You forgot about rituals. Wizards can cast rituals without having the spell prepared, as long as it's in the book. You can essentially double the amount of spells available to you by having lots of utility spells prepared as a ritual only.
As a Wizard, you basically have the following features for free (or a couple of gold pieces to learn the spells): Sniff out any magic A cute (and super useful) pet Speak every language (13th level monks be crying right now) Check out items for curses Send secret messages Have a butler Gain the carrying capacity of a Goliath Barbarian Have a magic horse Breathe underwater Be completely safe during long rests without having someone stand guard Talk to a demigod or stuff like that Get telepathy And a few more
Don’t forget a one level dip into Cleric. One level of Life Cleric gets you heavy armor, three new cantrips and tons of great healing and buff options, all without sacrificing caster progression
Personally I like the look of the Tempest Domain. It also gives martial weapons, a reaction you can punish those who get close to you with and also leaves you open to taking a second level for that maximized lighting/thunder damage. Pair with a Scribes wizard and learn the right spells and you don't even need to worry about damage types, maximised Fireballs!
@@cubicengineering4715 I like twilight a lot decent spells, 300 ft darkvision can be usefull to cast from afar. And advantage on initiative rolls to you or 1 other party member is awesome. Peace is cool as well if you don't care about wearing medium armor (you won't have to deal with the negative to movement however given you won't have enough to get 15 str 13 wis and still have good int and con ). But I would go 1 lvl of artificer over cleric however (unless I rolled for stats and got a 13+ for wisdom) con saves no spellslots progression same casting stat all pretty solid
In a twist, JK Rowling reveals that *Avada Kadavra* isn't even a strong spell, it's just that wizards have no armor proficiencies and die to literally everything... EDIT: I should have explained better in the video, but you *START* with the levels in Fighter or Artificer to get the maximum benefits, you don't take them later on!
I mean it is power word kill, Harry potter version. It just goes to say that all Harry potter wizards have less than 100 HP, which sounds about right for a wizard
Action surge doesn’t allow you to cast more than one spell slot spell a turn. By the rules of spell casting you can cast 1 spell slot spell per turn however you can cast as many cantrips in a turn as you like. Due to this I’d recommend multiclassing as a sorcerer to gain meta magic powers for quickening and the most deadly Subtle meta magic for the ultimate anti counter
@@ExistentialGuru This is a common misconception! There is no limit on how many spells you can cast a turn, but if you cast a spell as a bonus action, any other spells cast that turn must be cantrips. Source: twitter.com/jeremyecrawford/status/1151294046758825984?lang=en
I'm also a wizard main, and I always watch these kinds of videos to see what I'm missing. In the case of this video, I had never considered the money saving stuff. Will be having a powwow with my DM very shortly about that lol.
Plus because cleric is a full caster class you still get access to the higher level spell slots as you level up (although not the spells themselves but you can still upcast)
@@ekkekingactually because artificers are half casters, your spell casting lvl would be whatever it would normally be, +a half level, and if you look at half caster spell slot progression you’ll notice it essentially is full caster progression but only changes every 2nd level. meaning a lvl3 wiz 1 artificer has the same spell slots as a lvl 3 wiz 1 fighter. Lvl 3wiz 1 cleric on the other hand in this case gets an extra 2nd lvl slot because it’s a 4th lvl caster in total…. Hope this cleared something up
1 level dip into Cleric is mind-blowingly good for wizards, too, since it gives them armour proficiencies, Bless, and access to healing, along with subclass abilities. It's honestly probably the best single-level dip in the game.
An artificer dip would be good too. Gets you the same armor proficiencies and your healing spell is based off your intelligence instead of wisdom. Good list of cantrips too, like Spare the Dying or Thorn Whip to pull foes into whatever cloud of damage you have sitting out on the battlefield.
Alright, this is one of your best videos yet. The 'just cast fireball' turn around was awesome and you didn't say anything too wrong (you have to START as fighter to get heavy armor but it also gets you con saves so)
@@VoidplayLP It has been expressly clarified by the game designers that you can absolutely use Action Surge to cast two spells in a round. However, if you try to use a bonus action spell that round, you immediately trigger the casting rule of limiting your full action spell(s) to being cantrips.
Damn, the "How not to be Poor" is a brilliant hack for Wizards. If you take anything away from this. It's definitely that move. For those other spells in the beginning, Shield, Fireball, etc. Those should basically be baked into the Wizard class since they're practically required for just about any caster build (almost the same way Eldritch Blast is for Warlocks 🙄)
I hate that move. Totally dumb design to make not picking up the spells that fit your theme the best move. Then again, imo Wizard is one of/the best class in the game partly because you can pick up whatever the heck you want for your school and honestly the entire theme just comes from the spells you pick up.
"how not to be poor as a wizard": Step 1: DO NOT GO ADVENTURING. Step 2: find a PAYING JOB!! u are a WIZARD!! any noble would love to hire a "court" wizard. - at will Cantrips like Mending, Message, Mold Earth, Prestidigitation, Shape Water -- can be sold for a fee for an unlimited applications! Higher level spells, even lvl1 or 2 - are createing WARDS, defenses on structures, Comprehend Languages to communicate with foreign dignitaries, DETEC MAGIC.. identify, Disguise and Alter self for spy craft. Knock!!! i mean srsly -- why in the Nine Hells would a Wizard EVER go Adventuring. most specially at LOWER Lvls!! its practically destitute SUICIDE!
@@DnDShorts i mean, for Wizards to even get to Lvl1 they need to STUDY, like from a Master or in School for DECADES!! and to study you needs money to pay for the apprentisship, the materials, the rent and the food, student dept is very real in DnD! that is the main reason very low Lvl Wizards ever go adventuring. some shmuck find a vaguely magical scribbles, figures out a 1st lvl spell or a minor cantrip. spend his "free" time practicing and proclaims himself a Wizards and goes adventuring to ... ha-ha - earn money for that apprenticeship with a proper Wizards, and gets himself killed by the very first golblin with a rusty spoon... and then the next schmuck finds the same scribbles...
The how not to be poor doesn't work for non phb Wizards sadly. As for essential spells - they really aren't. Erupt earth scales better than a fireball, you can survive without shield if your party knows what it's doing, counterspell works better with a bard (and in late game is an autosuccess without the need to upcast if they have 18 cha and glibness) unless you're an abjuration/war wizard, etc. Just pick what you feel like picking.
I disagree with the last one. If you're going to multiclass, go cleric. If you _have_ to have heavy armor (which, in my opinion, is nowhere as good as medium armor), choose a domain that gives you that proficiency. You also get, with only a one-level dip, one of the most powerful 1st level spells in the game; Inflict Wounds. Sure, you have to be in melee... Unless you have a familiar.
I had a Wizard with Cleric dip, and I strongly reccomend. Took variant Human and took magic initiate Wizard (shield + 2 levels). The extra cantrips are probably not a big deal now that tasha's lets you change cantrips out, but having 8 cantrips at level 2 really opens up some shenanigans. I will say you can fix the poor part with 2 levels of knowledge cleric + fabricate, but that requires 9 levels and you should have other avenues for money. Just thought I would put out that a ballista fits inside a 5' square and larger items can be put together in pieces and the cantrip mend and can be used to weld those pieces together (i.e. cut the joint material in half fabricate it - don't have fabricate modify the joining piece - and then use mend to create a seemless weld larger pieces together).
Any cleric spell you cast will use your Wisdom for your Spell Attack Modifier (or Saving Throw DC). Therefore, while I agree that Cleric dips are very powerful, I would limit it to utility, buff, healing, and ritual spells only (such as Bless and Healing Word). Unless for some reason you have a high Intelligence and a high Wisdom.
@@elewyth I've always rolled for stats, so if I were planning a Wizard/Cleric multiclass, my stat priority would be: Intelligence, Wisdom, Dexterity, Constitution, Charisma, Strength.
There is another means to not be poor, and that is two fold: At low levels, spend your off time copying your own spells into spell scrolls or another spell book. While it does take a bit of an investment at first (about 25gp per scroll per level) you can sell them for 50gp a pop and either use them to buy new spells, or double the spell scrolls you can sell later. At higher levels, you can create a simulacrum scribe. As they are a copy of you, they can spend all the time you do "socializing" and going on adventures just copying the same spell over and over. In both cases, there is another hack that I believe would need a DM's approval, and that is to have your mage hand copy spells as well. While it won't reduce the initial investment, you can make 2 scrolls for the time commitment of 1, thus being able to sell more scrolls quicker.
Another way would be to create a simulacrum and have him cast wish for a block of pure refined Adamantium worth 25k minus the cost of casting Simulacrum (1500 ruby dust) so profit 23,500 gold a day with NO chase of spell sickness and wish backlash to character ! In your off days you could build a fortress of solitude on top of a snow covered mountain and keep making profit!! You could teleport down to the dwarves and sell the refined metal (or a giant gem) to them and get what ever supplies you needed!! Research to your hearts content !!!
you have to start with fighter to get heavy armor, multiclassing only gives you medium armor. The only way to get heavy armor from a multiclass is to dip into one of the cleric domains that gets it or to take 3 levels in artificer for the armorer subclass.
Fireball is nice, but give it to an Order of the Scribe Wizard and watch them turn that ball of fire into ice, acid or anything else if they know enough spells with proper elements.
Or radiant or neurotic, etc. What's awesome about Scribe wizards is that they can change the damage type to ANY kind, not just a different element like a sorcerer, as long as they have another spell of the same level that does that type. So if you're in Avernus and Sickening Radiance is in your spellbook, upcast that fireball to level 4 and nuke those devils with a Ball of Radiance instead.
@@MethosJK9 Add in the Metamagic talent and watch the Scribe wizard basically create entirely new spells on the fly! I love their sheer versatility so much. That's basically magic like it was done way back when, creative and free.
The Scribe does lose out on the discount some schools get, but it gets something that can be pretty valuable instead. Rather than taking hours (2 hours per level of the spell), the Scribe transcribes a new spell in minutes. This means even a mighty level 9 spell that would take even a specialist wizard 9 hours to learn if it's from their school, the Scribe wizard can jot it down in under a half hour. Spend your money on a plentiful supply of components and inks before you head on your next adventure and if you find new spells to copy mid-dungeon, you can add them to your repetoire before your group even finishes a short rest and show off your newfound tricks in the next challenge rather than the next adventure.
Playing a tempest cleric scribe mix in a game currently and unleashed a max level lightning ball into the water being chased by aquatic creatures. Instant end to the chase dm was a little annoyed it seemed at how easily I got rid of them but you're gonna get electrocuted in the water alot worse lol
2 level dip in tempest domain cleric is a good choice as well, get heavy armor proficiency and the channel divinity allows you to do max damage with lightning and thunder damage. You can do 80 dmg every time you cast chain lightning!
An even tastier combination is Tempest Cleric and Sorcerer (usually storm sorcerer because c'mon) to reflavour *any* damaging spell into lightning. Or you can just take metamagic initiate, I guess - but if you commit to the Sorc, you can be flinging maxed out electrical meteor swarms for 240 damage.
@@LupineShadowOmega not really. Just start as cleric and switch to wizard. But then again, wisdom is a good stat for a wizard. It shouldn't be too hard to have at least a 13 if you are using standard array.
@@AllenLinnenJr Gotta have the 13 wisdom either way. 13 of whatever to multiclass in/or out of a class. If you start Cleric, its 13 wis or no multiclassing. Also disagree. As a Wizard you're going to be wanting your points in both dex and con, to live, so WIS wouldn't be my dump stat, but it wouldn't be one I'd be going out of my way to have either. Its pretty dead for you. Also for Heavy Armor you'd probably want the Str for it, otherwise you're going to be annoyed with the lowered movement speed. In short Cleric has a lot going on statwise to get where you're going.
Cleric is a much better dip for wizards, it gives you healing spells, the one thing you don’t get as a wizard. And you still get heavy armor proficiency if you pick the right subclass.
@@nickolaskling4640 sure, but you can only do that once, and I think that access to healing spells, which you can upcast with your higher level wizard slots if desired, is much more valuable
wizards do have 1 healing spell. Life transference. It's a lv 3 necromancy spell that deals 4d8 to the caster to heal twice that amount to a target within 30 ft. And you can upcast it for an additional d8 per level. It's a really strong spell if your wizard is good at staying healthy enough to use it. And an evocation wizard can max out the damage to guarantee a massive heal. I also like to combo it with the invulnerability spell for a free heal but your DM might not allow that.
Ooh! You should do one for each class. I’d love to see the Druid one, because I’m playing a Druid right now. Although this video kinda makes me want to play Wizard…
For Druid a one level dip into Life Cleric is good. Your good berries heal 4 hp each then. If you are a Life Cleric, take a one level dip into Druid or Ranger for the Goodberry spell. Or take the Magic Initiate: Druid feat for Goodberry.
One correction, up cast doesn't scale well, just damage dealing spells of 4th lvl or higher are bad, so by comparison upcasting fireball seems good, but enemy ho scales much faster than your fireball will, so do yourself a favour and cast better spells with your lvl 4 or higher slots
Great video! For multi-classing, a very close 2nd (or better depending on party comp/campaign) taking cleric is amazing for wizards. Doesn't slow spell progression, access to healing spells and guidance, some subclasses just give heavy armor, more free prepared/domain spells, access to channel divinity and domain feature. One of the better ones is forge cleric, get heavy armor, extra +1 AC and Artisans blessing you can just make hard to get components that are under 100gp
There is no situation in which fighter is the better multiclass option. Less spells, you dont even get the heavy armor proficiency, and action surge doesnt let you cast 2 spells either
artificers Infusions don't allow consumable items, and you can only make spell scrolls of spells you have on your spell list. That means although you wouldn't need to find a merchant of said scrolls, the wizard would be limited in their picks and it would cost a lot more money than normal.
@@graftednormalcy1376 not scrolls from their infusions, but from their spell list. It does cost more, but if you scam a merchant for spell paper/inks at a cheaper cost, it helps. Also it lets you remove some of the DMs control over what spells you can learn when
@@josephmarrow5598 spoken like a true problem player :( "Circumvent" your DM to many times and you will be looking for a new one... not wise at all and a Huge sign you are "that guy".
@@GnomeGninja this would be an issue if I hadnt asked the dm first, interesting assumption however, that because had an idea that stretches the rules I wouldnt talk it over
Within all of the books available for D&D 5e there are 61 creatures that are resistant to fire and 108 that are immune. (I grouped the dragon ages as one per color). Fireball is not the best spell and I usually choose to go with spells that do Psychic damage as there are less creatures that are resistant or immune to it (51 and most constructs). I've also had this conversation with a player who believed Fireball was the only damage spell they needed: Player: I cast Fireball. Me (the DM): You're in Avernus, the first layer of the Nine Hells. I'll let you change your action if you want. Player: No, I cast Fireball. Me: Okay, last chance to change since the few creatures in Avernus that aren't Immune to Fire are Resistant. Player: I want to cast Fireball. Me: Okay, fine. Where do you place it? Player (picks spot where some of the party will be affected (I don't remember what their Arcane Tradition was; but it wasn't Evocation). Me: Okay roll damage. You three players have to roll Dex saves. (only player that failed was a Bear Totem Barbarian who was in Rage). Player: 34 damage. Me: Fantastic, your three party members that were caught in the blast take 17 damage each. The devils you just tried to burn with Fireball take nothing since they are Immune to Fire!
I mean elemental adept would help. You really don't sound fun to play with though. It doesn't always HAVE to be the optimal choice you know? Granted he should probably have picked up lightning bolt or something if he KNEW they were going to hell
@@SpectralKnight sorry, my mistake. I forgot to mention that this actually happened and the player was a completely new player so they aren't as well versed in game as others. And I ran games for AL before Covid. I had regulars that would only play the adventures that I ran. But it depends on your play preference and what type of style you prefer. If someone has nothing but fire based spells and they are going to the plane I fire I would expect them to find a way to get a spell that wasn't fire based. And fireball works fantastic in Stygia and Cania (the 5th and 8th levels of the 9 Hells respectively) since both are frozen wastelands of a sort.
@@melonstuff305 very few monsters resist magical bludgeoning, or thunder, or lightning. Etc. Plenty of damage types, and it takes a surprisingly low number of spells to cover 3+ with just one spell at each level. Which you kind of want to do anyway with Scibes, since the more spells you have, the harder you are to kill later on.
@@SpectralKnight "you can't punish a poor decision by one of your players, even after giving multiple warnings." I'm sorry but if the Gm says, at any point, anything along the lines of "are you sure?" You stop and think what you're doing through for a good 15 to 20 seconds, before committing to anything, and that's bare minimum. If the GM is giving you an out you're 9 times out of 10 a fool to not take it.
I agree, would be way better although I'm not sure how they'd implement it, maybe you could cast spells from your tradition a lower level spell slot once you've learned them or something?
@@DnDShorts I feel that could be vary dangerous as a few spells are to strong when you can cast at a lower level. At level five you can cast fireball now with each 2 level slot. I would say one way would be by have a plus one or two to save dcs and attacks in your school would be a better way to implement it
@@matan8074 oh that could be good. Maybe equal to your proficiency bonus or it goes up as you level. Like one to start, two at 5 or six, three at 10 or somthing
I prefer the artificer dip to fighter. I know action surge is great. But id much rather get enchanced Arcane focus, and mind sharpener (which is soooo good)
Artificer at level 1 gives saving throws in both Intelligence and Constitution, compared to Strength and Constitution for a Fighter. An Artificer 2 can get 2 infusions in play, one of which is the Mind Sharpener to prevent losing concentration on spells that have already been cast. A Fighter 2 can't help you there.
To be honest, a two level dip into fighter is good for every class. Even more so with the new fighting styles from Tasha's (10 feet of blindsight on anything is powerful).
Before misty step you can use shocking grasp for a free get-away, since a failed save takes away the reaction. It's also more likely to work on armored oponents, meaning most melee threats, and it deals not too bad damage at a d8, ray of frost can then be used once you gain distance to stay away, both of these spells help you to stay at a safe distance while dealing moderate cantrip dmg each round at the cost of no spell slots.
Multiclassing a wizard into Fighter not only hampers your spell slot progression, but your spell progression. You're an entire spell level behind with two levels in Fighter. That's brutal.
@@kyleweir689 The only real multiclasses that make narrative sense are: Cleric to Paladin or vice versa (increasing your faith or standing with your god), Fighter to any other martial class or vice versa (just find a tutor and bam), Druid to Ranger or vice versa, or Warlock to Cleric or Paladin (abandoning your evil patron for a good deity)
@@arunoc7208 agreed. Sorcerer and wizard and rogue, really, shouldn't be classes available to multi class. Barbarian, too, but there are narrative reasons that COULD conceivably happen
One of my friends and fellow PC’s played a chronagurgy wizard/cleric hybrid in a campaign we were a part of, but recently switched to a new character bc he found it “boring,” (My character is also a Wizard, but he’s an evoker). I have to disagree with him though. Playing a Wizard has helped me be way more strategic. The fact that wizards can also acquire many spells also has lead to some great role play moments, as my character’s greatest fear is not being prepared enough to save his friends and family.
Keep another damage option beside fireball... in case you encounter an enemy resistant or immune to it. And if it is the only spell you cast you can bet your DM will make a few encounter with them.
My character is a Forest Gnome with Minor Illusion cantrip and the Inheritor Background with Arcana and Survival skill proficiencies. He starts as Artificer 1 with the Investigation and Perception skill proficiencies, Guidance and Mage Hand cantrips plus five interchangeable 1st-level spells prepared. He then became a Divination Wizard 5 (going all the way to Wizard 17 or 19) with 4 interchangeable Cantrips (Cantrip Formulas from Tasha's Cauldron) and 9 prepared spells + various rituals. As a 6th-level caster, he has 4×1st-level, 3×2nd-level, and 3×3rd-level spell slots. Armor Class is 19 using Chain Mail + Shield with 43 hit points and Constitution 14. His Spell Save DC is 16 and his Spell Attack Bonus is +8. He also has the War Caster feat and will be taking either Alert, Lucky, or another ASI at Wizard 8. No Fireball but has Summon Shadowspawn (1-hr duration concentration) instead (it can be upcast as a 4th-level spell to have 2 attacks per round) while he hides inside his Minor Illusion boulder or crate, if needed. As a Gnome, he has advantage on Int, Wis, and Cha saves versus magic.
Can't believe how effective Fireball is. Playing Vecna and first time as a Level 10 Wizard. Everyone was panicking as we could hear monsters, whom we knew had heard us (Paladin kicking in a door). So I just cast Fireball and killed them both, despite the fact I could only see a gap in their room.
2:44 no, fireball is terrible when casted with higher spell slots since it only adds a single d6. If you use any spell slot higher than 3rd on fireball you're not being resource efficient.
6:27. A few points on the Fighter being superior to the Artificer: 1. Wizards generally dump Strength, and for most heavy armors, a minimum Strength of 13 is required. 15 Strength is needed for the best armor. Unless the PC has stats that reflect that, a MAD build is usually problematic. 2. A PC Wizard doesn't get heavy armor proficiency multiclassing into a Fighter. Not at least starting out. They get simple weapons, martial weapons, light armor, medium armor, and shields. They'd still need the Heavily Armored feat, and still meet the strength requirement, in order to wear that armor. 3. By going 3 levels Artificer, and picking up the Armorer subclass, a Wizard can bypass all of the hurdles involved with heavy armor. (Even a one level dip can do a lot.) ============================ In my opinion, the Artificer is the clear winner.
While I agree with most of these, I *have* to say that number 4, the one about "never ever" learning spells of your tradition by level-up is *only* viable if you've already identified a reliable, constant source of spells, such as a magic shop with a variety of spell scrolls. If you have then great, enjoy this little life hack, but I've found after years of playing that in most campaigns, unless you're litteraly always in a huge develloped city like Waterdeep, you just won't have access to such a wide variety. I mostly play wizards, have been playing for years, and the large majority of spells I've learned outside of leveling up were found in ennemy spellbooks, with the rare, occasional shop owner having one or two spell scrolls lying around. In this context, doing your trick would be a terrible idea, because 90% of my wizard's repertoire would be spells outside of their traditions, which is awful for both character flavor and gameplay. I realise this is heavily dependent on your DM ; If you play in a High fantasy game with plenty of magic stuff left and right, then sure, your method is reliable and pretty convenient. But that is the *only* circumstance in which I would advise a fellow wizard to use this trick, in any other circumstance, focus on mastering your tradition (with a couple of spells from a secondary school to compensate for weaknesses), and keep your eyes open for opportunities to find spells as you adventure, but don't hold your breath expecting all of your 'must have' spells to magically fall into your lap at every corner (unless, again, that's the kind of campaign your DM runs, in which case disregard and have fun :3)
2 level dip into warlock is also pretty sick, you can up your cantrip game and get an op af familliar, a cool ability from a patron like telepathy or bonus hp or debuffs, and if you use the pact slots first you will have lots of magic potential.
Melf's Minute Meteors is a great alternative to fireball if you want to be "not like the other wizards". It deals more damage to a smaller number of people over a few more turns. In most fights, you don't get the money fireball shot anyway, because most DMs aren't going to surprise you with a twenty foot radius sphere of enemies all clustered together, each with 20 HP or less. At least, it probably won't happen often.
There is not, there is only a rule that says 'if you cast a bonus action spell, you cant cast anything except a cantrip with a casting time of 1 action in the same turn'. Which has become simplified to 'only 1 spell per turn'. Even though there are edge cases where thats not entirely accurate
3 level dip into battle smith is the best, especially for blade singers, who now get to attack and damage with weapons using intelligence. Also you get a pet that while it’s scaling is bad the more wizard you take can still give your opponent disadvantage as a reaction. And if you start as artificer at level 1 you have proficiency in con saves, making your concentration saves which blade singers rely on so much, so much stronger
Counter point to the how to not die section use Illusion magic to create cover for you giving you a hiding spot (pro tip take the warlock Invocation feat so you have at will silent image funnier if you play a kenku who's heard a dangerous creature's roar so you can pretend to be said creature with the spell possibly scaring the enemy off
Maybe I'm not using my wizards right, but I've never really found a requirement in buying spells. Maybe I just style my wizards too... tunnel-vision... but I always seem to find that levelling up is all I ever need to do when it comes to attaining spells. I've often found that I end up having trouble picking which spells to take at level-ups because there's nothing I need or want! Sure, I HAVE bought/written a spell or two, but it's usually because either I'm given it by the DM (eg, Teleportation Circle), or it's one that only seems occasionally useful as its use barely seems to crop up in the campaigns we play (eg, Identify). As such... and since I don't tend to use a lot of spells that require paid-for materials that are consumed... I tend to find that I have a lot more spare cash as a spellcaster than I do as any other class, since most of my damage/defence comes from feats/features and spells and I don't have to buy expensive magical equipment. Just give me a Ring of Protection and/or a Stone of Luck, and I'm pretty set (as long as I'm not in the thick of melee) Still, I get the logic of your argument. Always best to save money where possible. After all, when I'm super rich at high levels, I can create that "Room of Death" you did a video on (with all the Glyphs of Warning filled with Magic Missiles) >:D
@@raves8451 That's fair. I still find that I get all the spells I need by levelling up, ritual or otherwise, unless it's a spell I never really thought to take when it comes to the character's backstory or way of playing (I always tend to play the more offensive mages, so I never really bother taking stuff like Identify until after I grab the spells I do want)
That's a common misconception. The actual rule in the Players Handbook is that if you cast a spell as a BONUS ACTION then the only other spell you can cast that turn is an action cantrip. Using action surge doesn't involve casting as a bonus action, so it avoids this rule and lets you cast two fireballs.
Also: Consider that the action granted by a Haste spell explicitly can't be used for spell casting. I wouldn't consider a fighter's Action Surge to be granted an exception that's unavailable to bonus action casting or to a Hasted spell caster. (On the other hand, Action Surge is a resource that only gives 1 action - so extra spell casting on an Action Surge wouldn't be game breaking... maybe? )
I've played a Fighter 1 / Abjuration Wizard X, and it is truly awesome, and increasingly so at very high level, to the point that the DM struggles to challenge the party. But my new Artificer 1 / Chronurgy Wizard X is even better, and I'll tell you why: Artificer gets Cure Wounds, which scales on Int, unlike a Cleric dip. Artificer still gives medium armor, shields and the Con saving throw proficiencies. Artificer preserves spell progression if you only take one level of it. Cleric is great but none of the spells you learn from it scale with Intelligence, and it makes you a bit MAD. Even at level 16 I haven't taken the second level of Fighter on my Abjuration Wizard yet. Why? Too much delay of getting 9th level spells. Action Surge is amazing but better than Wish? I think not. No, Artificer is the greatest first level dip for any Wizard out there, and it's not even close.
A note about multiclassing into fighter: if you start wizard and then go fighter, you do not get heavy armor proficiency. You have to start fighter and then go wizard.
1 level of artificer gives you healing options and let's your 1st level spell options really open up due to artificers knowing all there spell list and being able to change everyday like a cleric.
Good point. Also armorer gives heavy armor proficiency if you want that. And given that, RAW, you can't cast more than one leveled spell per turn, action surge won't be that much of a benefit, so I would say artificer is the best multiclass option.
@@Taako_Tuesday so many people misunderstand the rule you are referencing. The rule is that if you cast a leveled spell as a bonus action you can only cast a cantrip as your action. That being said, with action surge you can cast 2 leveled spells in 1 turn.
This^ it would be game breaking beyond belief. However you could use an item that acts in the same way as a spell as your second action. Say a bead of the necklace of fireballs. 😈
Actually, that restriction only applies if you're using a bonus action to cast one of the spells. It's specifically there to stop quickened spell shenanigans. There is nothing stopping you from casting two leveled spells on the same turn in other combinations.
I've gotten to high levels in wizard without Shield or Fireball. I initially did it to flex but it ended up being way more fun and I discovered so many really cool spells and cool combos.
Cast Haste on your rogue! They use the action from Haste to attack and get a sneak attack. Bonus action to cunning action, or whatever, then their regular action to Hold action: Attack. Meaning they get to do another attack+sneak attack as a reaction in the same round of combat, possibly canceling a big bag of hit points subscription to life in a single round by themselves. Haste = Double sneak attack. Option 2 is a barbarian. But you can't as reliably ask them to find you free spell components and stuff to trade for more spells. So get a rogue buddy and offer them the Haste-deal. Edit: Also, I will personally find you and doodle in your spell book if you upcast Fireball. 1d6 extra damage is likely to be +3 damage (or 1 damage if they save). Don't do it! It's a horrible waste! :)
@@michaelcarney4220 Once per turn is different from once per round. That's why they were saying for the Rogue to hold their action. Of course the problem is that if you hold your action, it's still considered the same turn.
Just hitting things with fireball (or another aoe spell) is a solid move. I remember in one fight against a savage looking boss, our wizard, sorcadin and eldritch knight all just used our opening rounds to dump a fireball into the enemy. The dm just stared at us, the little helpers bad guys were dead or dying and the boss was hurt. It was fun.
My Forest Gnome Artificer 1 + Wizard 11 character has the Inheritor background from SCAG and starts out from Longsaddle to go to Icewind Dale. He was commissioned as an agent for the Harpell Wizards of Longsaddle then rolled randomly to become a member of the Harpers to report on both the Harpells and the Frostmaiden events in Icewind Dale. So he's a Harpell-Harper double agent!
If you don’t want to multi class for proficiency in armor go mountain dwarf, if your dm allows tasha’s do you can change the +2 for con and str to a +2 for dex and int. I could be wrong on the ruling with Tasha’s. Mage armor is also good cus it’s 13+dex so doing the build above you can get an armor class of 16 (with standard array) then with shield it’s 21. Using one spell slot and a different race is better than one level in another class imo. Edit: it could be worth because of the class abilities from cleric like inflict wounds and healing spells. Picking the right domain could also give heavy armor if you don’t want medium armor.
If we're going with the RAW -- you can't cast two spells, even with Action Surge. You can only cast one spell, requiring a spell slot, per turn and that's PHB in the Cast a Spell Action. You can, cast a Spell, and cast a cantrip, or take the dodge action, or disengage, or search, or help, so its still useful, but the best thing you get from Fighter Start, is the Proficiency in CON Saves for Concentration... but Artificer gives you that, AND Guidance.
3-level dip in Artificer. CON save proficiency, INT-based spells (including Guidance and Cure Wounds), medium armor and shield proficiency. If you're a Bladesinger, choose Battle Smith or Armorer as your Artificer subclass and attack with INT instead of STR/DEX.
A wizard should NEVER be poor. Make potions, scrolls, wonderous items ect and sell them. Once you have enough money, buy a store and hire a merchant to sell the stuff for you. All you need is to be proficient with the relevant crafting tools. Unless you want to be poor for some reason. Play how you want.
You forgot my favorite option. Took this 38 levels in 3.5 and it was crazy. Have a 5e version of it that is currently level 6. And it is great. Barbarian wizard. Unarmored defense means you don't have to buy all that heavy armor. And if you do happen to get sucked into melee, you can rage. Half damage is always a fun option.
@@steveaustin2686 A forest fire starting in a 20 foot radius sphere would likely spread faster than that cantrip could put out. Each turn you take out one square, but how many more spread in that time?
I recently discovered Steel wind strike. 5th level spell that has the potential to deal 6d10 force damage against 5 enemies. You have to make attack rolls against each enemy which means you could crit with it aswell doubling the damage to target. Sure the range is only 30ft but if a group of enemies are huddled together imo its totally worth getting a bit close.
Correct, you can still cast a big boy spell and then a cantrip tho, or use a defensive action like the dodge action, or go gish and use the extra action to attack with a weapon.
Nope, the rule is if you cast a leveled spell with your action, you can't use your Bonus action to cast a leveled spell, doesn't say anything about another action.
Missiletainn is correct! This is a common misconception, but the rules state that if you ever cast a spell as a bonus action, the main action spell can only be a cantrip. If you gain extra actions through Action Surge it's fair game!
Also, the rule doesn't specify that the spell cast as a bonus action must be a leveled spell. It just says "spell". So, if you cast a cantrip as a bonus action, you still can't cast anything other than a cantrip as an action that turn.
That is a general rule for arbitrating when you can or can't cast a spell when you've used a Bonus Action spell. Action surge is a specific rule granting a whole action with no caveats, superseding the general.
Thanks for the tips now i will be able to help my party at school a lot better but i am only level 2 at the moment i made sure to bookmark this video so i can rewatch when needed.
Cone of cold is a huge aoe. Despite only being 60 range. That 60 range is a freaking cone effect. Meaning it goes from you, to 60 feet. Hitting everything.
Can't cast Wall of Force and Fireball on the same turn even with an action surge. If you can only cast one spell in a turn, anything else must be a cantrip.
I have since been informed that RAW indicates the spell restriction only applies if a spell was cast using a bonus action. Two spells using an action with action surge is valid using RAW so long as you don't cast a spell with a bonus action. This also means you can use your reaction to cast spells like counterspell on your turn even if you had cast something like fireball before.
If you work with your dm you can actually get free wizard spells are rewards. Any spell already written down (like in an enemy spell book or a scroll) can be transcribed into your spell book for free, it just takes time. Little limited because a lot of enemies won’t have the high level spells or the really specific ones, most enemies have like five spells, but it does save some money especially if your dm likes to make NPC with character sheets
I thought you only got medium armor proficiency from a fightet multiclass. Unless your first level ia fighter. Any cleric that gives you heavy armor proficiency through domains can work though
You can't actually cast wall of stone and fireball on the same turn. You can only cast 1 leveled spell per turn as a hard limit, regardless of how many actions you have. This has been confirmed by Jeremy Crawford. However if you wanna house rule it go for it but RAW that's a no go
Jeremy Crawford @JeremyECrawford Jul 17, 2019 To make sure this is super duper clear … The rule on bonus action spells has nothing to do with Action Surge. You could, for example, use Action Surge and then cast fireball twice. The rule on bonus action spells applies only if you cast a bonus action spell, period. #DnD So you could cast wall of force and fireball using action surge as long as you don't cast a BA spell on that turn
So many people misunderstand that rule it's crazy. You even misunderstood Jeremy Crawford despite him literally saying you can cast twice in the same turn.
I love that this showed up in my feed the day I played Wizard for the first time We started at 1st lvl & I managed to cast 1st lvl 'Fireball' (aka Sleep) to ko 2/3 of the enemies, making for an easy combat Can't wait to cast actual Fireball, too. Gonna play War Mage, so I don't get those cheap spells, but dm agreed to throw Planewalker's codex my way & I plan to use that for cheap spellbook shenanigans as it can be used as one. Basically, copy my existing spellbook to that for 10gp/spell level I aim to run lots of Concentration & particularly summoning spells, so the subclass makes sense. We also have another Wizard. So I hope our dm is ready for spellbook swapping antics. Anyway, drunk ramble over. Love your stuff as always, even if it's older (I haven't see yet). Please keep it up! 😊
another option other than fighter is multiclassing into sorcerer and using the draconic bloodline. You get elemental resistances and a constant mage armor. You also can (although it requires more levels and you might as well go to 4 and take that ability score improvement.) use metamagic to cast two spells per turn (at level 4 you can use this twice per long rest) You also don't fall behind in spell slots.
Artificer is a great dip for support wizards, 1 level gets you medium armour, shields, & a number of spells wizards don't get access to, and because of how Artificer spell slots are calculated you don't lose spell slot progression. Beyond that I'd go for three levels (though you can technically get infusions at two) and pick up a subclass, armourer gives you heavy armour with no strength requirement and you choose infiltrator to cancel out disadvantage on stealth (plus a hands free ranged weapon).
Other tip for a good Multi dip: knowledge domain cleric. You get healing spells, expertise in arcana and nature, practically insuring you know every spell cast and every creature you encounter.
If your DM doesn't mind the planeshift material, I highly recommend a 2 level dip into Zeal Cleric from Amonkhet. Heavy armor proficiency and Channel Divinity to max fire damage rolls. It's beautiful
1:50 I thought it was gonna be so cool when I saw I could cast Tiny Hut to keep my party safe while resting, until I realized my party includes a Centaur and an Arachne, which are both Large creatures, and they can't fit in the Tiny Hut 😫
I feel like this video undersells a 1st level artificer dip. Basically gives you more int-based spells you wouldn't otherwise have, con save proficiency, some useful tool proficiences, more weapon proficiences, some more cantrips (including guidance), and medium armor/shields. It basically saves you from needing warcaster or resilient (con) so you can get heavy armor proficiency, if you feel the need.
I think a three level dip into artillarist artificer would be the best, you can buff your ac and dmg with a wand and eldritch cannon (which takes a bonus action to fire). They also use intelligence for spellcasting.
If you're considering Action Surge, keep in mind that multiclassing fighter means sacrificing an entire level of spells for only one to three additional spells daily (assuming the typical scenario of two short rests per day). If you really want to combine martial prowess with spellcasting, options like the Bladesinger and Eldritch Knight are designed specifically for this purpose. If Action Surge still appeals to you, it might be wiser to wait until you've attained 9th-level spells.
Personally, i like a starting proficiency in artificer. Light and medium armor proficiency, shield proficiency, con save proficiency, 2 artificer cantrips, and 4-5 extra prepared spells seperate from your regular spells that you can change out on long rest. An extra 5 spells prepared is huge for utility out of combat, and it allows wizards to do the one thing they can't at most levels: heal
once level 18 shield can be used as your free to use level 1 spell making it a permanent ac boost. also can take 2 levels into warlock to get extra damage from genie and permanent mage armor along with another invocation which there are tons of good ones such as permanent detect magic or devil sight which lets darkness in 120 feet of you basically not exist including magic darkness. also as per the multiclass guide in the player handbook if you multiclass spellcaster rolls you still get that 9th tier at level 17 character :D
Bring lightning bolt too. You can use it as a single target fireball for big single monster fights (which a huge number of are resistant/immune to fire anyway)
Find a wizard guild or a wizard association or a wizard school or something like that and trade spells like they where Pokémon cards. In the unlikely (but still probable) case you encounter another wizard of the same level than you but with a completely different spell list you can double the number of you known spell. You can also ask your GM if you can copy your spells of your tradition in their book and if they can copy the spell of their traditions in your book for reduced cost if you really trust them (but stay paranoiac when someone else is touching your book).
Minor issue at the end action surge allows a second action but the rules state you can only cast 1 spell of 1st level or higher once per turn. Meaning you cant cast fireball 2 times in the same turn. At best you could cast a 1st level or higher bonus action spell and 2 cantrips.
another 2 tips but this can also help Wizards. Druid and Clerics [forge] 1. Conjure elemental / Conjure minor elemental, either works for summoning Chwinga which is going to be the most powerfull summon, allowing stuff like regenrating limbs, and getting other spell for free. not to mention can turn mundane item into very powerfull ones. 2. Fabricate. just make big chunk of raw adamantine. sell it to the dwarfs for gold. get rich. tip. if you dont wanna waste a lot of slots in fabricate, tell the chwinga to give you a custom made charm of fabricate, or make a common sword into a legendary weapon for a week and sell it. and sell that
My wizard tip. Is taking your first point in Cleric is a godsend. First you get medium armor prof. Which may not be the solid 18 like a set of heavy armor. But if you get half plate you can get your armor up to 17. Even 18 with the medium armor feat and all ya need for that is a +2 in dex. Ya also get proficiency in wisdom and charisma saving throws which is better than intelligence saving throws because there is rarely anything in the game that makes you have those kinds of things. But charisma and wisdoms are not only the most common but the most nasty. Finally because you have Cleric levels not only do you have healing spells like healing word and cure wounds. You also have access to ALL of the first level cleric spells. Spells like inflict wounds, bless, bane, guiding bolt, shield of faith, sanctuary, AND protection from evil and good. Not to mention the cleric subclass spells you normally get innately which all scales pretty well when up casted. All spells you now get half your levels worth back when you take a short rest when normal full clerics dont.
The first time I multi classed in 5e was picking up 3 levels of fighter on my lv 17 cleric. Best choice ever. Nilin, the Cleric of Thor, was known as 'shatter mage' due to his proclivity of using shatter when ever needed, and sometimes when it maybe wasn't needed. Action surging two maximized shatters on a horde of enemies using my channel divinity with each casting was 100% blowing my load, and that might have a second meaning with the damage I did. So when a new DM asked our group to make lv 15 characters for a quick high-level adventure, I decided on bladesinger wizard, and you can bet there are a couple levels of fighter in there for that action surge.
1st level dip in knowledge domain. 18 AC with medium armor and a shield. VHuman helps so you can get warcaster. Plus you get loads of cantrips and healing word.
There is a downside to Heavy Armor on a Wizard: unless you're built wonky, you won't have the Str to avoid the speed dip. Also, something that is incredibly nice about Artificer: If you start it at level 1, you get Con save proficiency including Concentration, and a 1-level dip does not lose spell slot progression the way Fighter would and can learn spells that Wizards can't, like Guidance and Cure Wounds, and there are several Wizard spells on the list you can use the Xanathar's downtime rules to scribe into scrolls and then add to your spellbook, albeit the main functions of this specific synergy would be to free up Artificer prep slots, use a Wizard focus with said spell, or be able to ritual it more efficiently. Some DM's might even allow you to skip the middleman by just scribing from prepared Artificer slots, but this isn't exactly RAW so don't count on it. Downside is you can't get Action Surge without sacrificing the infinite Shield and Misty Step (or whatever other 1/2 spells you favor) from Wizard 18, so that's the big debate: Action Surge plus the capstone of infinite 1/2 spells, or start Con-prof and get an early boost to your magic including Int-based Cure Wounds? Another broken Wizard multiclass is Wizard 15, Warlock 5. Loses 9's, but gains the option to have a literal 100 strong undead army by spending all day casting and short resting (and that's just one example of how to abuse the pact slots). Warlock 3 might have some options too but they won't include Animate Dead sadly. Saw a few posts reminding me of Cleric as I was writing this; there are a lot of options depending on what you want to do, and I have to admit I love the idea of a Grave Necromancer in more ways than one (2 levels and you can condemn an enemy in synergy with your party's smiter/rogue). The fact that Wizard 20 doesn't even blip my radar when debating how to build a Wizard in any capacity other than strict classicism (in which case we're probably talking Scribes college and Scholar background) is pretty telling all things considered.