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ajrockstarr
2018-02-17, 12:15 PM
Really like the wizard and all the UA and Xanathars stuff for it too. I was looking for a guide or outline of sorts for what spells to take at each level and options to best optimize for damage while still having utility, we’re starting at level 1 but this will likely go to 20 as long as the players stick with the campaign. (Also if it helps we have a 4 man party, with a Barb, Ranger, and Cleric)

Ninja_Prawn
2018-02-17, 01:44 PM
The wizard guides are here:

Master of the Arcane (http://www.giantitp.com/forums/showthread.php?377551-Wizard-guide-realy-REALY-wip) by Rfkannen
Being a God, Pt. 1 (https://docs.google.com/document/d/1IeOXWvbkmQ3nEyM2P3lS8TU4rsK6QJP0oH7HE_v67QY/edit); Being a God, Pt. 2 (https://docs.google.com/document/d/1ZHzEjiHvtDItZE2ixfoYwqi7brTO-ag8uBJndE5saro/edit) by Treantmonk
Arrive on Time (http://www.enworld.org/forum/showthread.php?469130-GUIDE-Arrive-on-Time-A-General-Guide-to-Wizardry&p=6707815#post6707815) by TheBigHouse
A Blast from the Past (http://www.enworld.org/forum/showthread.php?482065-GUIDE-A-Blast-From-the-Past-Wizarding-101) by Avalongod
The thing is, is it even possible to 'optimise' a wizard? There aren't really any levers to pull; no notable class features until the last few levels, not many ways to boost damage besides casting bigger spells, not many feats that are worth picking and the subclasses are generally more about flavour than power. You get so many spells in your book that it doesn't really matter what you pick, as long as you have a variety of options.

Playing a wizard is more about casting the right spell at the right time and managing your resources (i.e. spell slots, concentration, portent dice if you're a diviner), than it is about building a finely-tuned machine. Also wizards are never going to compete with other classes for damage. Their value is in their utility and flexibility.

djreynolds
2018-02-17, 02:45 PM
The wizard guides are here:

Master of the Arcane (http://www.giantitp.com/forums/showthread.php?377551-Wizard-guide-realy-REALY-wip) by Rfkannen
Being a God, Pt. 1 (https://docs.google.com/document/d/1IeOXWvbkmQ3nEyM2P3lS8TU4rsK6QJP0oH7HE_v67QY/edit); Being a God, Pt. 2 (https://docs.google.com/document/d/1ZHzEjiHvtDItZE2ixfoYwqi7brTO-ag8uBJndE5saro/edit) by Treantmonk
Arrive on Time (http://www.enworld.org/forum/showthread.php?469130-GUIDE-Arrive-on-Time-A-General-Guide-to-Wizardry&p=6707815#post6707815) by TheBigHouse
A Blast from the Past (http://www.enworld.org/forum/showthread.php?482065-GUIDE-A-Blast-From-the-Past-Wizarding-101) by Avalongod
The thing is, is it even possible to 'optimise' a wizard? There aren't really any levers to pull; no notable class features until the last few levels, not many ways to boost damage besides casting bigger spells, not many feats that are worth picking and the subclasses are generally more about flavour than power. You get so many spells in your book that it doesn't really matter what you pick, as long as you have a variety of options.

Playing a wizard is more about casting the right spell at the right time and managing your resources (i.e. spell slots, concentration, portent dice if you're a diviner), than it is about building a finely-tuned machine. Also wizards are never going to compete with other classes for damage. Their value is in their utility and flexibility.

100%

I just add... I try to always have spells for emergency... like feather fall and shield

Ask your DM if there will be scrolls also, whether for sale or in loot

Make sure your cover
Attack... like firebolt or fireball
De-buff.... like sleep or hypnotic wave
Defense.... like wall of this, protection from that
buffs... like haste
movement.... misty step, levitate or spider climb or teleport
illusion... even minor

If you are only playing with what you got... you may not get fireball and lightning bolt at 5th level... you have to choose what fits your party best