To get a familiar that can speak, all you have to do is take Eldritch Adept and take Pact of the Chain. Imp, Quasit, Sphinx of Wonder and Sprite can all speak.
Currently lvl 10 as a chronurgist and just wanted to saw momentary stasis shakes out a bit better than you're selling it! Sure, it's not the best choice on every round but when you're already concentrating or saving slots, your option is to fire off a puny cantrip or a no-resource high risk/reward feature that completely robs an enemy of action economy. It is definitely a good backup tool for a control wizard to have!
I played one f1 cw14 with a novice dm and it's so fun but I didn't feel anymore OP then all wizards. Take silvery barbs and you can affect every part of combat but very resource limited so I would usely save one for when a party member got hit with a crit. So not a superman especially if you do more combats per day but super fun
If its played straight its not overpowered (WELL, as 'not overpowered' as a wizard can be), its when you get into familiar stacking and mote exploitation that its cracked
Correct me if I'm wrong, but you can still sub in eldritch blast for the haste attack, right? Haste doesn't let you take your extra attacks from the extra attack feature, but I believe the rule replacing this attack supercedes that rules for that attack, and the 1 attack you do get can still be replaced by EB and not be subject to that restriction. Also, with forcecage now requiring concentration, the Abeyance ability might be better used to pull off the now otherwise defunct "microwave" than to make a melee build (especially one that is just a bad wizard until 18th level).
The eldritch blast haste attack replacement is somewhat contentious and I can see both the interpretation that you can replace it with all 4 beams of eldritch blast or only a single beam. I chose to go with the more conservative interpretation for safety. Also, you are 100& correct. A pure wizard is WAY more functional than my silly monstrosity of a multiclass!
This multiclass build gains nothing over any other subclass of wizard besides haste. You could build this as a 17 bladesinger / 1 warlock / 2 fighter and you'd be able to cast wish and other 9th/8th/7th/6th level spells not accessible to this build, your AC would be higher, you can dual wield to get a free extra attack (nick lets you take this during your attack action) to make up for the haste action loss, your melee attacks would hit harder to help make up for the 1 haste attack you miss out on, and you'd get an extra feat for more int or cha. Or just go 17 valor bard. You miss out on the AC and +INT to damage (as well as the other benefits of bladesong), but you'd be SAD. The math for the wizard version looks like this: 9(2d6 + 12d8) scorching ray 8(1d10 + 5 + 12d8) EB 3(1d6 + 9 + 12d8) scimitar total: 1,264.5 avg damage. So, we lose 2.5 damage (less than .2%) to gain 6th, 7th, 8th, and 9th level spells. Seems like a good trade.
Functionality and survivability was pretty much ignored in an attempt to do a slightly better nova turn. I'll admit I didn't consider a nick weapon at all and that could've worked with some shillelagh shenanigans. But I'd also rather play a bladesinger or valor bard to be completely honest. Or just a chronurgy wizard that doesn't try to abuse conjure minor elementals.
@@2ndlevelfighter Yeah, CME is utterly broken, especially at high levels. I'm usually the one saying "that spell isn't broken for xyz reasons", but with CME I just can't... it's broken. I think a good fix would be to make it start at 2d6 and go up 1d6 per level - literally less than half the damage it does now. Still slightly stronger at every level than the lower level spell spirit shroud, but not totally game breaking. Or even just change the scaling to 1d8 from 2d8. At d6s you cap at 7d6 or 24.5 damage (vs 5d8/22.5 for spirit shroud). At d8s that goes up to 31.5 instead of the 54 it currently hits.
I played rhis in a campaign that went to level 19. The spell storing is not that useful because of the one hour duration. Using the old exhaustion rules the 14th level could be debilitating. This class for players is a balancing at.
Yeah one thing I kinda skipped over is that your features are pretty limited in their uses. Also arcane abeyance can just do nothing if used at the wrong time.
Why would a GM ever NOT let you multiclass? Seriously, the multiclass rules are written into the game, it's like telling you player "you can't take an 11th level in fighter... because." Multiclassing is a way to allow a flexibility in character building that allows for hundreds of different thematic builds that just aren't possible within a single class system without creating hundreds of classes.
@@garyco766 "Multiclass that many times" I am aware you can multiclass. What I dont see is a dm allowing a player to multiclass into 4 different classes
@garyco766 You aren't wrong in RAW that's correct, but in my years of playing, that was a rule from table to table. Usually, most of my dms would say there would need to be a lore reason why your fighter sometimes cast spells or whatever. Then you can argue all the ABI stuff later. I meant this as a joke. I think it's common for a dm to give house rules depending on their game. This is just one of those.
To get a familiar that can speak, all you have to do is take Eldritch Adept and take Pact of the Chain. Imp, Quasit, Sphinx of Wonder and Sprite can all speak.
That's amazing! Totally missed that one.
Currently lvl 10 as a chronurgist and just wanted to saw momentary stasis shakes out a bit better than you're selling it! Sure, it's not the best choice on every round but when you're already concentrating or saving slots, your option is to fire off a puny cantrip or a no-resource high risk/reward feature that completely robs an enemy of action economy. It is definitely a good backup tool for a control wizard to have!
I'd definitely prefer to have it than not have it!
I played one f1 cw14 with a novice dm and it's so fun but I didn't feel anymore OP then all wizards. Take silvery barbs and you can affect every part of combat but very resource limited so I would usely save one for when a party member got hit with a crit. So not a superman especially if you do more combats per day but super fun
interesting, do you plan on doing teh Scribe wizard, as some of the DMs I've played with do not like how strong the subclass is
Oh definitely! The scribes wizard has it's own set of interesting possibilities.
If its played straight its not overpowered (WELL, as 'not overpowered' as a wizard can be), its when you get into familiar stacking and mote exploitation that its cracked
Correct me if I'm wrong, but you can still sub in eldritch blast for the haste attack, right? Haste doesn't let you take your extra attacks from the extra attack feature, but I believe the rule replacing this attack supercedes that rules for that attack, and the 1 attack you do get can still be replaced by EB and not be subject to that restriction.
Also, with forcecage now requiring concentration, the Abeyance ability might be better used to pull off the now otherwise defunct "microwave" than to make a melee build (especially one that is just a bad wizard until 18th level).
The eldritch blast haste attack replacement is somewhat contentious and I can see both the interpretation that you can replace it with all 4 beams of eldritch blast or only a single beam. I chose to go with the more conservative interpretation for safety. Also, you are 100& correct. A pure wizard is WAY more functional than my silly monstrosity of a multiclass!
There is no such thing as a bad wizard
This multiclass build gains nothing over any other subclass of wizard besides haste. You could build this as a 17 bladesinger / 1 warlock / 2 fighter and you'd be able to cast wish and other 9th/8th/7th/6th level spells not accessible to this build, your AC would be higher, you can dual wield to get a free extra attack (nick lets you take this during your attack action) to make up for the haste action loss, your melee attacks would hit harder to help make up for the 1 haste attack you miss out on, and you'd get an extra feat for more int or cha. Or just go 17 valor bard. You miss out on the AC and +INT to damage (as well as the other benefits of bladesong), but you'd be SAD.
The math for the wizard version looks like this:
9(2d6 + 12d8) scorching ray
8(1d10 + 5 + 12d8) EB
3(1d6 + 9 + 12d8) scimitar
total: 1,264.5 avg damage.
So, we lose 2.5 damage (less than .2%) to gain 6th, 7th, 8th, and 9th level spells. Seems like a good trade.
Functionality and survivability was pretty much ignored in an attempt to do a slightly better nova turn. I'll admit I didn't consider a nick weapon at all and that could've worked with some shillelagh shenanigans. But I'd also rather play a bladesinger or valor bard to be completely honest. Or just a chronurgy wizard that doesn't try to abuse conjure minor elementals.
@@2ndlevelfighter Yeah, CME is utterly broken, especially at high levels. I'm usually the one saying "that spell isn't broken for xyz reasons", but with CME I just can't... it's broken. I think a good fix would be to make it start at 2d6 and go up 1d6 per level - literally less than half the damage it does now. Still slightly stronger at every level than the lower level spell spirit shroud, but not totally game breaking. Or even just change the scaling to 1d8 from 2d8. At d6s you cap at 7d6 or 24.5 damage (vs 5d8/22.5 for spirit shroud). At d8s that goes up to 31.5 instead of the 54 it currently hits.
@@garyco766 Yeah, the upcasting is what really tips it over the edge for me.
I played rhis in a campaign that went to level 19. The spell storing is not that useful because of the one hour duration. Using the old exhaustion rules the 14th level could be debilitating. This class for players is a balancing at.
Yeah one thing I kinda skipped over is that your features are pretty limited in their uses. Also arcane abeyance can just do nothing if used at the wrong time.
You lost me at 17:20 what cool dm is gonna let me multiclass that many times lol
Why would a GM ever NOT let you multiclass? Seriously, the multiclass rules are written into the game, it's like telling you player "you can't take an 11th level in fighter... because." Multiclassing is a way to allow a flexibility in character building that allows for hundreds of different thematic builds that just aren't possible within a single class system without creating hundreds of classes.
@@garyco766 "Multiclass that many times" I am aware you can multiclass. What I dont see is a dm allowing a player to multiclass into 4 different classes
@@jmtkf Again, the rules allow it, why wouldn't the GM?
Personally, I prefer for there to be a story reason for multiclassing. And here, that's a bit of an afterthought!
@garyco766 You aren't wrong in RAW that's correct, but in my years of playing, that was a rule from table to table. Usually, most of my dms would say there would need to be a lore reason why your fighter sometimes cast spells or whatever. Then you can argue all the ABI stuff later.
I meant this as a joke. I think it's common for a dm to give house rules depending on their game. This is just one of those.