I am fairly new to dnd and played an rogue arcane trickster. I was set to multiclass to a divination wizard but now I am REALLY considering doing so to a chronurgist. Do you have any ideas on how those two schools are different as multiclasses? (A video on other classes that synergy with different subclasses of wizards would be AWESOME btw). Enjoying your content!
The way I see it divination is a little better until level 10. Arcane abeyance is just such a strong ability it puts the subclass in a different league.
I agree 100% on this! Arcane abeyance is great! It's the reason I like the Artificer for its similar skill. It's a shame you don't get it till level 10 though
@@wizardofthetavern6559 yeah, makes me kinda sad that I've never played a game up to level 10 :P. It seems like one of the 2 games I'm in now is gonna go far though!
Currently playing an Artificer (Armorer - Infiltrator), and this is a subclass that I've been debating over whether or not I want to dip into. If I opt to dip, it would be for no more than 2 levels, in order to pick up Chronal Shift (Portent-lite) and Temporal Awareness (Tactical Wit's twin cousin). Having played a Halfling Divination Wizard (with Lucky + Bountiful Luck) in a run through of DotMM [Mad Mage], seeing the DM squirm was amusing. And this subclass gives me very similar vibes. I do worry about a couple of things. In specific, the lack of available spells from the Chronurgy school, the speed/timing on Chronal Shift (in comparison to Portent), and the Momentary Stasis ability. I'll explain: 1. Even though the Wizard spell list is amazeballs (for the most part), the Chronurgy spells themselves are a bit lackluster overall. Many of those spells aren't necessarily ones you'd want to take per sé over other possible choices available, depending on what PC level the Chronurgist is. Of those Dunamancy spells available, however, I will give credit to the following 3 spells: Gift of Alacrity (stackable Init. bonuses are always good) Fortune's Favor (auto-advantage at the cost of 100 GP) Temporal Shunt (Great as a prelude to dropping Forcecage or Wall of Force, centered on the last seen location of the creature affected with this spell. The Wisdom save is kind of unfortunate though.) These three, if allowed, I would strongly consider taking without a second thought. The others on the other hand... IDK. A lot of them use saves that are either normally high (Con. for example), or are otherwise semi-common saves (Wis. or Str.). 2. As opposed to Portent, which uses no action economy, Chronal Shift does burn a reaction, and more importantly, the PC cannot control the number that's actually rolled by the target of this ability. That kind of worries me, as Chronal Shift doesn't fully operate on the same level of power that Portent does (mechanically speaking). To me, as both a PC and as a DM, I see the inherent value of having access to one's Reaction. And I'd rather not burn it if I don't have to, especially if I can't guarantee success. 3. Momentary Stasis. Given the fact that this targets an enemy's Con. save, this makes it more likely to be resisted at mid tier 2 play and above. Bestow Curse (3rd level Necromancy) could be helpful here in locking-in Momentary Stasis, but even then, that's a Concentration spell. A PC would have to wait until at least PC level 10, when Arcane Abeyance comes online (which, via a Familiar, can then deliver this touch spell), and even then, that's quite a bit of work-around to make sure the ability hits. I will say though: If there's more than 1 spellcaster in the party (which there should be), then the other spellcaster can drop something that can then force either a Str. or Dex. save, and have the affected target auto-fail the save. ============================ Apart from what I've said, I'm certainly intrigued by the subclass, and am curious to see what kind of idiocy can be pulled off. Especially with Convergent Future + Magic Jar, targeting either an Elemental, Construct, or Undead (if the DM allows for it), or something similar.
Let me know your thoughts down below! Is the Chronurgy Wizard or Divination Wizard more powerful?
I am fairly new to dnd and played an rogue arcane trickster. I was set to multiclass to a divination wizard but now I am REALLY considering doing so to a chronurgist. Do you have any ideas on how those two schools are different as multiclasses? (A video on other classes that synergy with different subclasses of wizards would be AWESOME btw).
Enjoying your content!
The way I see it divination is a little better until level 10. Arcane abeyance is just such a strong ability it puts the subclass in a different league.
Honestly arcane abeyance is so powerful, I think it's reason enough to choose this subclass. You have to know how to use it well, though.
I agree 100% on this! Arcane abeyance is great! It's the reason I like the Artificer for its similar skill. It's a shame you don't get it till level 10 though
@@wizardofthetavern6559 yeah, makes me kinda sad that I've never played a game up to level 10 :P. It seems like one of the 2 games I'm in now is gonna go far though!
@@chalkeater1427 Good luck Would love to hear about your experiences!
Currently playing an Artificer (Armorer - Infiltrator), and this is a subclass that I've been debating over whether or not I want to dip into. If I opt to dip, it would be for no more than 2 levels, in order to pick up Chronal Shift (Portent-lite) and Temporal Awareness (Tactical Wit's twin cousin).
Having played a Halfling Divination Wizard (with Lucky + Bountiful Luck) in a run through of DotMM [Mad Mage], seeing the DM squirm was amusing. And this subclass gives me very similar vibes.
I do worry about a couple of things. In specific, the lack of available spells from the Chronurgy school, the speed/timing on Chronal Shift (in comparison to Portent), and the Momentary Stasis ability.
I'll explain:
1. Even though the Wizard spell list is amazeballs (for the most part), the Chronurgy spells themselves are a bit lackluster overall. Many of those spells aren't necessarily ones you'd want to take per sé over other possible choices available, depending on what PC level the Chronurgist is.
Of those Dunamancy spells available, however, I will give credit to the following 3 spells:
Gift of Alacrity (stackable Init. bonuses are always good)
Fortune's Favor (auto-advantage at the cost of 100 GP)
Temporal Shunt (Great as a prelude to dropping Forcecage or Wall of Force, centered on the last seen location of the creature affected with this spell. The Wisdom save is kind of unfortunate though.)
These three, if allowed, I would strongly consider taking without a second thought. The others on the other hand... IDK. A lot of them use saves that are either normally high (Con. for example), or are otherwise semi-common saves (Wis. or Str.).
2. As opposed to Portent, which uses no action economy, Chronal Shift does burn a reaction, and more importantly, the PC cannot control the number that's actually rolled by the target of this ability. That kind of worries me, as Chronal Shift doesn't fully operate on the same level of power that Portent does (mechanically speaking).
To me, as both a PC and as a DM, I see the inherent value of having access to one's Reaction. And I'd rather not burn it if I don't have to, especially if I can't guarantee success.
3. Momentary Stasis. Given the fact that this targets an enemy's Con. save, this makes it more likely to be resisted at mid tier 2 play and above.
Bestow Curse (3rd level Necromancy) could be helpful here in locking-in Momentary Stasis, but even then, that's a Concentration spell. A PC would have to wait until at least PC level 10, when Arcane Abeyance comes online (which, via a Familiar, can then deliver this touch spell), and even then, that's quite a bit of work-around to make sure the ability hits.
I will say though: If there's more than 1 spellcaster in the party (which there should be), then the other spellcaster can drop something that can then force either a Str. or Dex. save, and have the affected target auto-fail the save.
============================
Apart from what I've said, I'm certainly intrigued by the subclass, and am curious to see what kind of idiocy can be pulled off. Especially with Convergent Future + Magic Jar, targeting either an Elemental, Construct, or Undead (if the DM allows for it), or something similar.