells, and i almost never change my spells.
and here I love Wizards more than any other class
Can't wait for "Don't Play Blood Hunter"
Make my day!
Make the easy roast on Warlocks.
You have zero spell slots and your party never takes short rests so all you’ve got is eldritch blast.
2 words mizzium apparatus. Arcana check for every spell in the wizard spell list you want. Take 2 levels in stars druid for consistent 10 in inteligence checks and you're golden.
Me when getting anime to dnd books: ay check out this dog
I have been waiting for this for sooooo loooong