Excellent. Spell choice here really leans into the front row role. Listening to the build, the final scene of Rogue One was flashing through my mind, where Vader storms into enemy defenders, shrugging off their attacks and wielding both saber and force to just devastate.
Welcome to part 2 of my War Mage guide! If you haven't watched part 1 yet, you will want to watch that first, the link is down below. In this video I am going to explain how I would make a Melee Wizard. This one is about focusing on a single target in melee using a sword and spells in harmony. For Part 1 of this build: ruclips.net/video/aInUndeBW60/видео.html For Part 3 of this build: ruclips.net/video/BvlNvzMhGEU/видео.html Here's the link to the final build: ddb.ac/characters/17282474/8Hip6R
Another reason I like Fear on melee characters is that Fear forces enemies to flee. A weakness in this regard is that you don't want enemies to not have line of sight of you because they're fleeing, and with the proper martial proficiencies you can chase them down with no problems. The funniest part is that if you Booming Blade an enemy affected by Fear, it will always take the secondary damage of Booming Blade.
@@TreantmonksTemple IIRC that's the same wording of triggering Opportunity Attacks, and things like Dissonant Whispers do trigger Opportunity Attacks. The "willingly move" part covers movement done by the creature using its own movement speed, and it excludes forced movement like push and pull effects, shoves, and those kind of things. A frightened enemy uses its turn to Dash away but still uses its movement, so it counts as "willing".
@@KhristianBolano Except JC has confirmed booming blade doesn't work with dissonant whispers. That's why I figured it wouldn't work with fear either. www.sageadvice.eu/?s=Booming+blade+dissonant+whispers The language is a bit different, booming blade only works on those who "willingly move", so that's a bit more comprehensive than anything that isn't "forced movement"
I feel haste is crazy on this build so you can get a plus 2 to ac on top of your plate armour and the level 10 war mage feature which if you are concentrating you get another plus 2 and with a sheild for another us 2 and sheild spell for plus 5 and defence fighting style to get a total of 18+2+2+2+5+1=30 ac at level 10 which is insane. Great build, Nice job.
So the Flaming Sphere/Booming Blade combo just blew my mind here, but now what I'm wondering is, are there any other spells which can force a 'move-or-take-damage', similar to Flaming Sphere, that *don't* use up our concentration? Because that would be even better...
@Treatmonk's Temple non concentration combo for booming blade : Grease. Less damage, but works from lvl 1, and after fall prone battlemage can grapple them.
You still need to perform the somatic components of a spell; war caster just says you can do it with weapons/shields in your hands, so enemies can still see you casting a spell.
@@TreantmonksTemple Just a nitpick. You said at 1:45 that war caster means you don't have to perform the somatic components of spells which would mean for instance you could cast a somatic spell with your hands bound.
Yeah, I always saw it as being trained to do the various casting maneuvers with and around traditional armaments, not just free stilled spell on everything if your hands are full. Or, even worse, free stilled spell on literally everything. Which, I mean, with a liberal interpretation, even if your arms were bound you'd still need a sword and a shield in them to do it. Just kindly ask the people tying you up to tie your gear into your hands, I'm sure they'd love to accomodate you.
Power surge isn’t once per round, it’s once per turn when you cause damage with a wizard spell. This can be on other creatures turns. It’s actually like forcing empowered metamatic and evokers empowered evocation into one mechanic, Trading area of effect for single target. It has the potential to proc twice with your booming blade. once on hit and once if they move on your turn. It’s better if you have an ongoing effect that has the potential to deal damage multiple times a round. Spells like cloud of daggers, evards black tentacles, or wall of flame can do quite a bit of damage if your team can focus on forced movements. Fireshields damage would give you the option to proc every time a creature within 5ft hit you with a melee attack. Melfs acid arrow could proc twice and vitriolic sphere could proc many more against chosen creatures at the end of their turns. Although it would probably still be too limiting, you could apply the surge to the bonus damage from tensers transformation attacks once on your turn and possibly once on an OP attack. The damage scales by half wizard level so at 14th level each surge is about the expected damage bonus of an equally divided 3rd level slot, assuming you dispel 4 different cantrips with no other slot investment. Prestidigitation, resistance, thaumaturgy, and bladeward are the spells I use. It may even be worth dispelling before wizard level 14 if your party really works with you on forced movement. I dipped order domain cleric for my war wizard. Damage boost is about 10-14% increase to the highest spell slot available to cast if going by the DMG damage table for single target spells. This boosts the damage substantially more on lower level spells though if choosing to conserve slots. The wording is very differently but it feels similar to the empowered meta magic option a sorcerer can use. You can sacrifice a 3rd level spell to get 4 more uses after a rest to get 5 uses, which is comparable to sorcery points you would get for doing the same. The damage starts off low and picks up with wizard level investment. The damage bonus is also guaranteed to do extra instead of just having a higher chance with up to 5 die rerolled. Imagine getting a free empowered use after for following through with Counterspell you were going to do anyways.
Marek Kubíček Cantrips, rituals, or some other means of casting spells that affect you or a single object. The idea is that the spells have to all be stacked on a single target. The spells stacked on the target do not have to be buffs either. Other players can help out if they wish and have access to spellcasting with low/no resource costs. Using dispel magic still cost a level 3 spell slot. Even though you gain the charges and the damage is based on level, the damage boost isn’t really worth sacrificing a 3rd level slot out of combat until level 10 or 12. This is also assuming 20 Int for the caster
@@kozmo7 the artificer dip works well with the cantrips being intelligence based. You’re trading out 2 domain spells that use wisdom for the artificer spell list that utilizes intelligence. They preparations don’t feel wasted like some of the order domain spells due to lower DC with wisdom. Heavy armor and the ability to cast a spell and have an ally use a reaction attack is the main draw for order domain though. I have a barbarian on my team who often uses their reaction for the attack. It’s not nearly as powerful as a rogue or Paladins reaction attack, but it’s still more damage. Going artificer would have you miss out on shield of faith, which has wonderful synergy with the war wizard. It’s a bonus action concentration spell that buffs AC +2. Durable magic further increases that to +4AC and +2 to saves for a level 1 slot. It’s pretty amazing. I recently had a game where was cut off from my party while a wave of undead thralls were attacking me. I cast mordenkainens hound first round, and got hit several times for 30 damage total. 2nd round I cast armor of faith and used the dodge action. I didn’t get hit again the entire combat, and the hound killed about 14 thralls. The barbarian got to me shortly after and subsequently took more damage in that one round than I had the entire time I was out there by myself.
@@binolombardi Haha that’s badass! Okay got it. Well I’ll be playing in a party with a rogue and a ranger, so I’ll kinda sorta be the only beef cake in the party. I’ve been really trying to decide if I dip artificer for 3 for armorer, cleric for 1 or 2 or just dip fighter for 2-3 like tree monk Hmmmm
So I've considered making an AL version of this build with Mountain Dwarf, but that would give up BB/GFB. Do you still think it would make a useful "martial wizard" or should I try the abjurer and use the SCAG as my +1?
Looking at the new subclasses in Tasha's. Would you change the Battlemaster subclass to the Runeknight for the fighter? Which two runes would you take for the build? Making it with a variant human, so I'm considering Rune and Stone - but I'm worried about the action economy.
You stated at 12:10 that you have an additional attack as a bonus action, I was just wondering what causes you to have this extra attack? I thought only Eldrich Knights could bonus action attack after casting a cantrip at level 7.
@@TreantmonksTemple Thanks for the reply Chris. I had to go Dex which I know limits the weapon choices but as with a few things in this build its partially mitigated by the infusions (depending on choices There are two racial builds I like V Human with weapon master obviously rapier but probably short sword (for magic item versatility) and hand crossbow with heavy crossbow or long bow. Str 8 dex 16 con 14 int 16 wis 12 cha 8 Or Hobgoblin (which I’ve gone for) Str 8 dex14 con 16 int 16 wis 12 cha 8 This build struggles for the first few levels in combat till the second Artificer level but is tankier and is a real save buster with the Hobgoblin mega save/attack/ability once per short rest, which is in my opinion really under rated. This can also make up for miss judgements in the warcaster reaction as it is reaction free. It also gives a nice out of combat boost to skills adding to the sense that the Artificer is learned. progression is artificer 1 (for con save) followed by warmage 5 (CL6) then Artificer 2 and finish up with war mage but you can dip A2 sooner for a more martial build or take a third level if you want to specialise. The key to this build are infusions which give versatility and make up for the 14 dex on the Hobgoblin and the med armour. The sheer number let’s you swap out armour or Shield, weapon or wand as needed by the build, role, item drops or mission. ASI/Feats I was thinking of were Warcaster, then int then dex. Alert is always good but the stats can be a little weak on the Hobgoblin build. Spells synergise really well with Cure Wounds working with Find Familiar, sanctuary, and faerie Fire being particularly good but I’m enjoying the RP (and damage) of launching alchemist’s fire and acid from catapult thanks to my proficiency with alchemist’s supplies). The former also synergises well with pyrotechnics as its not magical (I think), especially if you win initiative (which you probably will at +5-+10) then hold off on catapult till after the enemy has acted so it can’t put the flames out. Of course access tothe whole Artificer list every long rest is good for fine tuning to the mission. Basic melee attack is The classic BB/flaming sphere combo or GFB What I like about this build is that due to the level/2 round up not down you hardly really miss anything spell progression wise until your second level of Artificer. I’m finding that just using the every other level gap is useful for up casting false life too, making me really hard to kill So not quite as good in combat as the Githyanki fighter/warmage build but a bit more versatile I think, and a lot of fun. Sorry for the long reply, I’d be really interested to hear what you think.
@@Duette-1 I agree that Warcaster is probably going to serve you more than Alert, you can always take alert at high level if you want. Yes, I think this build would work out well - certainly nice to have the extra level of spell progression. Artificer is really a great Wizard dip, I would have included it in some of these builds if it had been official before I made them.
@Dan Brown I am going the same route as well but I'm taking 6 levels of artificer and 14 of wizard so that I can get the extra attack from the artificer and also get tool expertise. I also have some good stats as well. My stats at level 5 artificer are as follows: 10 strength, 14 dexterity, 16 constitution, 18 intelligence, 12 wisdom, 11 charisma.
Unless you have lots of spell slots, it's not going to be every combat. As for the objects themselves, some silvered and cold iron sling bullets in a bag should do
@@TreantmonksTemple would silvered pellets (or tiny silvered darts) count as a silvered weapons for animate objects? That way you can overcome the non-magical resistance of some monsters.
@@michaelkochalka3251 10 silvered sling bullets would for sure. Also, you could have 10 cold iron sling bullets, and if you are wealthy, 10 adamantine bullets too. There are still lots of creatures that will be resistant though.
Because you can't use Booming Blade or Green-flame blade with Haste, so it's not useful to cast on yourself and being in melee you don't wanna use it on someone else either, since it's really bad for them if you lose concentration.
Great content as always but you don't pronounce 'offense' correctly. Keep up the great work on wizard strategy and I hope you eventually do all the sorcerer sub-classes as well!
Excellent. Spell choice here really leans into the front row role.
Listening to the build, the final scene of Rogue One was flashing through my mind, where Vader storms into enemy defenders, shrugging off their attacks and wielding both saber and force to just devastate.
Welcome to part 2 of my War Mage guide! If you haven't watched part 1 yet, you will want to watch that first, the link is down below. In this video I am going to explain how I would make a Melee Wizard. This one is about focusing on a single target in melee using a sword and spells in harmony.
For Part 1 of this build: ruclips.net/video/aInUndeBW60/видео.html
For Part 3 of this build: ruclips.net/video/BvlNvzMhGEU/видео.html
Here's the link to the final build: ddb.ac/characters/17282474/8Hip6R
Another reason I like Fear on melee characters is that Fear forces enemies to flee. A weakness in this regard is that you don't want enemies to not have line of sight of you because they're fleeing, and with the proper martial proficiencies you can chase them down with no problems.
The funniest part is that if you Booming Blade an enemy affected by Fear, it will always take the secondary damage of Booming Blade.
If a creature does not move of its own accord, it does not take the booming blade damage.
@@TreantmonksTemple IIRC that's the same wording of triggering Opportunity Attacks, and things like Dissonant Whispers do trigger Opportunity Attacks. The "willingly move" part covers movement done by the creature using its own movement speed, and it excludes forced movement like push and pull effects, shoves, and those kind of things. A frightened enemy uses its turn to Dash away but still uses its movement, so it counts as "willing".
@@KhristianBolano Except JC has confirmed booming blade doesn't work with dissonant whispers. That's why I figured it wouldn't work with fear either.
www.sageadvice.eu/?s=Booming+blade+dissonant+whispers
The language is a bit different, booming blade only works on those who "willingly move", so that's a bit more comprehensive than anything that isn't "forced movement"
@@TreantmonksTemple I see
I feel haste is crazy on this build so you can get a plus 2 to ac on top of your plate armour and the level 10 war mage feature which if you are concentrating you get another plus 2 and with a sheild for another us 2 and sheild spell for plus 5 and defence fighting style to get a total of 18+2+2+2+5+1=30 ac at level 10 which is insane. Great build, Nice job.
So the Flaming Sphere/Booming Blade combo just blew my mind here, but now what I'm wondering is, are there any other spells which can force a 'move-or-take-damage', similar to Flaming Sphere, that *don't* use up our concentration? Because that would be even better...
Good question...
@@TreantmonksTemple Well, I had a quick look through the list of non-concentration spells and couldn't find anything. Curse you, game balance...
I used to use Dissonant Whispers until it got Twitter-banned.
@Treatmonk's Temple non concentration combo for booming blade : Grease. Less damage, but works from lvl 1, and after fall prone battlemage can grapple them.
You still need to perform the somatic components of a spell; war caster just says you can do it with weapons/shields in your hands, so enemies can still see you casting a spell.
That’s just a nitpick and you know it.
KINFIN123
Sounds like a rules reference, how is that nitpicking?
I'm not sure what you are referring to. Is this changing anything about the build or tactics? Or just an FYI.
@@TreantmonksTemple Just a nitpick. You said at 1:45 that war caster means you don't have to perform the somatic components of spells which would mean for instance you could cast a somatic spell with your hands bound.
Yeah, I always saw it as being trained to do the various casting maneuvers with and around traditional armaments, not just free stilled spell on everything if your hands are full. Or, even worse, free stilled spell on literally everything.
Which, I mean, with a liberal interpretation, even if your arms were bound you'd still need a sword and a shield in them to do it.
Just kindly ask the people tying you up to tie your gear into your hands, I'm sure they'd love to accomodate you.
Power surge isn’t once per round, it’s once per turn when you cause damage with a wizard spell. This can be on other creatures turns. It’s actually like forcing empowered metamatic and evokers empowered evocation into one mechanic, Trading area of effect for single target.
It has the potential to proc twice with your booming blade. once on hit and once if they move on your turn.
It’s better if you have an ongoing effect that has the potential to deal damage multiple times a round. Spells like cloud of daggers, evards black tentacles, or wall of flame can do quite a bit of damage if your team can focus on forced movements.
Fireshields damage would give you the option to proc every time a creature within 5ft hit you with a melee attack.
Melfs acid arrow could proc twice and vitriolic sphere could proc many more against chosen creatures at the end of their turns.
Although it would probably still be too limiting, you could apply the surge to the bonus damage from tensers transformation attacks once on your turn and possibly once on an OP attack.
The damage scales by half wizard level so at 14th level each surge is about the expected damage bonus of an equally divided 3rd level slot, assuming you dispel 4 different cantrips with no other slot investment. Prestidigitation, resistance, thaumaturgy, and bladeward are the spells I use. It may even be worth dispelling before wizard level 14 if your party really works with you on forced movement.
I dipped order domain cleric for my war wizard.
Damage boost is about 10-14% increase to the highest spell slot available to cast if going by the DMG damage table for single target spells. This boosts the damage substantially more on lower level spells though if choosing to conserve slots.
The wording is very differently but it feels similar to the empowered meta magic option a sorcerer can use. You can sacrifice a 3rd level spell to get 4 more uses after a rest to get 5 uses, which is comparable to sorcery points you would get for doing the same. The damage starts off low and picks up with wizard level investment. The damage bonus is also guaranteed to do extra instead of just having a higher chance with up to 5 die rerolled. Imagine getting a free empowered use after for following through with Counterspell you were going to do anyways.
So you buff yourself with cantrips and then dispel them ? :D
Marek Kubíček
Cantrips, rituals, or some other means of casting spells that affect you or a single object. The idea is that the spells have to all be stacked on a single target. The spells stacked on the target do not have to be buffs either.
Other players can help out if they wish and have access to spellcasting with low/no resource costs.
Using dispel magic still cost a level 3 spell slot. Even though you gain the charges and the damage is based on level, the damage boost isn’t really worth sacrificing a 3rd level slot out of combat until level 10 or 12. This is also assuming 20 Int for the caster
Thank you for this.
How would you compare the Artificer now with this build instead of the order cleric?
@@kozmo7 the artificer dip works well with the cantrips being intelligence based. You’re trading out 2 domain spells that use wisdom for the artificer spell list that utilizes intelligence. They preparations don’t feel wasted like some of the order domain spells due to lower DC with wisdom.
Heavy armor and the ability to cast a spell and have an ally use a reaction attack is the main draw for order domain though. I have a barbarian on my team who often uses their reaction for the attack. It’s not nearly as powerful as a rogue or Paladins reaction attack, but it’s still more damage.
Going artificer would have you miss out on shield of faith, which has wonderful synergy with the war wizard. It’s a bonus action concentration spell that buffs AC +2. Durable magic further increases that to +4AC and +2 to saves for a level 1 slot. It’s pretty amazing.
I recently had a game where was cut off from my party while a wave of undead thralls were attacking me. I cast mordenkainens hound first round, and got hit several times for 30 damage total. 2nd round I cast armor of faith and used the dodge action. I didn’t get hit again the entire combat, and the hound killed about 14 thralls. The barbarian got to me shortly after and subsequently took more damage in that one round than I had the entire time I was out there by myself.
@@binolombardi
Haha that’s badass!
Okay got it. Well I’ll be playing in a party with a rogue and a ranger, so I’ll kinda sorta be the only beef cake in the party. I’ve been really trying to decide if I dip artificer for 3 for armorer, cleric for 1 or 2 or just dip fighter for 2-3 like tree monk
Hmmmm
I Like To Grab A Bag Of
1000 Ball Bearings & Use
These With ANIMATE OBJECTS,
I Animate 10 Bearings At A Time...
So I've considered making an AL version of this build with Mountain Dwarf, but that would give up BB/GFB. Do you still think it would make a useful "martial wizard" or should I try the abjurer and use the SCAG as my +1?
Yeah, this build doesn't work so well with AL. The Abjurer build will work better if you change the race. (Variant human works)
@@TreantmonksTemple If stats were no issue (good rolls), would abjurer work? Could fighter be replaced with paladin for smiting?
@@panyakun No. Paladin requires STR and CHA, on top of INT and CON.
I'm confused about flaming sphere in melee because if it damages any creature within 5ft of the sphere, that would include the caster, right?
Yes, so don't park it next to yourself
With a 10th level build, using only the PHB + Githyanki (no Warmage), do you think this would work with the School of Abjuration instead?
Big question if you animate 10 pieces of silver would it then get around the resistance to non magical items
No
Looking at the new subclasses in Tasha's. Would you change the Battlemaster subclass to the Runeknight for the fighter? Which two runes would you take for the build? Making it with a variant human, so I'm considering Rune and Stone - but I'm worried about the action economy.
Another decent/thematic option is Psi-knight, although that occupies even more reaction options.
You stated at 12:10 that you have an additional attack as a bonus action, I was just wondering what causes you to have this extra attack? I thought only Eldrich Knights could bonus action attack after casting a cantrip at level 7.
Bit late, but I believe he was referring to the Flaming Sphere BA attack.
Thought on replacing the fighter with battlesmith artificer?
Trying this with Artificer rather than Fighter. How do you think this would stand up?
I would need more specifics on the build.
@@TreantmonksTemple Thanks for the reply Chris. I had to go Dex which I know limits the weapon choices but as with a few things in this build its partially mitigated by the infusions (depending on choices
There are two racial builds I like
V Human with weapon master obviously rapier but probably short sword (for magic item versatility) and hand crossbow with heavy crossbow or long bow.
Str 8 dex 16 con 14 int 16 wis 12 cha 8
Or Hobgoblin (which I’ve gone for)
Str 8 dex14 con 16 int 16 wis 12 cha 8
This build struggles for the first few levels in combat till the second Artificer level but is tankier and is a real save buster with the Hobgoblin mega save/attack/ability once per short rest, which is in my opinion really under rated. This can also make up for miss judgements in the warcaster reaction as it is reaction free. It also gives a nice out of combat boost to skills adding to the sense that the Artificer is learned.
progression is artificer 1 (for con save) followed by warmage 5 (CL6) then Artificer 2 and finish up with war mage but you can dip A2 sooner for a more martial build or take a third level if you want to specialise.
The key to this build are infusions which give versatility and make up for the 14 dex on the Hobgoblin and the med armour. The sheer number let’s you swap out armour or Shield, weapon or wand as needed by the build, role, item drops or mission.
ASI/Feats I was thinking of were Warcaster, then int then dex. Alert is always good but the stats can be a little weak on the Hobgoblin build.
Spells synergise really well with Cure Wounds working with Find Familiar, sanctuary, and faerie Fire being particularly good but I’m enjoying the RP (and damage) of launching alchemist’s fire and acid from catapult thanks to my proficiency with alchemist’s supplies). The former also synergises well with pyrotechnics as its not magical (I think), especially if you win initiative (which you probably will at +5-+10) then hold off on catapult till after the enemy has acted so it can’t put the flames out. Of course access tothe whole Artificer list every long rest is good for fine tuning to the mission.
Basic melee attack is The classic BB/flaming sphere combo or GFB
What I like about this build is that due to the level/2 round up not down you hardly really miss anything spell progression wise until your second level of Artificer. I’m finding that just using the every other level gap is useful for up casting false life too, making me really hard to kill
So not quite as good in combat as the Githyanki fighter/warmage build but a bit more versatile I think, and a lot of fun. Sorry for the long reply, I’d be really interested to hear what you think.
@@Duette-1 I agree that Warcaster is probably going to serve you more than Alert, you can always take alert at high level if you want. Yes, I think this build would work out well - certainly nice to have the extra level of spell progression. Artificer is really a great Wizard dip, I would have included it in some of these builds if it had been official before I made them.
@Dan Brown I am going the same route as well but I'm taking 6 levels of artificer and 14 of wizard so that I can get the extra attack from the artificer and also get tool expertise. I also have some good stats as well. My stats at level 5 artificer are as follows: 10 strength, 14 dexterity, 16 constitution, 18 intelligence, 12 wisdom, 11 charisma.
What about haste or blur? I haven't heard you mention either spell, but both seem useful. Is there a reason why?
Better uses for concentration...
Question. What method do you use to Animate objects every combat?
Unless you have lots of spell slots, it's not going to be every combat. As for the objects themselves, some silvered and cold iron sling bullets in a bag should do
@@TreantmonksTemple fair and thank you
@@TreantmonksTemple would silvered pellets (or tiny silvered darts) count as a silvered weapons for animate objects? That way you can overcome the non-magical resistance of some monsters.
@@michaelkochalka3251 10 silvered sling bullets would for sure. Also, you could have 10 cold iron sling bullets, and if you are wealthy, 10 adamantine bullets too. There are still lots of creatures that will be resistant though.
Mirror image with a low dex caster is suboptimal though
Considering average battles are 3-5 rounds it’s good enough for most situations even if every image gets 1 shotted.
I generally assume the images are getting hit when they are attacked regardless.
Why didn’t you take Haste?
Because you can't use Booming Blade or Green-flame blade with Haste, so it's not useful to cast on yourself and being in melee you don't wanna use it on someone else either, since it's really bad for them if you lose concentration.
😅o
Great content as always but you don't pronounce 'offense' correctly. Keep up the great work on wizard strategy and I hope you eventually do all the sorcerer sub-classes as well!
He has an accent, and honestly, Tree Monk can pronounce things however he damn well pleases around these parts.