Ranking Every WIZARD Subclass In D&D

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Wizards are busted in D D or so the internet keeps telling me but which one is the most busted oh god there are a lot of wizard subclasses to go through patreon Community rankings are also shown up here as we go let's dive in let's do some magic abduration wizard tank Wizards are here this school lets you weave a ward of bonus hit points around yourself your ward has hit points equal to twice your wizard level plus your intelligence modifier and every time you cast an objection spell it regains hit points equal to twice the level of the spell that was cast basically it's like a recharging layer of temporary hit points but because it's not temporary hit points it Stacks with temporary hit points later levels let you use your Wards to Shield other creatures or add your proficiency modifier to spells that require ability checks giving you the strongest counter spell in the game finally you finish up with advantage on all saving throws against spells School of objection rewards you for casting of adoration spells which is good because there are lots of great options like Shield counter spell and banishment it's not broken by any means but it's thematic as hell and you will drown in dopamine if you ever counter a power word kill thanks to your enhanced counter spell it goes in High beat here blade singer wizard a fan favorite blade singers are the sword-wielding spellcaster their namesake feature gives a big boost to AC and con saves and a small movement boost but their real epic ability is the level 6 extra attack this lets you attack twice on a turn and replace any one of those attacks with a cantrip like booming blade or green flame blade or Firebolt later levels let you trade out a spell slot as a reaction to Shield yourself from damage and finally they can add their intelligence modifier to all melee weapon attacks for a total of plus 10 damage on every hit at level 14. lead singers are fun and flavorful and by wizard standards extremely Fair spell casting is just stronger than weapon fighting so you're automatically at a disadvantage if you go Marshall especially with a D6 hit Dice and blade singers need to pump intelligence dexterity and Constitution if you're going to do well so they're kind of mad people love them though patreon thinks they are s tier they are not s tier guys they are arguably the best spell sword in the game which gets them low 80th chronergy wizard the first of Matt Mercer's Wizards chronology Wizards are all about time magic and they're totally op they get a second level feature that is basically silvery barbs and can also add their intelligence to initiative roles that's good because high level spellcasters have the most impactful actions so going first lets you transform a battlefield before anyone gets to move of course the real busted feature is Arcane Ambiance at level 10 letting you basically store a spell in a bead for another player to cast this lets you give the fighter or your familiar a concentration spell so you can have two concentration spell going at the same time did someone say wall of force sickening Radiance instant death combo finally the level 14 convergent feature lets you basically guarantee success or failure on any attack roll ability check or saving throw that you see there are some exploits you can do with this feature but even without the cheese it's still fantastic s tier for chronology wizards one of the strongest subclasses in the game new campaign idea oh God no d and d and d d Dungeons and Dragons and Danny DeVito every monster NPC sentient magic item and player character is Danny DeVito terrible awful unsalvageable wow it's a work in progress God stop using me as a founding board for your creativity just use World animal what's World Animal World Anvil is the ultimate World building platform the perfect tool for creating and managing your campaign no no matter the detail with the Chronicles feature you can connect timelines and Maps together giving a visual representation of events in your world you can even have an alternate timeline for NPCs keeping track of events beyond the party and keeping them secret until the big reveal use codes d d shorts at checkout for an incredible 40 offer yearly membership Link in description conjuration wizard conjuration is a tricky Little Wizard and a lot of its power is DM dependent your second level feature lets you conjure an inanimate object smaller than three feet and it must be of something you've seen it also vanishes if it deals damage to a creature if your DM lets you conjure poisons or acid with this it's insane if not it's okay at sixth level you can teleport 30 feet as an action without a spell slot once a day you can do it more often if you cast conjuration spells this would be great except Misty step does the exact same thing as a bonus action so it's better 99 of the time by 10th level you can't drop concentration on a Conjuration Spell as a result of damage which is dope for summon draconic spirit or Cloud kill and your final feature makes all your summons extra thick with a bonus 30 temporary hit points each this makes multi-summon spells like conjure minor Elementals pretty crazy effectively letting you drop 400 hit points of meat on the battlefield for just a fourth level spell slot summoning magic is inherently powerful and conjuration Wizards are really good at it that's enough to sneak them into a tier divination wizard if you thought that 14th level chronergy wizard ability to force a failure on a saving throw was strong check out divination Wizards who can do the same thing from level two potent lets you roll 2d20 at the end of a long rest and record the results as glimpses of the future then whenever a creature you can see makes an attack roll ability check or saving throw you can replace their result on the die with one of your previous potent roles it lets you guarantee that your allies succeed and your enemies fail on saving throws portent is a disgustingly powerful ability that only gets better as your spells get better a forced dominate person or banishment is crazy then you get a solid sixth level ability that gives you back an expended spell slots when you cast a divination spell of a level lower than the spell you cast this gives you a big boost to your spout slots letting you fire off a mind Spike for damage every single turn and constantly regenerate your first level slots to use on Shield or silvery barbs for free the final ability just lets you roll 3d20 for your port and dice instead of just two more consistency on an already busted feature divination is just crazy strong it also goes in estia enchantment wizard an underrated subclass enchantment Wizards kick off with the ability to Daze an enemy within five feet they make a wisdom save and on a fail they are Charmed incapacitated and can't move until the end of your next turn then you can use your action on that turn to extend the effect keeping your target hypnotized and helpless for as long as they don't take damage or you move away that's powerful your sixth level feature lets you divert an attack to another Target which is funny I'll be in a little situational and your 10th level feature is basically the sorcerer's twin spell meta match it only works on enchantment spells but considering that enchantment spells go crazy like hold monster and Dominic person being able to double them is huge it's kind of like getting an extra fifth level spell slot and extra action to cast it with and the ability to concentrate on two Spells at the same time enchantment Wizards sneak into a tier they'd be even better if it weren't for the fact that most high-level creatures are immune to The Charmed condition evocation wizard you are all about spells that go boo luckily for your friends your second level feature gives them some protection from your AOE effects letting you Fireball without fear at sixth level your country still deal half damage even if an enemy succeeds on a save against them this is okay but I prefer attack can trips to saving through cantrips usually at 10th level you get empowered evocation letting you add your intelligence modifier to one roll of an evocation wizard spell that you cast this is good on count trips but it is insane on magic Missile giving you you an unmissable 3D 4 plus 18 damage for a first level spell slot seriously JC confirmed finally your 14th level ability over Channel lets you deal maximum damage with any spell of first to fifth level if you take a little damage if you use this feature more than once per long rest but a guaranteed unmissable 70 damage for a fifth level magic Missile is tasty evocation Wizards are okay some of their features are a bit situational and although magic Missile spam is fun it's also a one-trick exploit that will get boring fast they can chill out in B tier grab a turkey wizard this is the second of Matt Mercer's Wizards gravity Wizards get the second level feature to adjust the weight of a creature either improving their movements at the cost of their strength saves or doing the opposite it's kinda mid at sixth level you can move any creature you hit with a spell five feet I love Force movement but again it's kind of mid 10th level lets you add one d10 to an allies attack or force a creature to take an additional 2D 10 fall damage when they fall it's mid your final ability is pretty cool though at level 14 you can turn into an event horizon that makes the area within 30 feet difficult terrain for enemies and if they fail a strength save stops them from moving altogether gravitology Wizards get a kick-ass spell list with options like sapping Sting gravity sinkhole and immovable object but in terms of actual power of their features they're pretty low it seems nobody knows where to rank them I mean look at that look at that distribution from patreon but honestly I think they belong in seatyr illusion wizard illusion Wizards are cool but extremely DM dependent your second level feature upgrades the minor illusion cantrip to make an image and a sound at the same time minor illusion is my second favorite cantrip and this just makes it even better sixth level gets you malleable Illusions letting you change the nature of illusion spells you cast which is almost like casting them again for free and 10th level lets you conjure an illusion of yourself to take a hit letting you dodge basically a big old nope button it's nice insurance against a critical hit but it only works once per short rest 14th level is the best feature letting you make one inanimate part of your Illusions reel for one minute the illusion can't directly deal damage to someone but you can do some wild stuff example create illusory adamantine cages around enemies and then make them real trapping one person each turn with silent image illusion magic is the most powerful type of magic in d d if your DM is down to play ball a DM is equally capable of making it completely useless take this with a grain of salt but in games where DMS encourage creative problem solving and shenanigans they sneak into a team necromancy wizard for the edge Lords out there we've got necromancy you kick off with the ability to gain temporary hit points equal to twice the level of any spell you use to kill a creature or three times level if it was a necromancy spell and yes you do need to literally kill them no pacifist runs here honestly evocation wizard is probably better if you want to go the tanky temporary hit points Roots but anyway sixth level is where the meat comes in giving you the anime dead spell and debuffing your Undead minions with extra HP and beefier attacks this scales really well as their extra hit points is equal to your wizard level giving you some awesome meat shields for the party at 10th level you get inured to death which is just disgustingly broken with the spell create Morgan check out this video for more details aside from that combo which breaks the game it's okay it means your maximum hit point can't be reduced and it gives you an immunity to necrotic damage finally your level 14 ability lets you seize control of any Undead creature you can see within 60 feet if it fails a Charisma save and has an intelligence of 11 or less you control it forever or until you use this feature again pet adult white dragon says what's up higher intelligence creatures can still be control olds but they get to repeat the save every hour so they will eventually Break Free necromancy Wizards are flavorful and completely broken if you abuse them with create Morgan but if your DM forbids you from ruining the game at level 10 they go in beat here scribes wizard scribes Wizards are pretty complicated even by other wizard standards the big feature is you get an awakened spell book that lets you swap the damage type of one spell you cast with another spell you know of that level letting you bypass resistances and immunities you can also cast one ritual per day faster than normal which I don't know maybe it will come up sometimes by sixth level you can manifest your Spellbook as a tiny object with dark vision out to 60 feet you can move it up to 30 feet as a bonus action and cast spells as though they originated from its space you can also see everything it sees this is wicked for coward strats like hiding behind full cover and firing out spells from your Spellbook that strategy is actually a very powerful offensive tool but you can only cast spells through your Spellbook a number of times per day equal to your proficiency bonus later levels let you craft low level spell Scrolls for yourself and get advantage on all Arcana checks you can also prevent all damage dealt to yourself once by ending your awakened Spellbook manifestation early the scribes wizard is complicated with lots of complex interactions but don't sleep on the power of being able to store up low-level spell Scrolls for yourself alongside the blade singer it's probably the most unique feeling wizard subclass which is a Triumph on its own it goes in BT transmutation wizard more like trash mutation wizard am I right transmutation Wizards get a pitiful second level feature that lets you transform one object of wood Stone iron copper or silver into another one of those materials no it can't be a gemstone so you can't use it for costly spell material components and it turns back after just one hour it also requires concentrate nation and takes 10 minutes per cubic foot you transform it is bad sixth level gets you the transmuter stone giving a buff to whoever holds the stone including you sadly you only get one buff between Dark Vision Plus 10 walking speed proficiency and con saves that one's actually okay or one elemental damage resistance 10th level gives you the polymorph spell if you didn't already have it which you probably did because everyone takes it at level 7. however this feature also lets you cast it for free once per long rest that's actually amazing except you can only cast it on yourself okay and you can only turn into a beast of cr1 or below it's bad finally your 14th level ability lets you destroy the Stone from your sixth level ability to create one of the four effects two of which are terrible seriously one of these effects just makes you look younger you've had the disguise self spell for 14 levels now the only good options are basically casting this spells raised dead or power word heal without a spouse lot those are good spells but it's not enough to save the trash meter this late in the build they go in detail also I want to point out how varied the patreon rankings were for this subclass damn people really love transmuter stones and if you could make multiple Stones sure they would be good but honestly it is just not worth it more magic wizard the war magic opening feature lets you use a reaction to gain plus 2 AC or plus 4 to a saving throw which is really good but you can't cast spells other than cantrips afterwards until the end of your next turn still this is easily worth it to make a big save or Dodge a crunchy attack without having to use a spell slot on Shield do remember though that this only Buffs you against one attack not on all attacks for the entire round like Shield does you also get a bonus to initiative at this level just like the chronology wizard at sixth level you get a weird feature that ultimately deals extra damage to one creature you hit with a wizard spell equal to half your wizard level maybe a couple of times per long rest it's pretty mid 10th level gives you a plus two to your AC and on all saving throws while you concentrate on a spell this one's actually really good and the 14th level gives you a bonus to your second level feature that started it all now when you use your reaction to boost your AC or saving throws up to three creatures within 60 feet take Force damage equal to half your wizard level that's 21 Force damage as a reaction at this level but no spell slot cost while defending yourself it's actually not that bad War Wizards really do feel like Wizards trained to survive and thrive in the heat of battle they're not godly or anything but there are some solid defensive tools here they go in beat here look in summary chronergy and divination Wizards are straight up busted the rest are basically okay but don't play a transmitter wizard please remember to check out the DM secret weapon on patreon for dozens more subclasses to add to your games like the new monstrous lineage sorcerer this lets you enhance yourself with the traits of various iconic d d monsters like the mimic and the Hydra as you level up also remember to like And subscribe check out other videos on the channel and yeah that's all I got I'll see you next time
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Channel: DnD Shorts
Views: 356,650
Rating: undefined out of 5
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Id: Mc--0eceesY
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Length: 17min 51sec (1071 seconds)
Published: Thu Jul 13 2023
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