
← RPGBOT.Podcast26. Sept. · 1 Std. 04 Min.
DnD 2014 WIZARDS featuring TREANTMONK - Levels 8 - 20 (Remastered)
Last time, we built Wizards who could survive long enough to become dangerous.
That was apparently a mistake.
Treantmonk is back as we take our 2014 D&D 5e Wizard builds from level 8 all the way to 20, where spell selection stops being a question of how to win a fight and becomes a question of how creatively we would like to ruin reality.
Tyler is operating his floating spellbook like a magical Predator drone. Ash has discovered Bigby's Hand and immediately found exactly the wrong way to describe it. Randall continues turning Magic Missile into a personal philosophy. And Chris is here trying to explain responsible Wizard optimization while the rest of us draft spells specifically to hurt each other's feelings.
By the time we reach ninth-level spells, Wish almost goes undrafted.
That sentence alone should tell you how this episode goes.
Welcome back to the RPGBOT.Podcast. We made it to level 20, nobody died, and reality is now more of a suggestion than a rule.
Treantmonk on YouTube Content from RPGBOT DnD 5e Wizard Handbook DnD e Wizard Spells Guice Show Notes Treantmonk returns for Part 2 and the conclusion of our 2014 D&D 5e Wizard optimization builds, picking up at level 8 and taking our Wizards all the way to level 20.
At this point, the training wheels are gone. Fifth-level spells bring Wall of Force, Bigby's Hand, Wall of Stone, and increasingly aggressive spell drafting. By sixth level, the choices get even nastier, and picking the right spell becomes almost as important as making sure someone else doesn't get it first. Contingency gets selected partly because it is useful and partly because denying Tyler something he wants is apparently a valid optimization strategy.
That pretty much sets the tone for the rest of the episode.
As our D&D 5e Wizard builds move into the high levels, each character leans harder into their particular brand of nonsense. Ash embraces illusions, confusion, and magical hands. Randall continues finding ways to make Magic Missile everybody else's problem. Treantmonk builds around control, restraint, and smart high-level Wizard spell selection. Tyler keeps sending his Manifest Mind into places he absolutely does not intend to visit personally.
Then we reach seventh, eighth, and ninth-level Wizard spells, where things get properly ridiculous. Maze, Sunburst, Demiplane, Foresight, Shapechange, Power Word Kill, Meteor Swarm, and Wish all enter the conversation as the builds start moving from battlefield control into r