My last campaign I used a ritual EVERY morning to give all of my players Waterbreathing for 24 hours. Told my DM, every morning I serve tea to the group, casting this spell as a ritual. It kept me from having to make sure it was applied, and was just an automatic thing. We went from level 1 to 14 during this campaign and the DM had a nasty lair action set up for us where a room could flood completely....yeah he totally forgot about my morning ritual...hell some of the players forgot about it...but I didn't...lol.
Waterbreating is what caused me to learn about that class feature. My wizard nearly got drowned on two consecutive adventures. She leveled up after the second one and took Waterbreathing, and she cast it every morning. For a few sessions, I just burned a spell slot, but then I read the book more closely and found out I could do it as a ritual. Then some other PCs started showing up at her house every morning to be part of the ritual, cause why not? (And, of course, she never needed it for the entire rest of the campaign, but it was some fun RP.)
Asking a stupid question, but we are still required to learn the specific ritual spell before being able to cast it no? Or do you just have automatic access to all ritual spells within your level?
@@Fortuna_2200 You will still need to learn it and add it to your spellbook, but once it's in the spellbook you can ritual cast it without needing to prepare it
My favorite use of Illusory Reality: Use the spell Seeming to make a Lich wear illusory plate armor. Make the armor real. The Lich can't cast spells anymore because he's wearing armor he's not proficient with.
Nice. But my lich always has contingency/plane shift to activate if they are ever affected by an effect, to teleport to their safe room with only their equipment
@@my_dude_5742 You cannot put a spell higher than 5th level as the contingent spell for Contingency, even if you upcast Contingency. However, Liches love breaking the rules, so I'm all for it!
01. More spells.....okay good start. 02. Change 1 cantrip per long rest.....Thank you 03. Ritual casting.....okay 04. Scholar....I love it. 05. Memorize...short rest swap great for the versatility. Base of the class seems great so far.
@@Donnendet we we already know the classes aren't balanced and never will be. Im happy about that though. I just want game balance because by 5th level players are just steam rolling everything.
@@DonnendetDon't worry they're nerfing most of the problematic spells that made wizard broken. Plus with the exception of Paladin and maybe rogue I think everyone else got buffed way more than wizard.
@@GenericUser860 They had a whole unearthed Arcana about it and the feedback was pretty positive back than. They nerfed a bunch of really powerful spells and buffed some weaker spells. Even adding level up rules to most cantrips that didn't already have it. Maybe not all the changes will go through, but I expect most of them along with some they haven't made public yet.
I am missing my Enchanter Wizard. I had a blast playing a controller, who's entire magic was dictating what others thought and did. It was my first and only lawful evil character. And it was hell of fun to play.
My dm let me use a naga PC (it might have been from an UA) that was an Enchantment wizard. Definitely inspired by the snake from the jungle book, I would constrict someone then enchant them to keep them locked down, or enchant someone else. Also, all the normal wizard things. It was a great time.
I can’t wait to dispel Leomund’s Tiny Hut my party acquired as a broach from a retired Dwarven adventurer. They’re getting way too comfortable in that thing. I made the trade price so high I thought they’d never take it. But they went all-in.
@@ActualChef I might suggest providing a narrative lesson when you do that. Your players may likely feel like they’re being punished twice for playing smart. Make sure they feel like the Hut has saved their lives a lot before this maneuver.
I mean kinda but what are you doing with your action then? Unless they got rid of that rule, you can't cast two spells in one turn, and you're a wizard. You can obviously do a lot more with action that with bonus action but it is not as dramatic as for martial classes. There might be some point in dipping though/
I'm torn on this, I think some of the buffs and changes are great, and I understand the goal behind giving every class 4 separate subclasses, but cutting half of the wizard subclasses when the corresponding schools of magic still exist is a real gut punch. Especially considering how iconic Necromancy is both for players and villainous NPCs. It's an omission that's going to feel glaringly obvious to people. That and the fact that they still haven't made Artificer a base game class despite pushing it so hard for the past decade really makes it feel like we're not getting a complete package with this book, like they're already cordoning off content to sell as DLC later. It adds an asterisk to what's supposed to be a comprehensive fresh start for the game.
Idk I think you are seeing this wrong. They didn't feel they needed to rework Artificer so it's not included (although they should have just included it anyways for completion sake). And all the subclasses from other books are still completely compatible unless they were reworked in this handbook. It more so makes past book purchases not invalidated by still having a bunch of subclasses in other books. If every single subclass was in this book, there would be no point in owning the other (except for having the non subclass content from the books obviously). So I really don't think there would be a super clean way they could have released this book
@@TheDeadb3arIt arguably needed a rework, though. At least for PC's, it really slows the game down. But I'm willing to wait for a rework later. It feels fair that each class starts with 4 subclasses.
There’s an interesting symmetry between the Cleric and Wizard subclasses that got included: Evoker and War Domain (offense and damage dealing); Abjurer and Life Domain (healing and protection); Illusionist and Trickery Domain (obfuscation and phantasms); Diviner and Light Domain (truth and revelation). They also operate on similar axes.
And also, it seems to me like they made the druid even more of a counterpart to the cleric. There's a lot of symmetry in their core class features (if the cleric UA holds true). And most tellingly imo, I was surprised they didn't keep the popular Tempest Domain for cleric, but the new Circle of the Sea druid hits a lot of those same beats (lightning/thunder, fly speed, and now they can use the Warden to get martial weapon proficiency)
@@picollo24 totes. I have UA light domain cleric in the campaign I’m DMing and he’s scorched earth’d most of my encounters lol. I am more just commenting on the symmetry being thematic (than mechanical) because JC said during the UA process that one of the things that informed the quartet of subclasses they picked for each class was that they were meant to be thematic groupings.
This is something that becomes more apparent when you look over the spell selections for the Wizard class, but I'm going to say concerns all the spellcasting classes. Last time I checked, Evocation has the most spells of any School of magic; to give some perspective, the schools with the 3 fewest spells, Necromancy, Illusion, and Divination almost have as many spells collectively as Evocation has all to itself; that should tell you about some of the spell disparity between schools of magic.
The new PHB will have 75 more spells than the old one Also remember wall of force, sending, tiny hut used to be Evocation spells? I swear everything that didn't fit into other schools just got lumped into Evocation
100%. I want more illusion/divination/enchantment spells. I think though they said sub-classes like the diviner get Divination spells added (like maybe Magic Eye and Mind Spike) for free, which frees them up to also learn fireball, haste and fly.
@richardhealy the savant feature will give you additional spells for your school of magic for free, so you no longer have to worry about using up your spell selections on them, you can focus on getting spells to round out your wizard Since all wizards had the best spells anyway, this lets them take more fringe use spells that they will leave unprepared, and then grab on a short rest with memorise spell to always have the perfect spell for any job It also incentivises them to pick up just more spells into their spellbook even if they have a rare use case like see Invisibility, just because it may come up Wizards really are the batman of D&D, they beat anyone if they have prep time
Noooo why would they get rid of Malleable Illusions, that was the best part of the class! I was so excited they were going to make it even stronger by letting you change the illusions as a bonus action, it opened up so many fun things. Instead I'm gonna be forced to use the boring new summoning spells? I just don't get the point of taking an illusion-focused class and making all its features based around not having illusions.
Seems easy enough to homebrew an updated version of Necromancy Savant and slot the old subclass into the new Wizard class. Definitely going to try that in my own games.
I LOVE what they’ve done with the illusionist. I’ve never really liked illusion because I felt like I was spending my magic to bluff when I could use it to produce real effects. The fact that you can summon creatures that feel illusory but still have actual stats and do something real fixes so many of the issues I have with illusions.
Gotta disagree with the bluffing point. Using magic to bluff, deceive, and trick was the point and should remain so. This is moving away from what an illusion master ought to be. Producing "real" effects defeats the theme. Thankfully that's still the core of the subclass.
My issue with the illusion-summoner is that casting spells without a spell slot defaults them to minimum level, so the illusory summons are going to end up getting weaker and weaker as you level
@@Nobody-wx6rkexcept you still have the full capacity to trick, deceive, and fool people. Even better than any other class. You just ALSO get the ability to manifest a portion of the illusion. Getting the ability to manifest an “illusion” that physically interacts with the environment doesn’t reduce the original features.
@@KynElwynn the explanation is standardization. Each class gets 4 subclasses. All classes get their subclass at 3rd level. That's pretty much it. Why they chose what 4 schools they chose was prolly a mixture of popularity and differences in flavor.
@@neildoscher9536 It must have been a brutally hard choice. Abjurer, Evoker and Diviner make sense as they seem to be the three most popular subclasses. And I suppose that Illusionist is in because it was the original "specialist" Wizard.
I'm still sad to see the 'Create Spell' feature from the UA gone. Wizards as the official spell authors has always been a thing in D&D and I was really looking forward to having a non-homebrew way of implementing that in-game. Especially since 5e took metamagic away from them.
Yeah. They set up/worded the ability kinda strangely by making it a spell itself, but I really liked the ability of wizards to alter their spells and create new ones.
potent cantrip making all cantrips with an attack roll do half damage even on a miss is insane, multiclassing into warlock and never missing with eldritch blast is going to be crazy. Even just never missing with fire bolt or other wizard cantrips is going to be awesome at early levels.
@Scott-ql2kx But they have been almost-exclusive to the conjuration school of magic. Summon Undead is the exception. I think OP just wishes that there would have been a new exception rather than lazily 'copying their own homework'
Gonna really miss the missing schools. Transmutation (the CLASSIC wizard, IMO!), Enchantment, Necromancy (booo!), Conjuration (summoning minions is an illusionist thing now, that's bupkiss!)
@@GeekMasterGames which was never a good solution at all. You can either use the new and improved and more fun subclasses they bothered updating arbitrarily, or use an old and objectively less optimized (subjectively less fun) subclass. That already sucked for most other classes, but particularly for the Wizard (and the Cleric) that just doesn't work, fundamentally. Sure, most DMs and players will just jury-rig an approximation of the revealed updates for the remaining left out subclasses, but that's far from ideal The main issue with this being an "update" has always been that it will be incomplete until they get around to every single subclass, at the very least.
If I had to guess, they're probably still reworking the other half of the subclasses. Frankly, a lot of them had features that were entirely too situational. I would hazard a guess that they're probably gonna take their time to rework them, test them and then release them in later books. They were probably under the gun from Hasbro to get a 2024 product ready, so they probably had to make some hard decisions as to what would make the cut for the new player's handbook.
I hope they stick to giving classes versatility and utility, then just making them "better"... roleplay and utility is the route to go like the druid and rogue !
I think a healthy thing for spellcasters in general is adding more ways to expend spell slots other than casting spells, thus allowing players to burn through their spell slots quicker if they Wish. Often Wizard felt gridlocked into expending 1-2 spell slots a round for most subclasses, leaving you with so much unused fuel by the time you Long Rest. Also, I realized getting players to burn through their spell slots faster also speeds up combat (more damage per round means less rounds). I think this is a good change.
The wizard shouldn’t get much in my opinion. Its 4 featured subclasses are solid and its other features are its spells, and it gets the best ones in the game.
True but if you compare to say other pure spell casting classes like Druid or Cleric they are lacking. Take the just announced Druid their base class gets features at this point and they have same number of spell slots
@@ginginc it’s not about the quantity of spell slots, although they do end up with more than most Druids or Sorcerers due to Arcane recovery. It’s about the quality of the spells. We won’t have a good picture of the Wizards until we see how spell design has changed.
Evocation wizards now deal half damage on all cantrips???? Holy hell!?! Warlock multiclass for eldritch blasts that don't miss along with eldritch invocation at level 1??
If potent cantrips only changed on attack rolls then you cant add the cantrip effect that isnt damage, if you have agonizing if you fail a attack it should be 1d10+cha/2 that beam but if you have repelling blast it woudnt work
@@chunmunsgoel3633 How many Druids have you seen with INT 20? I've never seen any in decades. What we will more often see is the Druid with INT 8 taking a -1 penalty but also adding their WIS modifier for a net positive.
@@elementzero3379 what druid is taking a negative in intelligence? That's a bad deal all around. Nature is tied to INT and a solid INT is needed against potential Feeblemind casts. The new druid now incentives having a solid INT more now.
@@nojusticenetwork9309 Which are dumping Intelligence? All of them who are played by players with a strong knowledge of game mechanics and are played at a table using point buy. It sounds great to be a Druid who is atrong with Nature checks. The reality is that Spellcasting (Wis); Concentration and hp (Con); Initiative and AC (Dex); are all far more important than the results of your Nature checks. (Very few players will ever be targeted by Feeblemind, or any other 8th level spell, so choosing Ability Scores in expectation of it is sort of humorous.) This is the entire point of this new feature. It allows Clerics and Druids to not suck at knowledge-based checks in their thematic areas of expertise.
If the intelligence modifier will no longer add additional prepared spells, does high Int give the wizard any bonus? For instance dex bonus is added too the to hit and dmg modifer, so is Int just a dump stat now?
They should have just put the school specialization in a feat and used non-school subclasses instead. That way you CAN still flavor your character after a school, but you're not forced into choosing one of the 8 schools as identity. AND you still get a unique style of wizard like Battle Mage or Scribe, that you can then combine/flavor with a school specialization if you want.
👏👏👏 I think you’re right. The subclasses just being your school of magic is very simple, uncreative. They are putting the wizard in an “I went to school box.” Which I guess is fine. Sorcerer is maybe where magic subclasses will come. What I really want is a wizard barbarian and way less HP across the board.
Yeah that way you could have Bladesinger, Scribes, War, and Necromancer as the subclasses. Having them as feats would also allow other classes to specialize in a school. An illusionist Warlock sounds fun as hell.
So an Evoker with the Spell Sniper feat that chose Eldritch Blast essentially got infinite Magic Missles. Either take Sorc to quickened more Eldritch Blasts, or Warlock for Agonizing Blast (If they got good CHA).
This video is of limited use, particularly for those of us who followed the playtest. (I know the same can be said of every one of these videos.) We need to see how spells and spellcasting have changed. Every Wizard is fun and effective, but none of these subclasses excite me like the Order of Scribes. It was nice to add a subclass that brought fun new features and didn't break the game.
So does the wizard base class just stop gaining class features at level 5 - i know spells are the class features but they didnt mention anything about Capstones
These changes seem great - that said, I understand that they are standardizing on 4 sub-clases per class, but it does seem sad that there are no more Enchanters, Transmuters, Conjurers, or Necromancers - seems like a glaring hole when compared to the 2014 rules?
@@coznosis Probably - but it feels like all of these really should be in the Core Rule Book just as they were in 2014 - I understand them trying to standardize on 4 subclasses - but I would have made an exception here for the Wizard that just naturally has 8 sub-classes due to the 8 arcane traditions. Also, not including this in the Core Book leads to contradictions for people that are going to update existing 2014 characters to the new system as there now will be no analogous subclass in the rules for the 4 that were left out. Seems like a decision that was actively made - and I would like to hear the rationale behind this decision, but if it was just that they thought the 4 they included were the best ones and wanted to keep every class to 4 sub-classes then I think this was a bad decision and a mistake. Just my feeling...
I've been looking forward to this one. For many years I've aspired to make my dream character, a halfling illusionist. But it has always seemed like an insurmountable goal since it only seems to 'come online' after many levels, added to that the consistent DM response of "oh." when I bring up the idea. I was thrilled to hear illusionist would be included with this, and more so now that I feel like it has gained some of the right sort of support to bring it in line with what everyone else is generally doing, and I'll feel less like I'm simultaneously playing solitaire and asking the DM's permission all the time, with, "Ok... First I cast silent image, then I back it up with a firebolt to enhance the illusion..." Oh, and the bastion concept perfectly allows me to fulfil my character's fantasy without feeling like I'm bogarting the campaign. My bastion shall be a circus and I the ringleader, except, is the circus really there?? Thanks for this!
This class will either make or break the remaster for me. Edit: well, after watching the video, I can say that I am thrilled with most of the changes. I am a bit disappointed that they did not mention any changes to the capstone ability, though. Also, the Illusionist seems to be stepping on the Conjurer's toes a bit with its new 6th level feature. But overall, the new Wizards seems more versatile than ever, and I love that.
it will probably break it, if that's your concern. they had to make choices about the wizard and if you are so much in the fence of it i would advise caution.
@@SophiaAphrodite what can I say, Wizard is my favourite class, by far. I doubt that my decision will affect the game at your table or WotC sales, so just chill.
Can you cast class spell features at higher levels? Ie: illusionist feature "Phantasmal Creatures" allows them to can cast summon beast for free... Can it be cast higher than lvl 2 spell slot?
@DanTheRUclipsAddict Spot on! A 2014 wizard is largely nerfed without his spell focus and spellbook. The Order of the Scribes wizard removed those vulnerabilities. It's a real shame that the 2024 wizard won't by default have a means of countering those weaknesses. I suspect that even after the 2024 PHB is released, lots of players will still want to play a 2014 Order of Scribes wizard.
@@drzander3378 correct. My main reason for wanting to play Order of the Scribes is their ability to just passively change a spell's damage type to get around resistance/immunity if you have some forethought and learn new spells much more easily.
Diviner was always my fav but seeing them pump the new features into the Illusionist is great! I know one of my players at the table will be pumped for this update. Good stuff!
My first D&D character before I really knew the rules was a 2014 illusionist. Lore wise it was key that he could cast illusions in social situations without people knowing. I was disappointed when I couldn't find a way to make this character work mechanically. Looks like he will make a comeback!!
Man, I was crossing my fingers the whole time that they'd make Bladesinger a core subclass but I guess we can still use the Bladesinger subclass with the 2024 rules.
Im trying to listen all the way through because ive been waiting for this update the most and its making me angry. It sounds like wizard got a lot of nothing.
To be fair wizard has always been in a good spot because of their more expansive and exclusive spell list so pumping in more utility and some minor buffs seems pretty close to what I thought was gonna happen anyway.
@@wise1296 giving illusionist and abjuration a massive over hall one of them stealing from conjuration and then acting like new cantrip very day while reducing subclasses is more my issue. We lost multiple core schools of magic.
5th level memorized spell... In the CR book Tal'Dorei there was a feat that lets you do this once per day as bonus action and I think that's much better... To have the ability to remember the one crucial spell you are lacking in the heat of the battle and recall its incantation. Having to make a short rest for that feels... underwhelming.
@@mojorn8837 1 minute would be fine. It's just weird that they mostly tried to get away from short rests with other features and now they give the Wizard something where you need to rest for an hour...
Illusionst - tricksy they say 01. Improved illusion no verbal.....okay okay im listening 02. Also ranged increased to 60 ft... hooks are set in keep going. 03. Extra cantrip BA casting...o wow 04. Summon beast or fey addition.....keep it coming. 05. 10th level is the same but triggered by hit and regain by expending a apell slots....great 06. 14th level is the same......good 07. Rules for illusions.....thanks you so much.
So only wizard changes are Scholar for one expetertise outside of combat and Memorize spell for versatility (this one is really good, and make scribing spells more interesting). I thought maybe the were going to do something similar to metamagic like modify spell but not as powerful. They are almost the same as 5e and thats a bit boring, but it was the strongest class so they couldnt add much more. Illusionist subclass seems very strong and thats really cool.
Was sculpted spell of the evoker moved to level 6???, i believe that is a nerf as a LOT of campains end at level 5 and there are good aoe spells at level 2
So if we use a 2014 specialization wizard (Due to them dropping half of the subclasses arbitrarily) do they use the 2024 versions of the spells themselves? Or the 2014 versions?
Ritual adept 👍makes sense. Was always one of my favourite features of the Wizard class and deserves spotlighting. Scholarly expertise👍 makes sense. My int based rolls were always insane but it never really made sense to me that a bard could be more of a proficient arcanist than any wizard. Switch out a cantrip on long rest👍 Makes sense that a wizard would have those formulas from their level 1 training. Nice to see Cantrip Formulas from TCE has made its way to core rules at level 1. Memorize Spell (switch a prepped spell on short rest)👍makes sense that in an emergency situation, a wizard would be able to prepare a different spell in the middle of the day and not strictly, only at the end of a long rest. I've been wondering how to homebrew this for years. Overhauling the spell school savant features👍 Thank you! A discount for copying spells of your school just meant you were less likely to pick them on level up on the off-chance you get to save some money down-the-road. Getting a spell for free on level up makes so much sense! The Spellbreaker upgrades to Abjurer's Counterspell and Dispel Magic are insane! I've never tried an Abjurer before but it sounds really fun now! Potent Cantrip: please please please say it applies to attack rolls... YES! There were like two f*****g saving throw cantrips for Evokers to use this feature on. This makes so much sense! Phantasmal Creatures 👍Fantastic way to expand the versatility of illusionists and insure we don't miss the Conjurer subclass too much. Also not as dependant on having a DM that will reward your creativity with illusions. Having a section for clarifying rules on illusions is so necessary. Love it! I'm so hyped! (can you tell?)
@@abcrasshadow9341 which is both sad and weird-Crawford himself stated that the spells are the biggest thing about the Wizard, so not showcasing any new ones really sounds like a massive missed opportunity.
Really hope Transmutation Wizard has been improved significantly. Crazy how the Transmuter Stone didn’t allow Transmutation Wizards to be ageless. Hope Necromancy comes back improved too.
So far it seems like every class is just getting a bit better and a bit "more" of their archetypal fantasy, which is great. My only concern is how it will impact encounter building, because they've said the CR of monsters won't be changing, but hopefully we'll see either their stats get a bump to account for the PC power increases, or a change up in the encounter building math to accommodate that. Overall it's all be exciting stuff so far, though!
@@life-destiny1196 used in isolation, for sure. If you're building encounters just by CR and not by the actual rules (which rely on XP and conditional modifiers) there's a much greater chance you'll have a borked time. I've been building my encounters strictly by RAW since I started my current 5e campaign and it actually works near-perfectly for me every time. I'm having to make far fewer adjustments and the encounters are behaving exactly as I expected for the most part.
Part of me worries if they look over it again they might re-add the elf requirement, but then again the design direction has been more about opening it than closing it lately.
I did notice some of the bladesinger features are with eldritch knight....albeit now with the limited spell list.....maybe the new dancer bard will be a substitute....the best thing about blade singer was still have access to all wizard spells
So 1 thing I’m confused on if it’s backwards compatible to the point where we can use the new base classes with old subclasses for example chronurgy wizard with new base wizard. Just wanna know if it’ll work.
As far as I know they said that if you want to play an old subclass you have to play the old class as well since in the new edition all classes get subclass at level 3 so it isn't backwards compatible with old wizard, druid, cleric, or sorcerer subclasses.
@@Critbait99 I am sure that if you only play on pencil and paper you could just use the old subclass with the new class just changing at what level you get your subclass, but if you use DNDBeyond or any other website for character sheets then it wont be possible.
Hi, I’m fairly new to D&D, and for my first character, I’d love to play a Wizard (D&D 5e 2024). In terms of Origin, Sage and Scribe seem to fit my background the best. My question is: in the long run, which one would you pick?
Please tell me that necromancy will get an overhaul like these other wizard classes. Always wanted to play a necromancer but I feel like like the find familiar spell with it’s version of the skeleton maybe instead of having to use all your spell slots to have a massive army of weak fodder skellies you could have like a squadron of more powerful and adept skeletons skilled in either magic or martial fighting it would be amazing
Will this illusion glossary include whether the illusion is negated by truesight or not? The number of times I've had to explain how phantasmal force works to a DM. :(
I wonder if Wizards will get more spell slots because it sounds like the Druid and other classes will have ways to use their resources to regain spell slots, which is at the end of the day the wizards primary resource
If an illusion can activate a trap or pick up items, then it isn't an illusion. With ritual being a wizard class feature, does this mean only the wizard can cast spells as a ritual?
My best guess is that the other classes who could before can still cast rituals, but the ritual adept feat explicity states that wizards don't need to have the ritual spell prepared, unlike everybody else, which is something some people missed when it was just in the spellcasting feat.
Everyone with ritual spells will be able to cast them as rituals, even 1/3rd casters. Wizards can cast rituals that they haven't prepared though (as long as they have them in their spell book.) That's the difference (even though wizards could do that already!)
Any tips or guidelines on how to homebrew? Especially for spellcasters, what not to do and tips for balance? My favorite campaign setting is Dark Sun, and I have never liked the distinction between sorcerer and wizard. I like the idea of mixing the two in any way the player likes. Each level as a wizard you get two spell picks (spellbook spells) and can prepare one, each level as a sorcerer you get one known spell that is always prepared for which you don't need a spellbook. So you can pick 3 levels of wizard and 5 levels of sorcerer or vice versa and just be an level 8 mage. Basically you have 16 picks and each known spell costs two. The new 5E classes are more structured, I think it lends itself well to be deconstructed to recreate the classes to suit a campaign. I'd remove ability score increases from class (tied to character level instead, like every even level). Each class should get something of relatively equal value at every level. Stronger benefits should have one or more weaker ones as prerequisites. For those interested on defiling, I created these core rules: In Dark Sun you can preserve, taking a bonus or move action to channel magic slowly. You use the lowest of Cha and Int. If you defile, you don't need to that that extra time and you may use the highest of the two. But the spellslot used is then tainted and can only be used for defiling. You can try to redeem but for that you have to not use the tainted slot for several months/sessions. Once all your slots are tainted it's almost impossible to redeem. At level 5 and 10 you get another bonus magic action, which you can use to channel. But higher level spells take more time to channel, depending on the amount of vegetation around. This makes defiling much more tempting, but in the long run way casting undetected and making friends should be worthwhile. Based on character level you can also gain psionics and special supernatural abilities. These abilities are typical passive abilities monks, druids, outer or inner planars to have, like resistances. You gather these over time instead of suddenly (when one becomes an advanced being). Elemental priests for instance become gradually more like a genie (not parttime elementals like in 2E). Druids can become pyreen, accumulating racial/species features from various humanoids and eventually being able to morph between them.
They created ritual adopt because people don't think of wizards as ritual casters. Nice. I also like the flavor of the illusionist/ summoner, and the increased range to illusion spells. Wish the summons came later and they focused a bit more on the illusion part for longer.
All four of the wizard sub-classes? We aren't getting all the schools of magic sub classes of wizard? This means they will probably do this to cleric as well. 5.5 players hand book 2 for the rest of the sub-classes. Sad times for cleric and wizard
@@RulesLawyerDnD No argument here. I was hoping to see an improved knowledge cleric and conjuration wizard. Love the themes on both, but the design style could use an update. Too bad for now.
@@nathans9764 Ok, let's look on such small selection of domains in setting perspective. I want to play cleric of Mystra (one of the most popular gods in FR setting). What domain should i choose? Life? Light? Certainly not War or Trickery.
I really liked that UA because it felt OP like a wizard should. Oh you can caste spells I MAKE MY OWN. It was kinda broken (concentractionless concentration spells etc) but could have been tweaked, but like the original Psi Warrior dice Mechanic, before, it got ratioed by the community writ large and didn't survive UA.
I was expecting something to do with "altering" the effect of the spell. Maybe something not so broken (or something that the redit posts didn't break as much) but something similar to changing the damage type like the Order of Scribes subclass, or something more daring. Although the class has gained usefulness when adapting to combat or adventure, I also find it somewhat boring compared to what they presented to us. But hey, I'm looking forward to trying the class and especially the illusionist subclass.
Eh, those were kind of boring. If I'm gonna invent a new spell I'd rather just talk to the DM about it than make a couple minor adjustments to an existing one.
I was hoping they would have addressed why they left out the other subclasses. I assume it is so they can sell them in future books but that is just a guess on my part. Really feel like 5E D&D is getting a ton of benifits for the player so hard choices don't have to be made. While ignoring the DM. Got a broken wheel on a caravan no problem give me a rest and I'll have mending ready. Counter Spell on demand...Really? Dispell Magic as a bonus action? Why? Guarenteed damage just for the subclass sure why the hell not. Oh not sure which spells to prepare for the day? Don't worry about it we will make sure you always have your subclass spells availble so your choices will all be similar. Say your an Evoker with burning hands and fireball guess I'll take shield and mage armor for my chosen spells at the ready. Abjurer I have sheild and mage armor at the ready guess I'll just take burning hands and fireball. It is an illusion of choice.
Hoping for an updated Conjuration wizard at some point! My current one has a focus on summoning. Seems there might be some juicy new conjuration spells on the way as well!
So did they remove rituals from the other spellcasters? It sounds like it became a class feature, but I thought anyone could cast a spell through a ritual.
IMO most of this sounded like housekeeping! but I did like what I heard about the Illusionist! but like most primery spellcasters I need to see the changes to the spells and the rules for spell casting befor I know for sure! but this has promise! 👍
My last campaign I used a ritual EVERY morning to give all of my players Waterbreathing for 24 hours. Told my DM, every morning I serve tea to the group, casting this spell as a ritual. It kept me from having to make sure it was applied, and was just an automatic thing. We went from level 1 to 14 during this campaign and the DM had a nasty lair action set up for us where a room could flood completely....yeah he totally forgot about my morning ritual...hell some of the players forgot about it...but I didn't...lol.
I actually like the RP idea of it. The party starts to panic. The wizard is calm. "Guys....we had tea this morning"
Waterbreating is what caused me to learn about that class feature. My wizard nearly got drowned on two consecutive adventures. She leveled up after the second one and took Waterbreathing, and she cast it every morning. For a few sessions, I just burned a spell slot, but then I read the book more closely and found out I could do it as a ritual.
Then some other PCs started showing up at her house every morning to be part of the ritual, cause why not?
(And, of course, she never needed it for the entire rest of the campaign, but it was some fun RP.)
Asking a stupid question, but we are still required to learn the specific ritual spell before being able to cast it no? Or do you just have automatic access to all ritual spells within your level?
@@Fortuna_2200 You will still need to learn it and add it to your spellbook, but once it's in the spellbook you can ritual cast it without needing to prepare it
My favorite use of Illusory Reality:
Use the spell Seeming to make a Lich wear illusory plate armor. Make the armor real. The Lich can't cast spells anymore because he's wearing armor he's not proficient with.
I like this idea
My god, you were born to play a wizard.
Nice. But my lich always has contingency/plane shift to activate if they are ever affected by an effect, to teleport to their safe room with only their equipment
@@my_dude_5742 You cannot put a spell higher than 5th level as the contingent spell for Contingency, even if you upcast Contingency. However, Liches love breaking the rules, so I'm all for it!
@@my_dude_5742 laughs in Forcecage
**Dies of 1d4 new wizard damage**
RIP
Rocks fall and everyone dies
As a wizard player I love that you’ve made this a thing.
Where's the new paladin to throw back some Lay on Hands?
Good thing they didn't buff the Wizard's HD.... ☺
"wizard can change their cantrip on a long rest, no one else can do this!" Stares in Artificer
What's an artificer? It's not in the new core rules, so it must not exist
Stares in Pathfinder 1st ed
@@skylarsantimeau1008 It has been stated that subclasses/classes not in the 2024 core rules can still be used.
I demand Monk
You confuse levelling up with long rest?
Between this video and the Presidential Debate, this is the most important thing I will watch today.
Truth.
Let's not kid ourselves - this video is vastly more important than the presidential "debate", lol
@@rogen8094 amen to that
Both videos go really deep into Illusions, worth.
@rogen8094 disagree if your in the US the debate Is definitely more important
01. More spells.....okay good start.
02. Change 1 cantrip per long rest.....Thank you
03. Ritual casting.....okay
04. Scholar....I love it.
05. Memorize...short rest swap great for the versatility.
Base of the class seems great so far.
a bunch of little improvements - I'm kinda worried that Wizard will now simply be better than everything else. lol
@@Donnendet we we already know the classes aren't balanced and never will be. Im happy about that though. I just want game balance because by 5th level players are just steam rolling everything.
@@DonnendetDon't worry they're nerfing most of the problematic spells that made wizard broken. Plus with the exception of Paladin and maybe rogue I think everyone else got buffed way more than wizard.
@@Staticsheep28How do you know problematic spells are getting nerfed? Where did they say so?
@@GenericUser860 They had a whole unearthed Arcana about it and the feedback was pretty positive back than. They nerfed a bunch of really powerful spells and buffed some weaker spells. Even adding level up rules to most cantrips that didn't already have it. Maybe not all the changes will go through, but I expect most of them along with some they haven't made public yet.
I am missing my Enchanter Wizard. I had a blast playing a controller, who's entire magic was dictating what others thought and did. It was my first and only lawful evil character. And it was hell of fun to play.
My dm let me use a naga PC (it might have been from an UA) that was an Enchantment wizard. Definitely inspired by the snake from the jungle book, I would constrict someone then enchant them to keep them locked down, or enchant someone else. Also, all the normal wizard things. It was a great time.
@@markstruckmeyer9193
I played a yuan-ti Enchanter.
Enchanter was, by far, my favorite wizard. I am sad it is not in this book.
Dispel Magic as a bonus action is pretty sweet 😀
I can’t wait to dispel Leomund’s Tiny Hut my party acquired as a broach from a retired Dwarven adventurer. They’re getting way too comfortable in that thing. I made the trade price so high I thought they’d never take it. But they went all-in.
@@ActualChefTiny hut is an AMAZING spell with so many benefits that it’s worth having no matter the cost.
@@ActualChef I might suggest providing a narrative lesson when you do that. Your players may likely feel like they’re being punished twice for playing smart. Make sure they feel like the Hut has saved their lives a lot before this maneuver.
@@ActualChef Just go with the widely accepted ruling that Tiny Hut has no bottom and have a purple worm get hungry
I mean kinda but what are you doing with your action then? Unless they got rid of that rule, you can't cast two spells in one turn, and you're a wizard. You can obviously do a lot more with action that with bonus action but it is not as dramatic as for martial classes. There might be some point in dipping though/
I'm torn on this, I think some of the buffs and changes are great, and I understand the goal behind giving every class 4 separate subclasses, but cutting half of the wizard subclasses when the corresponding schools of magic still exist is a real gut punch. Especially considering how iconic Necromancy is both for players and villainous NPCs. It's an omission that's going to feel glaringly obvious to people. That and the fact that they still haven't made Artificer a base game class despite pushing it so hard for the past decade really makes it feel like we're not getting a complete package with this book, like they're already cordoning off content to sell as DLC later. It adds an asterisk to what's supposed to be a comprehensive fresh start for the game.
Hopefully this means there will be an even better necromancer coming in a future supplement
I mean you can still use the existing 5e stuff
Idk I think you are seeing this wrong. They didn't feel they needed to rework Artificer so it's not included (although they should have just included it anyways for completion sake). And all the subclasses from other books are still completely compatible unless they were reworked in this handbook. It more so makes past book purchases not invalidated by still having a bunch of subclasses in other books. If every single subclass was in this book, there would be no point in owning the other (except for having the non subclass content from the books obviously). So I really don't think there would be a super clean way they could have released this book
So necromancy wizard still exists, just didn't get a rework
@@TheDeadb3arIt arguably needed a rework, though. At least for PC's, it really slows the game down.
But I'm willing to wait for a rework later. It feels fair that each class starts with 4 subclasses.
There’s an interesting symmetry between the Cleric and Wizard subclasses that got included: Evoker and War Domain (offense and damage dealing); Abjurer and Life Domain (healing and protection); Illusionist and Trickery Domain (obfuscation and phantasms); Diviner and Light Domain (truth and revelation). They also operate on similar axes.
I cannot wait for the Cleric video! My absolute fav class
The dwarf wizard: "did someone say axes???"
And also, it seems to me like they made the druid even more of a counterpart to the cleric. There's a lot of symmetry in their core class features (if the cleric UA holds true). And most tellingly imo, I was surprised they didn't keep the popular Tempest Domain for cleric, but the new Circle of the Sea druid hits a lot of those same beats (lightning/thunder, fly speed, and now they can use the Warden to get martial weapon proficiency)
IIRC Light domain is blaster cleric. CLoser to Evoker than Divination Wizard.
@@picollo24 totes. I have UA light domain cleric in the campaign I’m DMing and he’s scorched earth’d most of my encounters lol. I am more just commenting on the symmetry being thematic (than mechanical) because JC said during the UA process that one of the things that informed the quartet of subclasses they picked for each class was that they were meant to be thematic groupings.
This is something that becomes more apparent when you look over the spell selections for the Wizard class, but I'm going to say concerns all the spellcasting classes. Last time I checked, Evocation has the most spells of any School of magic; to give some perspective, the schools with the 3 fewest spells, Necromancy, Illusion, and Divination almost have as many spells collectively as Evocation has all to itself; that should tell you about some of the spell disparity between schools of magic.
The new PHB will have 75 more spells than the old one
Also remember wall of force, sending, tiny hut used to be Evocation spells? I swear everything that didn't fit into other schools just got lumped into Evocation
100%. I want more illusion/divination/enchantment spells.
I think though they said sub-classes like the diviner get Divination spells added (like maybe Magic Eye and Mind Spike) for free, which frees them up to also learn fireball, haste and fly.
@richardhealy the savant feature will give you additional spells for your school of magic for free, so you no longer have to worry about using up your spell selections on them, you can focus on getting spells to round out your wizard
Since all wizards had the best spells anyway, this lets them take more fringe use spells that they will leave unprepared, and then grab on a short rest with memorise spell to always have the perfect spell for any job
It also incentivises them to pick up just more spells into their spellbook even if they have a rare use case like see Invisibility, just because it may come up
Wizards really are the batman of D&D, they beat anyone if they have prep time
To be fair it's a lot easier to design spells that just make things die than it is to make spells of anything else.
@@nyanbrox5418 You nailed it
I was a bit worried they would stick to the 4 subclass thing with wizard. I really hope necromancy wizard returns in an updated form at some time.
It will. They need to save back some material for the 5.5 versions of Tasha's and Xanathar's, right?
I mean, the necromancer kind of sucked though. I hope they make it better because it wasn’t that great imho.
Agreed
@@billyrigby4839true ,you get animate dead for free, get 1 extra minion and there hp go's up depending on your wizard level or was it con?
So you’ve decided to drop a vid on my favorite class on my birthday? What a wonderful present!
Happy Birthday, my dude. Take the best care
🥳 happy birthday!
Happy birthday! I love your early albums.
Happy birthday!
Happy birthday friend! I hope you have an awesome day. 🎉😎
Noooo why would they get rid of Malleable Illusions, that was the best part of the class! I was so excited they were going to make it even stronger by letting you change the illusions as a bonus action, it opened up so many fun things. Instead I'm gonna be forced to use the boring new summoning spells? I just don't get the point of taking an illusion-focused class and making all its features based around not having illusions.
Also the subclass not having damaging features feels right for the whimsical nature of the class and makes you more creative in its uses.
Rest in peace necromancer 😢
I mean, isn't the whole point of the necromancer refusing to let anyone rest in peace?
Good riddance, I say
Necromancer steps in to and says "Hello there fellow wizards." Other Wizards said " WE SAID GOOD DAY SIR."
Seems easy enough to homebrew an updated version of Necromancy Savant and slot the old subclass into the new Wizard class. Definitely going to try that in my own games.
Guess he likes to sleep in, late riser
I LOVE what they’ve done with the illusionist. I’ve never really liked illusion because I felt like I was spending my magic to bluff when I could use it to produce real effects. The fact that you can summon creatures that feel illusory but still have actual stats and do something real fixes so many of the issues I have with illusions.
Gotta disagree with the bluffing point. Using magic to bluff, deceive, and trick was the point and should remain so. This is moving away from what an illusion master ought to be. Producing "real" effects defeats the theme.
Thankfully that's still the core of the subclass.
My issue with the illusion-summoner is that casting spells without a spell slot defaults them to minimum level, so the illusory summons are going to end up getting weaker and weaker as you level
@@Nobody-wx6rkexcept you still have the full capacity to trick, deceive, and fool people. Even better than any other class.
You just ALSO get the ability to manifest a portion of the illusion.
Getting the ability to manifest an “illusion” that physically interacts with the environment doesn’t reduce the original features.
@@PsyrenXY well… they are illusions. Plus you can always use real spell slots to up cast them
It's one of the things that are either very good or really bad depending on your dm
It was probably more popular in my local tables, but it's kind of a bummer the necromancer didn't make it into the new book.
The PHB subclasses are and will always be 1 doubled down stereotype of the class (evocation) and other common stereotypes (such as illusion).
@@ChurroMasterExcept PHB 2014, which had necromancer in it.
Sad there were no mentions of Necromancers. Also was odd to see the Illusionists blatently stealing the Conjurer's lunch money with Summon Beast/Fey.
Necromancer isn't one of the subclasses in the new PHB. Each class only gets 4. Abjurer, Diviner, Evoker, Illusionist is all there is.
@@jocelyngray6306 Has there been any explanation why conjurer/enchanter/necromancer/transmuter were dropped?
@@KynElwynn the explanation is standardization. Each class gets 4 subclasses. All classes get their subclass at 3rd level. That's pretty much it. Why they chose what 4 schools they chose was prolly a mixture of popularity and differences in flavor.
@@KynElwynn supposedly you can still play those subclasses with these base class changes, they just have only taken the time to update these 4
@@neildoscher9536 It must have been a brutally hard choice. Abjurer, Evoker and Diviner make sense as they seem to be the three most popular subclasses. And I suppose that Illusionist is in because it was the original "specialist" Wizard.
I'm still sad to see the 'Create Spell' feature from the UA gone. Wizards as the official spell authors has always been a thing in D&D and I was really looking forward to having a non-homebrew way of implementing that in-game. Especially since 5e took metamagic away from them.
Yeah. They set up/worded the ability kinda strangely by making it a spell itself, but I really liked the ability of wizards to alter their spells and create new ones.
potent cantrip making all cantrips with an attack roll do half damage even on a miss is insane, multiclassing into warlock and never missing with eldritch blast is going to be crazy. Even just never missing with fire bolt or other wizard cantrips is going to be awesome at early levels.
I wish they'd just made a "Summon Phantasm" spell rather than steal the Summon Spells from Conjuration.
And what would it do differently than the conjuring animal spells?
@@bobswag710 whatever changes to Summon Beast and Summon Fey that the new feature give.
"stealing" summon spells boy they're both wizards, the Summon X spells have never been even remotely exclusive to conjuration wizards
@Scott-ql2kx But they have been almost-exclusive to the conjuration school of magic. Summon Undead is the exception. I think OP just wishes that there would have been a new exception rather than lazily 'copying their own homework'
@@clarkside4493 so… exactly the same as how they already have it… got it
Gonna really miss the missing schools. Transmutation (the CLASSIC wizard, IMO!), Enchantment, Necromancy (booo!), Conjuration (summoning minions is an illusionist thing now, that's bupkiss!)
as mechanically heavy as it was with the conjuration, it was nice to summon an army of creatures.
“Cast Summon Beast and Summon Fae, each of those spells once per day”
Oh no, he’s speaking in rhymes-the fae have him!
I love the additions to the base class of the Wizard, but it’s sad to see the modify and create spell features from the playtest absent
Envoker - blow stuff up
01. More spells....great
02. Potent cantrip.....thank you dad....i mean Jeremy.
03. Scolpt spell....here comes the boom
pretty disappointed in the exclusion of half the schools of magic as subclasses :/
agreed... I'm a Necromancer fan.
@@GeekMasterGames which was never a good solution at all. You can either use the new and improved and more fun subclasses they bothered updating arbitrarily, or use an old and objectively less optimized (subjectively less fun) subclass. That already sucked for most other classes, but particularly for the Wizard (and the Cleric) that just doesn't work, fundamentally.
Sure, most DMs and players will just jury-rig an approximation of the revealed updates for the remaining left out subclasses, but that's far from ideal
The main issue with this being an "update" has always been that it will be incomplete until they get around to every single subclass, at the very least.
If I had to guess, they're probably still reworking the other half of the subclasses. Frankly, a lot of them had features that were entirely too situational. I would hazard a guess that they're probably gonna take their time to rework them, test them and then release them in later books. They were probably under the gun from Hasbro to get a 2024 product ready, so they probably had to make some hard decisions as to what would make the cut for the new player's handbook.
Just homebrew. You got a great excuse to buff your favorite subclass
@@Fierbreth necromancer in 2014 is so very solid by itself it's pretty much fine imo
I hope they stick to giving classes versatility and utility, then just making them "better"... roleplay and utility is the route to go like the druid and rogue !
A wizard walks into a bar. Roll death saving throw.
"and just like with every other class we have really leaned into what makes them shine" Paladin: uuuuuuuuhhh?
I think a healthy thing for spellcasters in general is adding more ways to expend spell slots other than casting spells, thus allowing players to burn through their spell slots quicker if they Wish. Often Wizard felt gridlocked into expending 1-2 spell slots a round for most subclasses, leaving you with so much unused fuel by the time you Long Rest. Also, I realized getting players to burn through their spell slots faster also speeds up combat (more damage per round means less rounds). I think this is a good change.
Hope Wizards get some love last UA really didn’t get any features between lv5 & 18 other than standard ones and subclass features.
The wizard shouldn’t get much in my opinion. Its 4 featured subclasses are solid and its other features are its spells, and it gets the best ones in the game.
True but if you compare to say other pure spell casting classes like Druid or Cleric they are lacking. Take the just announced Druid their base class gets features at this point and they have same number of spell slots
If they do give them better subclass features they have to nerf the actual spells themselves, at least the really egregiously broken ones.
@@ginginc it’s not about the quantity of spell slots, although they do end up with more than most Druids or Sorcerers due to Arcane recovery. It’s about the quality of the spells.
We won’t have a good picture of the Wizards until we see how spell design has changed.
@@YaBoiSebas honestly they should do that anyways. Simulacrum is terribly designed, and don’t even get me going about Magic Jar. Just to name a few
Evocation wizards now deal half damage on all cantrips???? Holy hell!?! Warlock multiclass for eldritch blasts that don't miss along with eldritch invocation at level 1??
Unless they changed it, in one of the playtest Eldritch Blast now scales of Warlock levels instead of Character Level
If potent cantrips only changed on attack rolls then you cant add the cantrip effect that isnt damage, if you have agonizing if you fail a attack it should be 1d10+cha/2 that beam but if you have repelling blast it woudnt work
Even then it would be incredibly strong
@@turin236that sounds terrible
y'all took the enchantment wizard, left her in the dust, and took her key feature the split enchantment, and gave it to the bard. unforgivable.
Let's hope the Wizard gets Arcana Expertise by default. Poor guys keep losing out to Arcana focused Rogues XD
You see the Druid video. Those guys can get a plus 10 to Arcana without proficiency if the Int and Wis are maxed.
@@chunmunsgoel3633 How many Druids have you seen with INT 20? I've never seen any in decades.
What we will more often see is the Druid with INT 8 taking a -1 penalty but also adding their WIS modifier for a net positive.
The level 2 feature let's you get expertise in Arcana or another intelligence based skill
@@elementzero3379 what druid is taking a negative in intelligence? That's a bad deal all around. Nature is tied to INT and a solid INT is needed against potential Feeblemind casts. The new druid now incentives having a solid INT more now.
@@nojusticenetwork9309 Which are dumping Intelligence? All of them who are played by players with a strong knowledge of game mechanics and are played at a table using point buy.
It sounds great to be a Druid who is atrong with Nature checks. The reality is that Spellcasting (Wis); Concentration and hp (Con); Initiative and AC (Dex); are all far more important than the results of your Nature checks. (Very few players will ever be targeted by Feeblemind, or any other 8th level spell, so choosing Ability Scores in expectation of it is sort of humorous.)
This is the entire point of this new feature. It allows Clerics and Druids to not suck at knowledge-based checks in their thematic areas of expertise.
If the intelligence modifier will no longer add additional prepared spells, does high Int give the wizard any bonus? For instance dex bonus is added too the to hit and dmg modifer, so is Int just a dump stat now?
Illusion wizard being the best conjuration wizard again.
The Memorize after a Short Rest (changing 1 Prepared spell) was a somewhat common homebrew, for logic and usefulness, so nice to see it added here.
They should have just put the school specialization in a feat and used non-school subclasses instead.
That way you CAN still flavor your character after a school, but you're not forced into choosing one of the 8 schools as identity.
AND you still get a unique style of wizard like Battle Mage or Scribe, that you can then combine/flavor with a school specialization if you want.
👏👏👏 I think you’re right. The subclasses just being your school of magic is very simple, uncreative. They are putting the wizard in an “I went to school box.” Which I guess is fine. Sorcerer is maybe where magic subclasses will come.
What I really want is a wizard barbarian and way less HP across the board.
Or make school specialization it's own subclass where you can choose one of the 8 schools.
I would have preferred this. Then I could have been bladesinger still with a specialization
Yeah that way you could have Bladesinger, Scribes, War, and Necromancer as the subclasses. Having them as feats would also allow other classes to specialize in a school. An illusionist Warlock sounds fun as hell.
Yes, this. Taking away 4 sub classes and kind of improving the other 4 is just bs and a money grab for future books.
So they remove Malleable Illusion? That is sad because changing nature illusion is always my favorite thing to do.
The chances seem cool, but where is the necromancer? That had to have been one of the more popular schools of wizardry
So an Evoker with the Spell Sniper feat that chose Eldritch Blast essentially got infinite Magic Missles. Either take Sorc to quickened more Eldritch Blasts, or Warlock for Agonizing Blast (If they got good CHA).
This video is of limited use, particularly for those of us who followed the playtest. (I know the same can be said of every one of these videos.) We need to see how spells and spellcasting have changed.
Every Wizard is fun and effective, but none of these subclasses excite me like the Order of Scribes. It was nice to add a subclass that brought fun new features and didn't break the game.
So does the wizard base class just stop gaining class features at level 5 - i know spells are the class features but they didnt mention anything about Capstones
what happens with the invoker if it is the BBG and your a rogue with evasion does the rogue still take damage?
These changes seem great - that said, I understand that they are standardizing on 4 sub-clases per class, but it does seem sad that there are no more Enchanters, Transmuters, Conjurers, or Necromancers - seems like a glaring hole when compared to the 2014 rules?
They will just put updated versions in expansion books. I doubt they are gone.
@@coznosis Probably - but it feels like all of these really should be in the Core Rule Book just as they were in 2014 - I understand them trying to standardize on 4 subclasses - but I would have made an exception here for the Wizard that just naturally has 8 sub-classes due to the 8 arcane traditions. Also, not including this in the Core Book leads to contradictions for people that are going to update existing 2014 characters to the new system as there now will be no analogous subclass in the rules for the 4 that were left out. Seems like a decision that was actively made - and I would like to hear the rationale behind this decision, but if it was just that they thought the 4 they included were the best ones and wanted to keep every class to 4 sub-classes then I think this was a bad decision and a mistake. Just my feeling...
Will dnd beyond automatically be updated (in the e-sheet tool) for this new update?
Time to make my Frieren inspired character I can’t wait.
I've been looking forward to this one. For many years I've aspired to make my dream character, a halfling illusionist. But it has always seemed like an insurmountable goal since it only seems to 'come online' after many levels, added to that the consistent DM response of "oh." when I bring up the idea. I was thrilled to hear illusionist would be included with this, and more so now that I feel like it has gained some of the right sort of support to bring it in line with what everyone else is generally doing, and I'll feel less like I'm simultaneously playing solitaire and asking the DM's permission all the time, with, "Ok... First I cast silent image, then I back it up with a firebolt to enhance the illusion..."
Oh, and the bastion concept perfectly allows me to fulfil my character's fantasy without feeling like I'm bogarting the campaign. My bastion shall be a circus and I the ringleader, except, is the circus really there??
Thanks for this!
Only 4 wizard subclasses is really bad in my opinion. Considering all the amazing options like Necromancer, Bladesinger or Conjurer.
JC said in the other video that you can still play all 2014 classes in a 2024 rules campaign just not vice versa.
@@peace_love_unity I mean you can do vice versa all you want, he is just wanting that there is a power difference you will feel
This class will either make or break the remaster for me.
Edit: well, after watching the video, I can say that I am thrilled with most of the changes.
I am a bit disappointed that they did not mention any changes to the capstone ability, though. Also, the Illusionist seems to be stepping on the Conjurer's toes a bit with its new 6th level feature.
But overall, the new Wizards seems more versatile than ever, and I love that.
it will probably break it, if that's your concern. they had to make choices about the wizard and if you are so much in the fence of it i would advise caution.
You can still play old wizard in 5e 2024.
It pretty much the same just added like ability's to the base class
With the improvements to Druid, Warlock, Fighter and Barbarian seems petty to hinge on one class.
@@SophiaAphrodite what can I say, Wizard is my favourite class, by far.
I doubt that my decision will affect the game at your table or WotC sales, so just chill.
Can you cast class spell features at higher levels? Ie: illusionist feature "Phantasmal Creatures" allows them to can cast summon beast for free... Can it be cast higher than lvl 2 spell slot?
Does anyone know if they will release an updated Order of the Scribes soon after this comes out?
Only Mystra knows.
@DanTheRUclipsAddict Spot on! A 2014 wizard is largely nerfed without his spell focus and spellbook. The Order of the Scribes wizard removed those vulnerabilities. It's a real shame that the 2024 wizard won't by default have a means of countering those weaknesses. I suspect that even after the 2024 PHB is released, lots of players will still want to play a 2014 Order of Scribes wizard.
@@drzander3378 correct. My main reason for wanting to play Order of the Scribes is their ability to just passively change a spell's damage type to get around resistance/immunity if you have some forethought and learn new spells much more easily.
New drinking game .. every time you hear " perfect " take a drink 🍷
don't forget "absolutely" with a sh*t-eating smirk on his face
having Vietnam flashbacks as a DM after hearing "summon fey"
Diviner was always my fav but seeing them pump the new features into the Illusionist is great! I know one of my players at the table will be pumped for this update. Good stuff!
So the new level 6 illusionist ability is to use conjuration....mind-blowing
Stoked! I am wondering how the new spells will affect my Bladesinger. I’m having so much fun playing that wizard subclass.
Does anyone know what the song playing before this started was??
My first D&D character before I really knew the rules was a 2014 illusionist. Lore wise it was key that he could cast illusions in social situations without people knowing. I was disappointed when I couldn't find a way to make this character work mechanically. Looks like he will make a comeback!!
I love wizard so much. My toxic trait is that I quickly fill the wizard slot before anyone else can play them.
Man, I was crossing my fingers the whole time that they'd make Bladesinger a core subclass but I guess we can still use the Bladesinger subclass with the 2024 rules.
I'm with you. My favourite subclass by far
It’s one of the only playable wizard builds. And time wizard go brrrr too
Im trying to listen all the way through because ive been waiting for this update the most and its making me angry. It sounds like wizard got a lot of nothing.
I feel the same.
It's like people forget spells are a class feature...
….you’re kidding right?
To be fair wizard has always been in a good spot because of their more expansive and exclusive spell list so pumping in more utility and some minor buffs seems pretty close to what I thought was gonna happen anyway.
@@wise1296 giving illusionist and abjuration a massive over hall one of them stealing from conjuration and then acting like new cantrip very day while reducing subclasses is more my issue. We lost multiple core schools of magic.
5th level memorized spell... In the CR book Tal'Dorei there was a feat that lets you do this once per day as bonus action and I think that's much better... To have the ability to remember the one crucial spell you are lacking in the heat of the battle and recall its incantation.
Having to make a short rest for that feels... underwhelming.
The play test had it at 1 minute and no one complained
@@mojorn8837 1 minute would be fine. It's just weird that they mostly tried to get away from short rests with other features and now they give the Wizard something where you need to rest for an hour...
@@Lionpigster agreed
Illusionst - tricksy they say
01. Improved illusion no verbal.....okay okay im listening
02. Also ranged increased to 60 ft... hooks are set in keep going.
03. Extra cantrip BA casting...o wow
04. Summon beast or fey addition.....keep it coming.
05. 10th level is the same but triggered by hit and regain by expending a apell slots....great
06. 14th level is the same......good
07. Rules for illusions.....thanks you so much.
So only wizard changes are Scholar for one expetertise outside of combat and Memorize spell for versatility (this one is really good, and make scribing spells more interesting). I thought maybe the were going to do something similar to metamagic like modify spell but not as powerful. They are almost the same as 5e and thats a bit boring, but it was the strongest class so they couldnt add much more. Illusionist subclass seems very strong and thats really cool.
The cantrip stuff sounds really great actually.
I may have missed it, but did the diviner class lose the portent die feature?
Was sculpted spell of the evoker moved to level 6???, i believe that is a nerf as a LOT of campains end at level 5 and there are good aoe spells at level 2
So if we use a 2014 specialization wizard (Due to them dropping half of the subclasses arbitrarily) do they use the 2024 versions of the spells themselves? Or the 2014 versions?
Ritual adept 👍makes sense. Was always one of my favourite features of the Wizard class and deserves spotlighting.
Scholarly expertise👍 makes sense. My int based rolls were always insane but it never really made sense to me that a bard could be more of a proficient arcanist than any wizard.
Switch out a cantrip on long rest👍 Makes sense that a wizard would have those formulas from their level 1 training. Nice to see Cantrip Formulas from TCE has made its way to core rules at level 1.
Memorize Spell (switch a prepped spell on short rest)👍makes sense that in an emergency situation, a wizard would be able to prepare a different spell in the middle of the day and not strictly, only at the end of a long rest. I've been wondering how to homebrew this for years.
Overhauling the spell school savant features👍 Thank you! A discount for copying spells of your school just meant you were less likely to pick them on level up on the off-chance you get to save some money down-the-road. Getting a spell for free on level up makes so much sense!
The Spellbreaker upgrades to Abjurer's Counterspell and Dispel Magic are insane! I've never tried an Abjurer before but it sounds really fun now!
Potent Cantrip: please please please say it applies to attack rolls... YES! There were like two f*****g saving throw cantrips for Evokers to use this feature on. This makes so much sense!
Phantasmal Creatures 👍Fantastic way to expand the versatility of illusionists and insure we don't miss the Conjurer subclass too much. Also not as dependant on having a DM that will reward your creativity with illusions. Having a section for clarifying rules on illusions is so necessary. Love it!
I'm so hyped! (can you tell?)
Also known as the video where they speak about new spells, as that is the majority of things that will be new in the core wizard with few exceptions.
Unfortunately we barely got any spell mentioned, which is as you said was expected.
@@abcrasshadow9341 which is both sad and weird-Crawford himself stated that the spells are the biggest thing about the Wizard, so not showcasing any new ones really sounds like a massive missed opportunity.
@@gammalolman580they spent half an hour taking about all the new features and changes
Rip necromancer enchancter conjuror and transmutor
No dijeron nada sobre si se podra modificar o crear hechizos como habian puesto en el unnearted arcana ?
Really hope Transmutation Wizard has been improved significantly. Crazy how the Transmuter Stone didn’t allow Transmutation Wizards to be ageless. Hope Necromancy comes back improved too.
So far it seems like every class is just getting a bit better and a bit "more" of their archetypal fantasy, which is great.
My only concern is how it will impact encounter building, because they've said the CR of monsters won't be changing, but hopefully we'll see either their stats get a bump to account for the PC power increases, or a change up in the encounter building math to accommodate that.
Overall it's all be exciting stuff so far, though!
CR in general was always kind of a loose metric, tbh.
@@life-destiny1196 used in isolation, for sure. If you're building encounters just by CR and not by the actual rules (which rely on XP and conditional modifiers) there's a much greater chance you'll have a borked time.
I've been building my encounters strictly by RAW since I started my current 5e campaign and it actually works near-perfectly for me every time. I'm having to make far fewer adjustments and the encounters are behaving exactly as I expected for the most part.
Any chance of new lightning spells?
I do hope this means Bladesinger will get a significant rework. I would love a class that can imbue their martial strikes with spells.
Part of me worries if they look over it again they might re-add the elf requirement, but then again the design direction has been more about opening it than closing it lately.
@K4rm4ttack yeah, I wouldn't be too worried about that. Especially since they're changing things like racial bonuses, etc.
I did notice some of the bladesinger features are with eldritch knight....albeit now with the limited spell list.....maybe the new dancer bard will be a substitute....the best thing about blade singer was still have access to all wizard spells
So 1 thing I’m confused on if it’s backwards compatible to the point where we can use the new base classes with old subclasses for example chronurgy wizard with new base wizard. Just wanna know if it’ll work.
As far as I know they said that if you want to play an old subclass you have to play the old class as well since in the new edition all classes get subclass at level 3 so it isn't backwards compatible with old wizard, druid, cleric, or sorcerer subclasses.
I don't see any reason why you couldn't just use the new wizard base class but get the level 2 subclass stuff at level 3 instead.
@Fralexion you can in paper as long as your DM allows it, but on DnDBeyond, that won't be possible
@@theunikronus7204 damn, so much for complete backwards compatibility like they said😂
@@Critbait99 I am sure that if you only play on pencil and paper you could just use the old subclass with the new class just changing at what level you get your subclass, but if you use DNDBeyond or any other website for character sheets then it wont be possible.
Hi, I’m fairly new to D&D, and for my first character, I’d love to play a Wizard (D&D 5e 2024). In terms of Origin, Sage and Scribe seem to fit my background the best. My question is: in the long run, which one would you pick?
Professor Magnificus the Wondrificus just became an even better Gnome Illusionist.
Please tell me that necromancy will get an overhaul like these other wizard classes.
Always wanted to play a necromancer but I feel like like the find familiar spell with it’s version of the skeleton maybe instead of having to use all your spell slots to have a massive army of weak fodder skellies you could have like a squadron of more powerful and adept skeletons skilled in either magic or martial fighting it would be amazing
Will this illusion glossary include whether the illusion is negated by truesight or not? The number of times I've had to explain how phantasmal force works to a DM. :(
I wonder if Wizards will get more spell slots because it sounds like the Druid and other classes will have ways to use their resources to regain spell slots, which is at the end of the day the wizards primary resource
Rip conjuration. I guess I'll play 2014 conjurer. But do I still get to use the new spells if I do? No one knows...
If an illusion can activate a trap or pick up items, then it isn't an illusion. With ritual being a wizard class feature, does this mean only the wizard can cast spells as a ritual?
My best guess is that the other classes who could before can still cast rituals, but the ritual adept feat explicity states that wizards don't need to have the ritual spell prepared, unlike everybody else, which is something some people missed when it was just in the spellcasting feat.
Everyone with ritual spells will be able to cast them as rituals, even 1/3rd casters. Wizards can cast rituals that they haven't prepared though (as long as they have them in their spell book.) That's the difference (even though wizards could do that already!)
Any tips or guidelines on how to homebrew? Especially for spellcasters, what not to do and tips for balance?
My favorite campaign setting is Dark Sun, and I have never liked the distinction between sorcerer and wizard. I like the idea of mixing the two in any way the player likes. Each level as a wizard you get two spell picks (spellbook spells) and can prepare one, each level as a sorcerer you get one known spell that is always prepared for which you don't need a spellbook. So you can pick 3 levels of wizard and 5 levels of sorcerer or vice versa and just be an level 8 mage. Basically you have 16 picks and each known spell costs two.
The new 5E classes are more structured, I think it lends itself well to be deconstructed to recreate the classes to suit a campaign. I'd remove ability score increases from class (tied to character level instead, like every even level). Each class should get something of relatively equal value at every level. Stronger benefits should have one or more weaker ones as prerequisites.
For those interested on defiling, I created these core rules:
In Dark Sun you can preserve, taking a bonus or move action to channel magic slowly. You use the lowest of Cha and Int.
If you defile, you don't need to that that extra time and you may use the highest of the two. But the spellslot used is then tainted and can only be used for defiling. You can try to redeem but for that you have to not use the tainted slot for several months/sessions. Once all your slots are tainted it's almost impossible to redeem.
At level 5 and 10 you get another bonus magic action, which you can use to channel. But higher level spells take more time to channel, depending on the amount of vegetation around.
This makes defiling much more tempting, but in the long run way casting undetected and making friends should be worthwhile.
Based on character level you can also gain psionics and special supernatural abilities. These abilities are typical passive abilities monks, druids, outer or inner planars to have, like resistances. You gather these over time instead of suddenly (when one becomes an advanced being). Elemental priests for instance become gradually more like a genie (not parttime elementals like in 2E). Druids can become pyreen, accumulating racial/species features from various humanoids and eventually being able to morph between them.
What I find interesting is that having access to a greater array of spells was never the wizards specialty since the bard has magical secrets.
They created ritual adopt because people don't think of wizards as ritual casters. Nice. I also like the flavor of the illusionist/ summoner, and the increased range to illusion spells. Wish the summons came later and they focused a bit more on the illusion part for longer.
I really hope that Necromancers get appropriate love. They seem to have become more and more reductive since 3rd edition.
All four of the wizard sub-classes? We aren't getting all the schools of magic sub classes of wizard? This means they will probably do this to cleric as well. 5.5 players hand book 2 for the rest of the sub-classes. Sad times for cleric and wizard
All the classes get 4 subclasses. Cleric is getting Life, light, trickery, and war.
@nathans9764 only getting four feels like I was already tricked. Not so much on the cleric but definitely the wizard. I get it just don't like it.
@@RulesLawyerDnD No argument here. I was hoping to see an improved knowledge cleric and conjuration wizard. Love the themes on both, but the design style could use an update. Too bad for now.
@@nathans9764 guess we will wait together.
@@nathans9764
Ok, let's look on such small selection of domains in setting perspective.
I want to play cleric of Mystra (one of the most popular gods in FR setting). What domain should i choose? Life? Light? Certainly not War or Trickery.
No create or custom spells like DnD-one?
Either it was too hard to implement or they made a create spell spell, like wish but smaller
I really liked that UA because it felt OP like a wizard should. Oh you can caste spells I MAKE MY OWN. It was kinda broken (concentractionless concentration spells etc) but could have been tweaked, but like the original Psi Warrior dice Mechanic, before, it got ratioed by the community writ large and didn't survive UA.
I actually forgot about that.. The early UA was wild..
I was expecting something to do with "altering" the effect of the spell. Maybe something not so broken (or something that the redit posts didn't break as much) but something similar to changing the damage type like the Order of Scribes subclass, or something more daring. Although the class has gained usefulness when adapting to combat or adventure, I also find it somewhat boring compared to what they presented to us. But hey, I'm looking forward to trying the class and especially the illusionist subclass.
Eh, those were kind of boring. If I'm gonna invent a new spell I'd rather just talk to the DM about it than make a couple minor adjustments to an existing one.
BUT do wizards and sorcerers get more than a d6 for hit points? 🤔
How would it help my Wizard die to 1d4 emotional damage if he has decent health?
I was hoping they would have addressed why they left out the other subclasses. I assume it is so they can sell them in future books but that is just a guess on my part. Really feel like 5E D&D is getting a ton of benifits for the player so hard choices don't have to be made. While ignoring the DM. Got a broken wheel on a caravan no problem give me a rest and I'll have mending ready. Counter Spell on demand...Really? Dispell Magic as a bonus action? Why? Guarenteed damage just for the subclass sure why the hell not. Oh not sure which spells to prepare for the day? Don't worry about it we will make sure you always have your subclass spells availble so your choices will all be similar.
Say your an Evoker with burning hands and fireball guess I'll take shield and mage armor for my chosen spells at the ready. Abjurer I have sheild and mage armor at the ready guess I'll just take burning hands and fireball. It is an illusion of choice.
Hoping for an updated Conjuration wizard at some point! My current one has a focus on summoning. Seems there might be some juicy new conjuration spells on the way as well!
So did they remove rituals from the other spellcasters? It sounds like it became a class feature, but I thought anyone could cast a spell through a ritual.
can I request that these videos be added Chapters in the description? easier to refer to for the community, thanks
I don't see the wizard getting simpler.
cantrip formulas is such a fantastic design change. thank you wotc
We still need more people to know about blade singers. The coolest subclass in all of dnd
IMO most of this sounded like housekeeping! but I did like what I heard about the Illusionist! but like most primery spellcasters I need to see the changes to the spells and the rules for spell casting befor I know for sure!
but this has promise! 👍