2024 Player's Handbook: The Wizard tasty subclass is now Illusionist D&D5e

Published 2024-06-27

All Comments (21)
  • @JamCliche
    I don't even watch the stream, I just wait for Chris.
  • @Still_Me
    Jeremy Crawford: I had a sandwich for lunch today. Todd Kenreck: Perfect.
  • @josharoo1521
    Love these videos Chris. I know one person commented something along the lines of "They always portray everything as a buff even when its not." So I love it when I hear you immediately pause and correct it. 🤣
  • @Ramperdos
    I find it funny how sometimes you explain things "if you read the playtest, you know this" and other times "if you haven't read the playtest" and then proceed to explain it. I stopped reading the playtest materials about 10-12 months ago so I have no idea what's going on in those documents anymore and I very much appreciate when you use the "if you haven't read the playtest" version of your explanations!
  • @MrSeals1000
    Man, they were really hammering in how the Spells are what makes a wizard what they are. I really thought we were going to get more examples of spells, or at very least spell rules, because there really wasn't much change to the base wizard class to talk about. Especially when he talked about the Abjurer, that would have been a perfect time to discuss any potential changes to counterspell, or given their Spell Breaker feature, about how Bonus Action spells will be treated in the rules now.
  • Common theme for all of these release videos: WotC sells the hype, Chris manages user expectations.
  • Chris, just wanted to say, the care and dedication you put into your work is amazing. Thanks so much for sharing the results of your insight check with us. It’s truly like having a wizard in the party... a very monkish Wizard.
  • @Reoh0z
    My players don't need the wizard ritual casting rules to be more obvious, they need the lack of those rules in literally every other arcane caster class to be more obvious.
  • @elementzero3379
    Even with the 2024 Wizard updates being pretty lean, the turnaround time on this video is impressive. You got this one out fast!
  • Wizards with 2024 subclasses get 63 guaranteed spells now, plus any help the DM might provide. I really like this, I’d always have many doubts when considering which spells to choose CORRECTION - according to ddb, they only get the additional choices of spells when they get access to a new level of spell slot, so it would be 9 additional spells (2 on level 3 and 1 more on each odd level until 17, including) for 53 total spells known. I'd like it better if it were 63, but 53 isn't bad I guess
  • I LOVE WIZARDDDD RAHHHHHHHHHHH 🧙‍♂️🧙‍♂️🧙‍♀️🧙‍♀️
  • Illusory Reality has always sounded really fun but its a level 14 feature so I can't expect to play with it for most campaigns, which sucks because it basically turns your Wizard into a Green Lantern or Wile E. Coyote depending on how you play.
  • @FrostLeaf13
    Yessss, been waiting for this one to drop so I can watch during my lunch break.
  • @mrmuffins951
    I hope that this new illusionist subclass will become the new summoner subclass instead of the necromancer but more table friendly by default. I was really disappointed when I saw Necromancer wouldn’t be in the new PHB, but this makes up for it. Also, I very much appreciate Jeremy honestly answering Todd’s weird questions. I feel like the announcement videos could be just as good, if not better, if it were just a developer update with Jeremy talking straight to a camera like a video game update video
  • @EmeraldG01
    I really need to know about counterspell and dispell magic because that abjurer looked insane
  • The martial vs caster is still a thing, but i see some progretions. A thing that i think a lot is: Martials are a lot dependent of the abilities. If the spells was ajusted to use the characters stats and proficient bonuses, theyr progression could be smoothier btweeen the levels. To set an example thats is not overpower but bit too much in early levels, the pass whithout trace spell add +10 in stealth checks. If it adds wis bonus plus proficient bonus in stealth checks, It would start with something like +5 or +6 in the first tear, and ending up with +11 in hight levels. To mention the wizard, inteligence for shield spell adding +3 AC in the 1st level, up to +5 in the 8th. Other spells could be rebalanced to became less overpower but ajusted to been better upcasted. Using the fire ball example, could star in 6d6 damagewith upcast 2d6 per slot level above 3. The 5th spell slot level would still causes 10d6 (9th char level), but less overpower in the when you gain it (5th char level). To end up my point, other spells could be upcasted to bring more options that would make other playestyles surpass the "aways better way to play with this class". It makes the player decides where to invest its slots with more variaty. The Mage Armor Spell, for example, could be upcasted for +1 AC for every 2 levels above 1 (pretty sure that no one would think of uses a 9th level slot to put 17 AC in its wizard, but a 5 spell slot to 15 or something like that could be a good trade that made the aways used spells less frequent). The spells designe would make more variable casters and made theyr progression more in line with martials
  • @comradewarners
    EVERYONE! Make sure to turn on the bell, for some reason I never get Chris’ videos in my recommended feed. Even though I watch like all of his videos! If you guys experience the same make sure to turn it on!
  • @orod731
    the way your eyes widen when they mention the spell chapter lol i can tell you wanna talk about it so bad! I hope they go into it in its own video
  • @user-ni7ji3fb8m
    Some calculation for 3 different "tank" subclasses of casters: At level 3: Abjurer wizard: 9 extra hp/long rest or 29 if you waste all resources on abjuration spells. No other defensive features. Moon druid: 36 extra hp/long rest. No ability to add more, also gives AC bonus. Fiend warlock: 6-144 extra hp/long rest. (depending on encounters) At level 6: Abjurer wizard: 16 extra hp/long rest or 60 if you waste all resources on abjuration spells. No other defensive features. Moon druid: 90 extra hp/long rest. Or 270 if you burn slots, also gives AC bonus. Fiend warlock: 10-240 extra hp/long rest. Give bonus to saves. At level 10: Abjurer wizard: 25 extra hp/long rest or 107 if you waste all resources on abjuration spells. No other defensive features. Moon druid: 180 extra hp/long rest. Or 630 if you burn slots, also gives AC bonus. Fiend warlock: 15-360 extra hp/long rest. Give bonus to saves. And give damage resistance of your choice. I also can add twilight domain cleric and clockwork sorcerers stats here, when they reveal cleric and sorcerer next week, but we all know how they will look like.