RPGBOT.Podcast

← RPGBOT.Podcast19 sept. · 51 min

2014 DnD 5e WIZARDS Levels 1 - 7 with Treantmonk! (Remastered)

2014 DnD 5e WIZARDS Levels 1 - 7 with Treantmonk! (Remastered)19 sept.51 min

Treantmonk joins us to talk about Wizards, which means we're about to spend an unreasonable amount of time discussing concentration saves, initiative bonuses, spell selection, and why standing anywhere near the enemy is a terrible lifestyle choice.

We're taking the 2014 Wizard from levels 1 through 7, starting with a fragile academic who can be killed by an aggressively thrown sandwich and ending with a battlefield-control monster who can Web half the room, Fireball the other half, and still have enough magic left over to argue about which subclass is best.

Along the way, we discover the Muscle Wizard, question why Medicine is still a skill, turn a spellbook into an arcane Predator drone, and once again prove that the strongest Wizard strategy is simple:

Go first. Stay far away. Don't lose concentration.

Easy.

Show Notes Treantmonk joins Tyler, Ash, and Randall as we start building the 2014 D&D 5e Wizard from levels 1 through 7.

We kick things off with ability scores, skills, defenses, and the eternal Wizard question: how much effort should you put into not immediately dying? That leads naturally into armor dips, Constitution saves, initiative, and why keeping concentration is often more important than squeezing out a little more damage.

Then we get into subclasses. War Magic gets plenty of attention for its defensive tools and initiative bonus, Divination continues being Divination, Illusion gives Ash plenty to work with, and Order of Scribes eventually lets Tyler use his spellbook like a magical surveillance drone. Transmutation is also discussed. We'll leave it at that.

Then comes the real Wizard experience: picking spells.

Shield, Mage Armor, Find Familiar, Absorb Elements, and Magic Missile get us started before the gloves come off and everyone starts fighting over Web. From there we hit Fireball, Hypnotic Pattern, Slow, Fear, Counterspell, Tiny Hut, Summon Undead, Arcane Eye, Sickening Radiance, Greater Invisibility, Banishment, Polymorph, and enough other spells to remind everyone why building a Wizard takes three hours and a spreadsheet.

By the end, one thing is very clear: Wizards don't need to solve every problem with damage.

But they absolutely can.