Best Race for 5e Evocation Wizard | Gnome vs. Fire Genasi
Unsurprisingly, even though you have an ability that allows you to deal half damage using Cantrips, enemies still need to fail their saves. You can get there with high Intelligence and more Ray spells. Constitution is essential if you want to have the best chance of avoiding Overchannel death. Constitution will also allow you to be more comfortable near the frontlines of your smaller Cone spells. You won’t regret to check out Gnome wizard & fire genasi as the best evocation wizard 5e.
Gnome Wizard 5e
Gnome wizard makes up some of the most powerful Wizards in the Player’s Handbook. It’s a shame that your walking speed is slower than it should be, but it doesn’t matter if you don’t need to be in melee. Darkvision can save you spell slots. Gnome Cunning is an awesome flavor for a Wizard, an Antimagic ability to protect you against those nasty Wisdom saves!
The best part is that all three options currently available are great! Forest Gnome’s dexterity protects you from hits, and minor illusion is a free trip. The Svirfneblin (or Deep Gnome) from the Elemental Evil Player’s Companion gives stealth boons over their Forest brethren. The Rock Gnome is my favorite of this class. The Constitution is nice, and Artificer’s Lone makes Intelligence (History) a valid method of item identification. Tinker is not the most useful tool for a Wizard. However, you can still have shenanigans with the Music Box, Toy, and Fire Starter. Or, you could magically enchant them if you’re G.M. cool!
Vibrant Expression
Gnomes are energetic and enthusiastic about living. It is evident in every part of their tiny bodies. Gnomes are approximately 3 feet tall and 40 to 45 pounds. Gnomes are characterized by their tan and brown faces, adorned with wide smiles beneath their dazzling noses. Their bright eyes sparkle with excitement. Their fair hair tends to stick out in all directions as if showing their insatiable curiosity about everything.
The appearance of a gnome reflects their personality. Contrary to wild hair, a male gnome’s mustache is neatly trimmed and styled with curious forks or pointed points. Although the gnome’s clothes are usually in earth tones, they can be elaborately embellished with embroidery, embossing, or shining jewels.
Delighted Dedication
Gnome wizard from evocation school considers being alive a great thing. They get every bit of pleasure from their three to five century of life. While humans might worry about becoming bored during a long life, elves have plenty of time to enjoy the world’s beauty over their long years. However, gnomes worry that they won’t be able to see and do all the things they desire.
Gnomes talk as if their thoughts can’t be gotten out of their heads fast enough. They can offer opinions and ideas on many subjects. Still, they also listen to their fellow gnomes, exclamation surprise and appreciation as they go.
Gnomes love to laugh, especially at puns and pranks. However, they are equally dedicated to more serious tasks. Many gnomes are talented engineers, alchemists, and tinkers. They are willing to laugh at mistakes, make mistakes and learn from them to perfect what they do.
Bright Burrows
Gnome wizard live in wooded, hilly lands. Gnomes live underground, but they get more air than dwarves. They can enjoy the natural, living world at the surface whenever it is possible. They hide their homes using clever constructions and simple illusions. The caves are bright and warm, so welcome visitors are quickly welcomed. It is unlikely that anyone who is not invited will find the burrows.
Gnomes who settle on human lands are often engineers, sages, and tinkers. Human families often retain Gnome tutors to ensure that their children have a mixture of learning and enjoyment. Throughout their long lives, a gnome could tutor many generations of one human family.
Gnome Wizard Names
Gnomes love names, and many have at least half a dozen. Gnomes love names, and most have at least one name. While gnomes often use variations of distant relatives or ancestors, some are entirely new inventions. A gnome must use three names when dealing with humans or other “stuffy” about names. It includes a personal name and a clan name. The gnome chooses the nickname from each category.
- Names for male Gnome Wizard: Alston and Alvyn.
- Names of female Gnome Wizard: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna
- Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
- Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Double lock, Filchbatter, Flipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck
Gnome 5e Traits
All gnomes share certain characteristics with your gnome character
- Ability Scores Increase: Your Intelligence score will increase by 2.
- Age: Gnomes age at the same pace as humans and are expected to reach adulthood around age 40. Gnomes can live for 350 to 500 years.
- Alignment: Gnomes are often very good. People who are inclined to the law include sages and engineers, researchers, scholars, or investigators. Minstrels and tricksters, wanderers, or fanciful jewelers are all examples of those who favor chaos. Gnomes can be playful and more kind than they are vicious, even the tricksters.
- Size: Gnomes average between 3-4 feet in height and 40-45 pounds. Your size is small.
- Speed: Your walking speed base is 25 feet
- Darkvision: You are accustomed to living underground and have excellent vision in dim conditions. It is possible to see within 60 feet of you in dim light as if it was a bright light and in darkness as though it were dim lighting. In the darkness, you can’t see color. Only shades of gray will do.
- Gnome Cunning: You are eligible for all Intelligence, Wisdom, and Charisma saving throws to stop magic.
- Languages: Common and Gnomish can be spoken, read, and written. Gnomish, which uses Dwarvish script, is well-known for its technical treatises and its knowledge catalogs about the natural world.
- Deep Gnome: The most common gnomes found in the lands of a surface world are forest gnomes or rock gnomes. Deep gnomes, also called svirfneblin, are another subrace of gnomes that surface dwellers rarely see. Although svirfneblin can be cautious and suspicious of outsiders, they are also cunning and taciturn. However, they can be just as loyal, kindhearted, and compassionate as their surface cousins.
Selecting Gnome wizard 5e
You can choose to create a gnome character by choosing the deep gnome instead of the subraces from the Player’s Handbook when creating a gnome wizard.
- Ability Scores Increase: Your Dexterity score will increase by 1.
- Age: For gnomes, deep gnomes are usually short-lived. They grow at the same pace as humans and are fully grown adults by age 25. Although they live between 200 and 250 years, their lives are often cut short by the hardships and dangers of the Underdark.
- Alignment: Svirfneblins believe survival depends on not getting into trouble with other creatures. They favor neutral alignments. They are not likely to take any risks for others and rarely wish other people ill.
- Size: A typical svirfneblin is approximately 3 to 3 1/2 feet high and 80 to 120 pounds. Your size is small.
- Superior Darkvision: The radius of your darkvision is 120 feet.
- Stone Camouflage: To hide in rocky terrain, you have an advantage over Stealth (Dexterity) checks.
- Languages: Common, Gnomish, and Undercommon can be spoken, read, and written. The svirfneblin dialect has a more guttural sound than the surface Gnomish. Most svirfneblin only know a small amount of Common. However, those who deal with outsiders, including you as an adventurer, can learn Common enough to travel in other lands.
Rock Gnome
Rock Gnome: Rock gnome wizards have an unmatched ability to invent and be hardy. Rock gnomes are the most common type of gnome in D&D’s worlds, even the Dragonlance tinker-gnomes.
Ability Scores Increase: Your Constitution score will increase by 1.
The Artificer’s Tale: You can double your proficiency bonus by performing an Intelligence History check related to magic objects, alchemical objects, or technological devices.
Seeing the World
Gnomes might be curious and impulsive. They may choose to explore the world for their love of exploration or as a way of seeing the world. Some gnomes enjoy the pursuit of fine gems and other valuable items. They see adventuring as a way to gain wealth, even if it is dangerous quickly. No matter what drives them to adventure, gnomes who choose this way of living get as much pleasure from it. That is like any other activity, sometimes to the annoyance and frustration of their adventuring companions.
Fire Genasi
Fire Genasi is another EEPC option. +2 Constitution, +1 Intelligence; perfect! Although you will need to invest in Intelligence early on, it is a must. A cool version of Darkvision is available, which gives you resistance to the most prevalent element in the game. You also get Produce Flame, which will soon be Burning Hands. Produce Flame can only be used for Conjuration and attack rolls. Burning Hands is still useful. It is a great Cool Wizardly flavor. It’s also a great excuse to take Elemental Adept if you wish. You may read more about Fire Genasi 5e here.
Evocation Wizard 5e (Late game)
This subclass is listed in the player’s manual as the main offensive wizard class to choose. It does its job perfectly. The class has a notable ability at level 2 that protects your allies. However, it doesn’t see its star ability until level 14. The highest level dnd campaigns can reach.
What do evocation Wizards do in 5e dnd?
Focus your studies on magic, which creates powerful elements such as burning acid, searing flames, rolling thunder, rolling thunder, and searing Flame. Some evokers are employed in military forces as artillery to attack enemy armies.
The Player’s Handbook allows Wizards to concentrate on the School of Evocation. That is the most damaging school for any caster. These Wizards are essential for adventuring, sieging, defending against Sieging, adventure, competitive crop-picking, and many other tasks. Let’s take a look at the Evocation Wizard 5E Guide to see what this school has to offer.
Although the Evocation Wizard like a gnome may not be the most damage-oriented Wizard, it is a good choice. You can cement your role as a backline caster by focusing on damage. You may want to walk up front to ensure that a Cone hits occasionally.
Evocation Savant
You start with the Savant skill, as with all Player’s Handbook wizard schools subclasses.
The time and Gold required to copy an evocation spell into your spellbook begins at the 2nd level.
This ability can be useful for any purpose. Most casters are familiar with an Evocation spell or two if their G.M. is proficient at handing out Spellbooks. It is possible to skip the basics (e.g., Fireball) and still get them at a discounted price. However, dungeons are not able to provide evocation spells for copying off scrolls. They prefer to supply utility stuff like Protection from Good and Evil. While you might find scrolls, it’s better to get spellbooks and purchase your scrolls.
This ability is useless if your G.M. has trouble making spellbooks or fighting Wizards. It would be best if you tried to stay in large cities with libraries for long enough to have some spells prepared. But don’t forget to take the time to learn all the necessary spells.
Sculpt Spells
At the 2nd level, you get two abilities, which isn’t bad at all.
Casting an evocation spell that affects other creatures you can see allows you to choose a number equal to 1 + its level. The spell’s saving throws are automatically successful. The chosen creatures take no damage, even if they normally take half the damage from a successful save.
Most likely, you’ve been a Wizard ( like a gnome) or seen your Wizard and saw a situation in which a Fireball could solve all your problems. But your Fighter and Barbarian would also be toast. Perhaps you tried to throw the Fireball anyway, but it was not worth it. Perhaps you could have thrown a fireball to save the King from the army ghouls trying to destroy him. But it also destroyed him.
Are they immune to damage? YES
Half damage is the success condition for most Evocation spells. Fireball, Lightning Bolt, and Cone of Cold are your most important Areas of Effect spells. Now, once you reach level 3, your Areas of Effect will get enormous, and you can avoid causing damage to four other creatures. That’s awesome!
It does not say “other creatures,” so speak to your G.M. before you throw a fireball at yourself with a cocky smile. If they don’t say it, you aren’t out of the woods.
Potent Cantrip
Your damaging cantrips begin at the 6th level and affect creatures even if they are not directly affected by the effect. If a creature makes a saving throw against your damage cantrip, it takes half of the Cantrip’s effect (if any). Still, it does not suffer any additional effects from the Cantrip.
It isn’t necessarily a bad thing. It’s not the best.
There are currently 10 Wizard Cantrips available that deal damage and ask you to make a saving throw. Six of them have a decent range (i.e., More than the melee/cone range. Only 1 of the good-range cantrips that require a save is Evocation. Frostbite is a Level 10 ability cantrip that you’ll want to grab. Frostbite does okay at scaling d6s, but they can take an attack roll penalty if they fail to save. It’s a great idea!
The rest of the cantrips are solid. Toll the Dead is a great option. It allows you to hit a creature with d12s, even if it was damaged previously. You can do the same damage as a normal trip by halving d12s.
It is probably the most obvious reason why this is bad. You are asking your G.M. for half of the damage from a cantrip. While any extra damage is nice, this will likely be doing 1-2 damage per die on a successful roll. That’s pretty pathetic. You’ll still be happy if your enemy succeeds. Then, Toll the half of the Dead deal of what you did.
Side note: Evasion is now able to stop you from hitting a Rogue if you use Acid Splash, which has a Dexterity Save. This ability actively nerfs Dexterity-based cantrips that are against Rogues. That is hilarious.
Empowered Evocation
The School of Evocation finally offers a good reason to consider it.
Your Intelligence modifier adds to any damage roll for wizard evocation spells you cast starting at 10th level. This damage bonus only applies to one damage roll for a spell.
It is fantastic damage for many reasons. First, cantrips. Your Intelligence, which is now +5, increases your damage when you cast Frostbite or Lightning Lure. Another 2-3 damage boosts your damage if you miss Frostbite. That’s great! It also gives you five additional damage. That is almost equivalent to upgrading your Cantrip by two dice.
This ability can boost Areas of Effect. A Fireball does average damage of 28, so +5 to damage is not a significant amount. It would make it average damage of 33. You only get a 20% damage increase. It isn’t too impressive.
It is, it does! That means that you can inflict five additional damage on a large number of enemies. It is a huge boost in damage that can guarantee unconscious enemies.
Scorching Ray doesn’t work well when multiple attacks are being launched. Although theoretically, you could save damage from the last hit of your Ray and attempt to guarantee a K.O.
Over channel
You have an incredible level 14 ability if you are willing to do some damage.
You can do maximum damage by casting a wizard spell that deals damage of 5th or lower, and that isn’t a trip.
You will not experience any adverse effects the first time you use this feature. You take 2d12 damage per level for every spell you cast if you use this feature before you end a long rest. The necrotic damage per level of the spell increases by 1d12. It occurs each time this feature is used again after a long rest. This damage does not take into account immunity and resistance.
This ability allows you to do 69 damage with a Cone of Cold. 65, 5th level Fireball. Immolation. Immolation doesn’t maximize the lingering injury. If you’re okay with the lingering injury being maxed out, talk to your G.M.!
If they can take lingering damage and not be too damaged, Immolation will deal 53 and 24 each on each dot. 5th-level Wall of Fire deals 53 damage and 48 per tick. It is a powerful weapon. Even though you should maximize the damage at the beginning, it still delivers some serious hits!
The 5th level Maxed spell will be your first spell. It’s that simple. This ability makes 5th-level spells more destructive than those of 7th and 8th levels. That is a super-efficient feat and precisely what an Evocation wizard normally lacks.
The 2d12 damage is what makes you feel a little worried. You might think, “That’s too much damage for a class of d6 to take,” and you start shaking in your Wizard hat and robes. You’d be right! You take on average 65 damage when you use a 5th-level spell. Your Cleric will likely offer a Heal to keep you afloat.
You might be okay with your spell level being lower. A level 3 fireball deals only 6d12 damage and can do 53 damage when fully maxed. The level 2 Scorching Ray does 41 damage and deals only 4d12. There are many options!
It will make it difficult to kill yourself. It won’t take long; each spell that maximizes hits has 1d12 extra per level. If you have three spells per day, that could theoretically make a level 5 spell that deals 20d12 to your character. That could knock you out without feats. If your G.M. has Massive Damage rules, it could easily take 200% of your health!
If the BBEG must die and you are willing to take on your own life, you should know that you have this power at all times. Always. You might have enough Gold in your pocket to buy a Revivify. That Divine Defibrillator is what you’ll need!
What Evocation Class is Compatible with Gnome? Wizard 5e or Cleric?
- Barbarian: There is no STR or CON.
- Bard: A Bard does not need CHA
- Cleric: A Cleric does not need WIS.
- Druid: Druids do not need WIS
- Fighter: Fighters do not need STR or CON.
- Monk: While the DEX bonuses are acceptable, Monks want +2 DEX to be optimal. The INT will not be of benefit.
- Paladin: There is no CHA, S.T., or CON for Paladins
- Ranger: Rangers do not need WIS or DEX.
- Rogue: While the DEX bonuses are acceptable, Rogues want +2 DEX to be the best, and the INT will not be of any benefit.
- Sorcerer: No CHA for Sorcerers.
- Warlock: Warlocks do not need CHA
- Wizard: Gnome makes a great Wizards class due to their +2 INT. All other features are just a bonus.
Finally do you agree with me that Gnome Wizard 5e the best Evocation wizard in dnd.
Best Race for 5e Evocation Wizard | Gnome vs. Fire Genasi
Unsurprisingly, even though you have an ability that allows you to deal half damage using Cantrips, enemies still need to fail their saves. You can get there with high Intelligence and more Ray spells. Constitution is essential if you want to have the best chance of avoiding Overchannel death. Constitution will also allow you to be more comfortable near the frontlines of your smaller Cone spells. You won’t regret to check out Gnome wizard & fire genasi as the best evocation wizard 5e.
Gnome Wizard 5e
Gnome wizard makes up some of the most powerful Wizards in the Player’s Handbook. It’s a shame that your walking speed is slower than it should be, but it doesn’t matter if you don’t need to be in melee. Darkvision can save you spell slots. Gnome Cunning is an awesome flavor for a Wizard, an Antimagic ability to protect you against those nasty Wisdom saves!
The best part is that all three options currently available are great! Forest Gnome’s dexterity protects you from hits, and minor illusion is a free trip. The Svirfneblin (or Deep Gnome) from the Elemental Evil Player’s Companion gives stealth boons over their Forest brethren. The Rock Gnome is my favorite of this class. The Constitution is nice, and Artificer’s Lone makes Intelligence (History) a valid method of item identification. Tinker is not the most useful tool for a Wizard. However, you can still have shenanigans with the Music Box, Toy, and Fire Starter. Or, you could magically enchant them if you’re G.M. cool!
Vibrant Expression
Gnomes are energetic and enthusiastic about living. It is evident in every part of their tiny bodies. Gnomes are approximately 3 feet tall and 40 to 45 pounds. Gnomes are characterized by their tan and brown faces, adorned with wide smiles beneath their dazzling noses. Their bright eyes sparkle with excitement. Their fair hair tends to stick out in all directions as if showing their insatiable curiosity about everything.
The appearance of a gnome reflects their personality. Contrary to wild hair, a male gnome’s mustache is neatly trimmed and styled with curious forks or pointed points. Although the gnome’s clothes are usually in earth tones, they can be elaborately embellished with embroidery, embossing, or shining jewels.
Delighted Dedication
Gnome wizard from evocation school considers being alive a great thing. They get every bit of pleasure from their three to five century of life. While humans might worry about becoming bored during a long life, elves have plenty of time to enjoy the world’s beauty over their long years. However, gnomes worry that they won’t be able to see and do all the things they desire.
Gnomes talk as if their thoughts can’t be gotten out of their heads fast enough. They can offer opinions and ideas on many subjects. Still, they also listen to their fellow gnomes, exclamation surprise and appreciation as they go.
Gnomes love to laugh, especially at puns and pranks. However, they are equally dedicated to more serious tasks. Many gnomes are talented engineers, alchemists, and tinkers. They are willing to laugh at mistakes, make mistakes and learn from them to perfect what they do.
Bright Burrows
Gnome wizard live in wooded, hilly lands. Gnomes live underground, but they get more air than dwarves. They can enjoy the natural, living world at the surface whenever it is possible. They hide their homes using clever constructions and simple illusions. The caves are bright and warm, so welcome visitors are quickly welcomed. It is unlikely that anyone who is not invited will find the burrows.
Gnomes who settle on human lands are often engineers, sages, and tinkers. Human families often retain Gnome tutors to ensure that their children have a mixture of learning and enjoyment. Throughout their long lives, a gnome could tutor many generations of one human family.
Gnome Wizard Names
Gnomes love names, and many have at least half a dozen. Gnomes love names, and most have at least one name. While gnomes often use variations of distant relatives or ancestors, some are entirely new inventions. A gnome must use three names when dealing with humans or other “stuffy” about names. It includes a personal name and a clan name. The gnome chooses the nickname from each category.
- Names for male Gnome Wizard: Alston and Alvyn.
- Names of female Gnome Wizard: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna
- Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
- Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Double lock, Filchbatter, Flipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck
Gnome 5e Traits
All gnomes share certain characteristics with your gnome character
- Ability Scores Increase: Your Intelligence score will increase by 2.
- Age: Gnomes age at the same pace as humans and are expected to reach adulthood around age 40. Gnomes can live for 350 to 500 years.
- Alignment: Gnomes are often very good. People who are inclined to the law include sages and engineers, researchers, scholars, or investigators. Minstrels and tricksters, wanderers, or fanciful jewelers are all examples of those who favor chaos. Gnomes can be playful and more kind than they are vicious, even the tricksters.
- Size: Gnomes average between 3-4 feet in height and 40-45 pounds. Your size is small.
- Speed: Your walking speed base is 25 feet
- Darkvision: You are accustomed to living underground and have excellent vision in dim conditions. It is possible to see within 60 feet of you in dim light as if it was a bright light and in darkness as though it were dim lighting. In the darkness, you can’t see color. Only shades of gray will do.
- Gnome Cunning: You are eligible for all Intelligence, Wisdom, and Charisma saving throws to stop magic.
- Languages: Common and Gnomish can be spoken, read, and written. Gnomish, which uses Dwarvish script, is well-known for its technical treatises and its knowledge catalogs about the natural world.
- Deep Gnome: The most common gnomes found in the lands of a surface world are forest gnomes or rock gnomes. Deep gnomes, also called svirfneblin, are another subrace of gnomes that surface dwellers rarely see. Although svirfneblin can be cautious and suspicious of outsiders, they are also cunning and taciturn. However, they can be just as loyal, kindhearted, and compassionate as their surface cousins.
Selecting Gnome wizard 5e
You can choose to create a gnome character by choosing the deep gnome instead of the subraces from the Player’s Handbook when creating a gnome wizard.
- Ability Scores Increase: Your Dexterity score will increase by 1.
- Age: For gnomes, deep gnomes are usually short-lived. They grow at the same pace as humans and are fully grown adults by age 25. Although they live between 200 and 250 years, their lives are often cut short by the hardships and dangers of the Underdark.
- Alignment: Svirfneblins believe survival depends on not getting into trouble with other creatures. They favor neutral alignments. They are not likely to take any risks for others and rarely wish other people ill.
- Size: A typical svirfneblin is approximately 3 to 3 1/2 feet high and 80 to 120 pounds. Your size is small.
- Superior Darkvision: The radius of your darkvision is 120 feet.
- Stone Camouflage: To hide in rocky terrain, you have an advantage over Stealth (Dexterity) checks.
- Languages: Common, Gnomish, and Undercommon can be spoken, read, and written. The svirfneblin dialect has a more guttural sound than the surface Gnomish. Most svirfneblin only know a small amount of Common. However, those who deal with outsiders, including you as an adventurer, can learn Common enough to travel in other lands.
Rock Gnome
Rock Gnome: Rock gnome wizards have an unmatched ability to invent and be hardy. Rock gnomes are the most common type of gnome in D&D’s worlds, even the Dragonlance tinker-gnomes.
Ability Scores Increase: Your Constitution score will increase by 1.
The Artificer’s Tale: You can double your proficiency bonus by performing an Intelligence History check related to magic objects, alchemical objects, or technological devices.
Seeing the World
Gnomes might be curious and impulsive. They may choose to explore the world for their love of exploration or as a way of seeing the world. Some gnomes enjoy the pursuit of fine gems and other valuable items. They see adventuring as a way to gain wealth, even if it is dangerous quickly. No matter what drives them to adventure, gnomes who choose this way of living get as much pleasure from it. That is like any other activity, sometimes to the annoyance and frustration of their adventuring companions.
Fire Genasi
Fire Genasi is another EEPC option. +2 Constitution, +1 Intelligence; perfect! Although you will need to invest in Intelligence early on, it is a must. A cool version of Darkvision is available, which gives you resistance to the most prevalent element in the game. You also get Produce Flame, which will soon be Burning Hands. Produce Flame can only be used for Conjuration and attack rolls. Burning Hands is still useful. It is a great Cool Wizardly flavor. It’s also a great excuse to take Elemental Adept if you wish. You may read more about Fire Genasi 5e here.
Evocation Wizard 5e (Late game)
This subclass is listed in the player’s manual as the main offensive wizard class to choose. It does its job perfectly. The class has a notable ability at level 2 that protects your allies. However, it doesn’t see its star ability until level 14. The highest level dnd campaigns can reach.
What do evocation Wizards do in 5e dnd?
Focus your studies on magic, which creates powerful elements such as burning acid, searing flames, rolling thunder, rolling thunder, and searing Flame. Some evokers are employed in military forces as artillery to attack enemy armies.
The Player’s Handbook allows Wizards to concentrate on the School of Evocation. That is the most damaging school for any caster. These Wizards are essential for adventuring, sieging, defending against Sieging, adventure, competitive crop-picking, and many other tasks. Let’s take a look at the Evocation Wizard 5E Guide to see what this school has to offer.
Although the Evocation Wizard like a gnome may not be the most damage-oriented Wizard, it is a good choice. You can cement your role as a backline caster by focusing on damage. You may want to walk up front to ensure that a Cone hits occasionally.
Evocation Savant
You start with the Savant skill, as with all Player’s Handbook wizard schools subclasses.
The time and Gold required to copy an evocation spell into your spellbook begins at the 2nd level.
This ability can be useful for any purpose. Most casters are familiar with an Evocation spell or two if their G.M. is proficient at handing out Spellbooks. It is possible to skip the basics (e.g., Fireball) and still get them at a discounted price. However, dungeons are not able to provide evocation spells for copying off scrolls. They prefer to supply utility stuff like Protection from Good and Evil. While you might find scrolls, it’s better to get spellbooks and purchase your scrolls.
This ability is useless if your G.M. has trouble making spellbooks or fighting Wizards. It would be best if you tried to stay in large cities with libraries for long enough to have some spells prepared. But don’t forget to take the time to learn all the necessary spells.
Sculpt Spells
At the 2nd level, you get two abilities, which isn’t bad at all.
Casting an evocation spell that affects other creatures you can see allows you to choose a number equal to 1 + its level. The spell’s saving throws are automatically successful. The chosen creatures take no damage, even if they normally take half the damage from a successful save.
Most likely, you’ve been a Wizard ( like a gnome) or seen your Wizard and saw a situation in which a Fireball could solve all your problems. But your Fighter and Barbarian would also be toast. Perhaps you tried to throw the Fireball anyway, but it was not worth it. Perhaps you could have thrown a fireball to save the King from the army ghouls trying to destroy him. But it also destroyed him.
Are they immune to damage? YES
Half damage is the success condition for most Evocation spells. Fireball, Lightning Bolt, and Cone of Cold are your most important Areas of Effect spells. Now, once you reach level 3, your Areas of Effect will get enormous, and you can avoid causing damage to four other creatures. That’s awesome!
It does not say “other creatures,” so speak to your G.M. before you throw a fireball at yourself with a cocky smile. If they don’t say it, you aren’t out of the woods.
Potent Cantrip
Your damaging cantrips begin at the 6th level and affect creatures even if they are not directly affected by the effect. If a creature makes a saving throw against your damage cantrip, it takes half of the Cantrip’s effect (if any). Still, it does not suffer any additional effects from the Cantrip.
It isn’t necessarily a bad thing. It’s not the best.
There are currently 10 Wizard Cantrips available that deal damage and ask you to make a saving throw. Six of them have a decent range (i.e., More than the melee/cone range. Only 1 of the good-range cantrips that require a save is Evocation. Frostbite is a Level 10 ability cantrip that you’ll want to grab. Frostbite does okay at scaling d6s, but they can take an attack roll penalty if they fail to save. It’s a great idea!
The rest of the cantrips are solid. Toll the Dead is a great option. It allows you to hit a creature with d12s, even if it was damaged previously. You can do the same damage as a normal trip by halving d12s.
It is probably the most obvious reason why this is bad. You are asking your G.M. for half of the damage from a cantrip. While any extra damage is nice, this will likely be doing 1-2 damage per die on a successful roll. That’s pretty pathetic. You’ll still be happy if your enemy succeeds. Then, Toll the half of the Dead deal of what you did.
Side note: Evasion is now able to stop you from hitting a Rogue if you use Acid Splash, which has a Dexterity Save. This ability actively nerfs Dexterity-based cantrips that are against Rogues. That is hilarious.
Empowered Evocation
The School of Evocation finally offers a good reason to consider it.
Your Intelligence modifier adds to any damage roll for wizard evocation spells you cast starting at 10th level. This damage bonus only applies to one damage roll for a spell.
It is fantastic damage for many reasons. First, cantrips. Your Intelligence, which is now +5, increases your damage when you cast Frostbite or Lightning Lure. Another 2-3 damage boosts your damage if you miss Frostbite. That’s great! It also gives you five additional damage. That is almost equivalent to upgrading your Cantrip by two dice.
This ability can boost Areas of Effect. A Fireball does average damage of 28, so +5 to damage is not a significant amount. It would make it average damage of 33. You only get a 20% damage increase. It isn’t too impressive.
It is, it does! That means that you can inflict five additional damage on a large number of enemies. It is a huge boost in damage that can guarantee unconscious enemies.
Scorching Ray doesn’t work well when multiple attacks are being launched. Although theoretically, you could save damage from the last hit of your Ray and attempt to guarantee a K.O.
Over channel
You have an incredible level 14 ability if you are willing to do some damage.
You can do maximum damage by casting a wizard spell that deals damage of 5th or lower, and that isn’t a trip.
You will not experience any adverse effects the first time you use this feature. You take 2d12 damage per level for every spell you cast if you use this feature before you end a long rest. The necrotic damage per level of the spell increases by 1d12. It occurs each time this feature is used again after a long rest. This damage does not take into account immunity and resistance.
This ability allows you to do 69 damage with a Cone of Cold. 65, 5th level Fireball. Immolation. Immolation doesn’t maximize the lingering injury. If you’re okay with the lingering injury being maxed out, talk to your G.M.!
If they can take lingering damage and not be too damaged, Immolation will deal 53 and 24 each on each dot. 5th-level Wall of Fire deals 53 damage and 48 per tick. It is a powerful weapon. Even though you should maximize the damage at the beginning, it still delivers some serious hits!
The 5th level Maxed spell will be your first spell. It’s that simple. This ability makes 5th-level spells more destructive than those of 7th and 8th levels. That is a super-efficient feat and precisely what an Evocation wizard normally lacks.
The 2d12 damage is what makes you feel a little worried. You might think, “That’s too much damage for a class of d6 to take,” and you start shaking in your Wizard hat and robes. You’d be right! You take on average 65 damage when you use a 5th-level spell. Your Cleric will likely offer a Heal to keep you afloat.
You might be okay with your spell level being lower. A level 3 fireball deals only 6d12 damage and can do 53 damage when fully maxed. The level 2 Scorching Ray does 41 damage and deals only 4d12. There are many options!
It will make it difficult to kill yourself. It won’t take long; each spell that maximizes hits has 1d12 extra per level. If you have three spells per day, that could theoretically make a level 5 spell that deals 20d12 to your character. That could knock you out without feats. If your G.M. has Massive Damage rules, it could easily take 200% of your health!
If the BBEG must die and you are willing to take on your own life, you should know that you have this power at all times. Always. You might have enough Gold in your pocket to buy a Revivify. That Divine Defibrillator is what you’ll need!
What Evocation Class is Compatible with Gnome? Wizard 5e or Cleric?
- Barbarian: There is no STR or CON.
- Bard: A Bard does not need CHA
- Cleric: A Cleric does not need WIS.
- Druid: Druids do not need WIS
- Fighter: Fighters do not need STR or CON.
- Monk: While the DEX bonuses are acceptable, Monks want +2 DEX to be optimal. The INT will not be of benefit.
- Paladin: There is no CHA, S.T., or CON for Paladins
- Ranger: Rangers do not need WIS or DEX.
- Rogue: While the DEX bonuses are acceptable, Rogues want +2 DEX to be the best, and the INT will not be of any benefit.
- Sorcerer: No CHA for Sorcerers.
- Warlock: Warlocks do not need CHA
- Wizard: Gnome makes a great Wizards class due to their +2 INT. All other features are just a bonus.
Finally do you agree with me that Gnome Wizard 5e the best Evocation wizard in dnd.