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

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

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

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

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

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

Easy.

Show Notes

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

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

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

Then comes the real Wizard experience: picking spells.

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

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

But they absolutely can.

Key Takeaways
  • The Wizard's biggest class feature is still its spell list. Your subclass matters, but your spell choices matter more.
  • Protect your concentration. Positioning, Constitution saves, Shield, Absorb Elements, and simply refusing to stand next to angry monsters will keep your best spells running.
  • Going first is incredibly powerful. War Magic gets a lot of love because dropping battlefield control before the enemy gets moving can completely change a fight.
  • The classic Wizard staples are classics for a reason. Shield, Find Familiar, Mage Armor, Absorb Elements, Magic Missile, and rituals give you a ridiculous amount of mileage at low levels.
  • Web is excellent. Everyone knows Web is excellent. This becomes a problem when multiple people are drafting spells and everybody wants Web.
  • Third-level spells are where the Wizard really starts showing off. Fireball is Fireball, but Slow, Hypnotic Pattern, Fear, Counterspell, and other control options can be even more important depending on the fight.
  • Don't build around a single saving throw or status effect. Having multiple ways to attack a problem keeps you useful when monsters inevitably refuse to cooperate with your favorite spell.
  • Utility spells are a huge part of what makes Wizards so good. Scouting, teleportation, rituals, summons, battlefield control, and information gathering often solve problems before initiative is even rolled.
  • Order of Scribes gets wonderfully weird once Manifest Mind enters the picture. Your floating spellbook can scout and act as the point of origin for your spells, turning your Wizard into a magical drone operator.
  • And remember: dealing damage is technically a form of support if the thing threatening your party is no longer alive.

Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.

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Meet the Hosts
  • Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

  • Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

  • Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.

How to Find Us:

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Tyler Kamstra Ash Ely Randall James Producer Dan

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