

I found that debuffing multiple enemies was far more useful on average than buffing one ally, and even getting off a debuff on a large creature like a dragon, enabled the full party to capitalize on my spell. I played a support Transmutation Wizard for a long campaign, party was able to pass my stone around to gain different benefits, or kept it myself to aid my concentration saves. You have fantastic control in those key moments with your divination Wizard Portent ability, and while the uses are limited the ability to force a fail is huge. Hitting that one enemy with a Hold person, just for one round, can enable a major combo with a paladin or rogue getting that critical hit. Most combat in 5th edition tends to last at most 3 - 5 rounds, a slow spell that lasts only one round and effects half the group of enemies can be just as effective as a fireball, if it achieved your goal.

I think you have the incorrect idea here, concentration spells have great value when used to achieve a specific goal, casting Slow on a group of enemies is great, but your goal here might just be to reduce the AC of the Big Bad for a round, or cripple their damage output. The concentration spells only achieve their full value when used for the extent of the duration

If you come into any 5e class with the expectations of 3.5, you're gonna have a bad time, so try to come into it with the expectations of 5e instead. The Wizard, and to a lesser degree spellcasters in general, have just been broadly toned down in 5e. I think the thing is, 3.5 had a hard-on for Wizard and made it way, way overpowered compared to other available classes (something something linear fighter something something). If control wizard was more prominent in 3.5, which I don't doubt, then damage Wizard has taken just as big of a hit over editions, because Control is still better than Damage if you're looking to play a strong wizard. The truth of the matter is, the Wizard still excels most at battlefield control. This is an opinion you hear quite a lot from new 5e converts from 3.5. You may be a practiced DM, but you aren't a practiced player. Magic items aren't a core part of 5e progression, so crafting isn't a thing. It's obvious that a support wizard is not as viable in 5e as it has been in previous editions, but what are some ways to avoid slinging off fireballs and scorching rays every round?Ĭrafting was a core part of 3.5 because magic items were a core part of 3.5. Otherwise, I might as well play a warlock or a sorcerer and blast everything all the time. This aspect particularly frustrated me, but I figure there must be something I'm missing.

Some spells like blindness/deafness do not require concentration, but there seems to be no rhyme or reason as to which spells require concentration and which do not. The concentration mechanic really limits what I can do to support, and although I understand that it's placed there to try to balance things out, the mechanic pushes me to fill the role of a blaster and not a supporter/battlefield controller.įor example, I can cast haste on the barbarian but then that's about it for support spells until 10 rounds pass (and combats rarely exceed 10 rounds). I'm running into some real issues playing a support wizard in 5e - I had a vision of a sort of Gandalf/Ben Kenobi character who works his magic quietly in the background rather than blasting off fireballs/scorching rays every round. One thing which has always saddened me about wizard in 5e is the lack of crafting rules, as that used to be a key feature of the class (but I always homebrewed crafting rules in for my wizard players). What appeals to me about the wizard is the versatility and utility of the class, and I always loved the whole flavor of the class.Īs a DM, I made plenty of blasting-type wizard villains, which are pretty straightforward, but as a player, I much prefer a more subtle kind of wizard. Back in 3.5, my absolute favorite class was wizard. Hey there, I've been a DM for 5e for about 4 years now, but I just started playing the other day for the first time.
