Correction: Violent Attraction (10th level Gravaturgist feature) increases falling damage rather than decreasing it. IMO that doesn't really change its usefulness very much.
using graviturgy spells its easy to knock someone up into the air high enough to trigger fall damage so i can't consider it situational when you can create the situation basically whenever. that having been said i still think it a bad use of your reaction when compared to sheild, absorb elements, or counterspell
I think it makes it weaker. Your enemies are almost never going to take falling damage but if you have a way of mitigating falling damage you and your allies can plan around that. It’s still a meh ability since you can effectively mitigate fall damage with feather fall but that doesn’t change the fact that the falling ability will probably never come up.
@@samueldrunkard6129 Is it really that easy to knock them high enough to take falling damage? Gravity well isn't enough...spell movement tends to be not upwards.
Treantmonk's Temple you can do the old “Polymorph into a turtle and drop from a mile up” for fall damage. :) Fun way to cheese boss monsters at that level.
@@TreantmonksTemple gravity sinkhole can be positioned above enemies to drag them 10 to 25 feet into the air depending how you position it, if you're flying you can use pulse wave to drag everyone in a 30ft diameter 20ft straight up. gravity fissure positioned 5ft in the air should pull 10 ft into the air and still effect and area of 100 by 15. these all factor in gravity well. thunder wave if your crazy enough to drop prone at your enemies feet. is a few examples
Momentary stasis forces a Con save at your spell save DC to cause incapacitation and a speed of 0 until the creature takes 0 damage or the end of the wizards next turn. Incapacitated takes away actions, bonus actions, and reactions. It also ends concentration. It also causes the creature to auto fail grapple and shove checks. It’s not a spell so it can’t be counterspelled. Doesn’t seem to be able to be dispelled either. Since it causes no damage it bypasses the warcaster feat on advantage while being a direct concentration save. While there is a size limitation, there is no sentence giving advantage or immunity to creatures with defenses against conditions like charm or fear. Since it’s not a spell of illusion school it’s not effected by truesight. (This feature is very close to a tweaked single target hypnotic pattern)
Some of the Chronurgy stuff is amazing, but some of it is... Awkward to try to use, and just a worse version than other features your party members will have. However, at level 17 you hold godlike power at the cost of slowly killing yourself.
@@blackfang0815 what the hell are you talking about. Cronurgy is broken from level 2, being able to grant anyone a re-roll after they have succeeded or failed is downright broken. Lucky is good, this is DM inspiration on steroids!!!
@@abedrahman4519 Level 2 is similar to divination wizard, and in many cases weaker. It is also not as strong as lucky, since you have to use the 2nd roll no matter how bad it is.
Convergent future + simulacrum is a game breaking combo, especially at higher levels, you basically can use this ability 7 times in one day recover from your exhaustion, and use wish to cast simulacrum. And do it again the next day.
@@illumination_0109 Hmm, that sounds stupidly good, I succeed everything and you fail everything, but it's even better because they can *also* use momentary stasis, which doesn't cost spells or anything, so it's just all the time but shapechange can only be used once per simulacrum, so this is for the boss fight where the DM is sick of you and just wants you to die
Considering how well Graviturgist controls movement and by extension the battlefield, I am surprised you found it so lackluster. Properly coupled with choice spells, tactics and even something as basic as ray of frost, you can shutdown enemies/encounters with relative ease.
Karpmageddon Agreed. Take magic initiate for eldritch blast (magic missile doesn’t work) and cast a spell that makes difficult terrain - you now have an extremely effective lockdown build, especially after level 5 (when eldritch blast first scales to provide multiple attacks), much like Chris’ Stormlord build but ranged.
The Graviturgist may have weak abilities, but it has acces to the "Magnify Gravity" spell which is both the best first level blast spell and the best second level blast spell (upcast to 2nd level) in the game. Perhaps its massively nerfed abilites are to make up for this?
Sure, it's a decent blast, but it still absolutely cannot compare to beasts like sleep, grease and faerie fire. Also, the fact that it's a CON save (which monsters are usually pretty good at compared to DEX and WIS) makes it considerably worse. I honestly feel like unless I'm facing fire-resistant enemies, I'd still prefer Burning Hands, which I still don't think is a good spell unless you're desperate for AoE damage, since greasing a bottleneck will usually help you handle hordes far better.
To be fair to Graviturgist, wizards tend to have 'poorer' abilities to balance out their spell selection, with Diviners and Evocationists being the main exceptions. Also I imagine it's really really hard not to be overpoweredly unbalanced with control over something like gravity and time/timeline manipulation. Personally speaking, I'd treat these two subclasses abilities as dm rewards or prestige classes.
It is important to note that Arcane Abeyance only lasts for an hour, and a lot of the time you won’t know if you’ll be in combat within the hour or not. Still a phenomenal ability obviously but I don’t think it’s quite as game breaking as you do.
Well you can short rest before you go dungeon diving or raiding a location. An hour is a long time most fights last 20 seconds so unless you are taking a short rest it will last at most locations
Honestly, casting Tiny Hut in combat isnt the end of the world. So what the players are untouchable? Cant the enemies just, idk, fucking leave? Turn a corner, take full cover, there are infinite ways to stalemate and create a nice siege scene. The one who casts hut cant leave it or else it vanishes, so unless they plan on playing one man down, they have to think of creative "dip and heal" strategies, or be stuck in one place
@@IHateNumbersOnNames The value of having an instant bunker which is a one-way wall of force (you can shoot arrows out of it), allows short and long rests regardless of environment and enemies, and can be jumped forward (by using another bead, which refreshes from your free short rest) is immense. If the enemies prep attacks, they're targetable by your ranged damage dealer at their leisure. If they don't, your spellcasters can step out and cast at leisure. Have a dramatic boss encounter planned? I hope you're ok with the party in an invincible bubble camping in the (dragon's lair/BBEG's sanctum/etc) claiming any space they want as their own, resting and taking potshots with no sense of urgency. And they can fill the whole dungeon with these safety bubbles, since the bead refreshes on short rests so (unless you've house-ruled a limit to short rests) they can set up 7 new bubbles in new (formerly) dangerous locations before the first one disappears.
@@goatmeal5241 You forgot that the caster can't leave the first "bubble". So you can't make 7 bubbles unless you have 7 different people making 7 bubbles. Also, I would note that Tiny Hut has this line: "Creatures and objects within the dome when you cast this spell can move through it freely." So a DM really just needs a bad guy (perhaps an undetected one) to be in the area when this is cast and they can move freely through it. Not to mention Dispel Magic while you all are trying to get that long rest, hunkering down and calling for reinforcements making the PCs encounter more difficult, etc. Why are PCs here dealing with this BBG? If they're trying to stop him from doing something, sitting around in his lair isn't going to do that, so time moves on an maybe they accomplish their goal. Or perhaps the BBG just leaves and wipes out a village nearby to send everyone a message about what happens when heroes visit his lair. While the only heroes in the area are taking a nap, he has run on the roost. Have fun when that reputation follows them around...
I see Violent Attraction really shining with a Crit Fisher build, like the Ultimate Spellbow build. It adds to damage so you can see if the attack crits before you use the ability. " Oh you crit? Here have an extra 2d10."
Hi Chris. Good thing you started a patreon, i joined right away. Hopefully the support through patreon can help you continue to create the high quality content we have become acustomed to 🙂👍🏻
I would rule that throwing a bead is not an action a familiar can take and have a convo with the player that they can use long casting time spells but not to cheese them in combat
Note that a familiar isn't the only thing that you can give the bead to. Anyone who isn't raging and doesn't have spells of their own to concentrate on (most notably fighters and rogues without the EK/AT subclasses) can now concentrate on one of your spells, such as greater invisibility on the rogue with a bow. Not to mention, you can now cast self-only spells like Fire Shield and Mirror Image on others, including the concentrating paladin and raging barbarian. That's HUGE.
Adjust density + enlarge/ reduce = 16 times the original mass. Take a giant rock, reduce it and make it lighter with adjust density so that it's light enough to be thrown by your fighter/ a catapult. Have two wizards ready their action to do the combo I described as soon as the rock is in the air and it's weight gets multiplied with 256 because it's no longer reduced and half as heavy but enlarged and twice as heavy (2^4÷2^(-4)=256 correct me if I'm wrong here). Boom.
Since you asked, I’ll take a stab at correcting you. First, both Adjust Density and the Enlarge/Reduce spell require an action and concentration. This means in order to perform this effect at all, you’ll already need two Spellcasters just for the minimum effect you seek. One Spellcaster to complete Adjust Density actions, and another to perform the Enlarge/Reduce spells. Without two Spellcasters working on this cooperatively, you’ll never be able to Adjust Density, Reduce the rock, Ready an action to Enlarge the rock, and Ready an action to Adjust Density again (all while concentrating on the first Adjust Density). We know the rock will be thrown and land all on the Fighter’s turn (this is how thrown objects work) - so you must Ready to Enlarge it and Ready to Adjust Density (both actions). I do not believe there is any way around this. Now that we’ve settled that you need two Spellcasters just to make this work, let’s move to the net effect. Enlarge/Reduce will shrink the object’s dimensions, but Adjust Density doesn’t - it only alters the object’s weight. So the end result will be an object that is first reduced to half its original size and 1/16 its original weight, followed by an object that is double its original size, and 16x its original weight. A simple Dagger weighs 1 lb and most agree is a Tiny object. We know that a Dagger can be thrown at a long range (max) of 60 feet, with disadvantage. For a rock to become a Tiny 1 lb thrown object it would need to begin no larger than a Small 16 lb rock. Once this 1 lb tiny rock was thrown it could then be transformed back to its original size, then increased by the two Spellcasters into a Medium 256 lb rock - essentially a rock the size of the Fighter that threw it. While that’s not terrible - it’s not all that impressive considering the investment. This setup requires three characters - two Spellcasters and a Fighter. It eats two 2nd level spell slots (first a Reduce, followed by an Enlarge). It eats both Spellcasters actions for at least two rounds, plus both Spellcasters concentration for likely a couple of rounds in addition to this (it could be reduced to 2 rounds in total if planned properly - but could also go wrong and lose Readied spell slots - with no benefit - if planned poorly). It also eats the Fighter's action to throw the rock - which depending on your DM, they may or may not be proficient in doing. All this, to pull off what I would consider a mildly interesting effect, that will ultimately result in a DM call of either - an attack roll (at disadvantage for long range and possibly no proficiency) for damage, or a Dex save for damage - all on a single 5ft target. Feel free to correct me where I may have gotten something wrong, but this strikes me as an overly complicated mess of an idea, that while flavorful, might come up once in an entire campaign. Personally, I think if both Enlarge/Reduce and Adjust Density did not require concentration, there might be something here. But not as it stands.
@@LordCyler I already said that you'd need at least two casters to make this possible. I have to agree this would probably not be as impressive as it sounds but I still believe that there might be a situation where this combo would be pretty cool. It's obviously not something you'd do in the middle of a fight.
@@luiswiRight, but you had them both using Enlarge/Reduce and Adjust Density. No? Otherwise I'm not sure how you got your numbers. You get 8x weight for Enlarge and 2x weight for Adjust Density. That's 16x. But you show 256 which works out if you tried applying these numbers again: 16x8 = 128; 2x128 = 256. So I assumed you were trying to get both spellcasters to do both jobs.
@@LordCyler I'm not sure if understood you correctly but you'd only need 2 casters not 4 because one wizard can reduce the object and then enlarge it mid air. This would take several turns to set up. Is that what you meant?
Given the wording, there is one time I would *definitely* use Convergent Future on an attack roll, although it is a bit circumstantial: that is when someone is told, "You will need to roll a 20 to hit." Given the wording, this means that they get an automatic natural 20, which of course means they crit. With someone like a Rogue or a Paladin or with a spell attack, that could be huge. However, most of the time you don't need to roll a natural 20 to hit by that level. I could see it getting more use with something like Great Weapon Master or Sharpshooter, where by lowering your attack roll, you might be able to manipulate it so that it would take a natural 20 to hit your opponent.
It says you ignore the roll and decide if the creature got a result to succeed or fail. It doesn't change what the die says. It specifically ignores it, almost certainly to circumvent that sort of min maxing.
@@aethon0563 no. It only changes the number rolled. With any ability modifier higher than 0 its not possible to burn through resistances whatsoever. Its NOT an automatic success or fail.
I feel like AA has a lot more RP value than you are considering. That one hour time frame relies heavily on preparation and planning when to use the specific spell it's holding onto; they can't cast their most powerful, time-consuming spell into it at the beginning of an adventuring day and hold onto it the whole day. To use your example: if the wizard can bust out their stored Tiny Hut when the party gets caught and surrounded, then cool, they made good choices during their planning and it paid off. But then what? They're all huddled in a protective barrier but still surrounded and need to leave at some point, right? Hopefully they have the resources available to escape, but that's not guaranteed. Even if they store something like a teleportation, that's still not that game-breaking. Druids get Transport Via Plants at level 11, and AA kicks in at level 10 so instant, emergency teleportation isn't unheard of for this tier of play. However, an instant teleportation circle isn't guaranteed to succeed either; it could be counter-spelled, or maybe the whole party doesn't reach it in time, etc.. I don't see a reason to nerf something that may not come up that often. In my opinion, I don't think you're giving enough credit to that one hour. I like the feature, and I think it plays well into the high risk high reward system. You're storing that spell and betting on the hour not running out before you lose it. It only lasts an hour, so there is a risk that even with careful and clever planning, it still isn't guaranteed to pay off or get used, or even succeed.
You wouldn't run away. You would shoot the enemy through the barrior which they can not shoot back through. Compare with wall of force, which "only" prevents one enemy to deal damage to you
@@oskarmathiasen398 PCs with ranged weapons could still attack, yeah, but will the entire party have access to ranged weapons? Probably not. Maybe one or two. The rest of the party who rely on melee or magic won't be able to do anything from within the Tiny Hut.
@@thejammiestjam Because the hut is permeable to any number of items or people of your choice, casters and melee fighters still get a lot of benefit. Melee oriented PC's can still attack anything within 5 feet of the hut without getting hit back (or 10+ feet with the right weapons), or if they have to can step out, attack, and take only 1 or 2 opportunity attacks to go back in as opposed to a full round of attacks, which is still fewer hits if any enemies have multi-attack, legendary actions, etc. Meanwhile, Casters can pull a similar trick, Is there a spot I can step out of the dome and not get attacked immediately? If so, step out, use your spell, then step back in. If the caster has spells like Flaming Sphere, Spiritual Weapon, etc. that last for a long time, you wouldn't even have to go out more than once. Spend your action making rude noises from inside the hut, because without an opposing caster who can dispel magic you are completely invulnerable for an entire long rest if you need it. That isn't even to mention other uses like using an action to get what is effectively a tiny wall of force in a narrow hallway that lasts way longer and your party can walk through, or going full blown trench warfare and chaining together tiny huts to traverse dungeons without any need for combat. I agree with you that the one hour time limit can be a factor, but because you get the ability back on a short rest you can always just say that you'll take another hour to get the mote back with the same ritual spell, meaning you didn't even use any spell slots, just time.
@@shanebernier2483 I've thought of those things as well, but I still think the power of it is being exaggerated. I don't see this as game-breaking. Yes, people can pop in and out of it to cast spells and make their melee attacks. How is this any different than the party casting Tiny Hut at the end of their day and taking their long rest, and enemies surrounding it during the night? The only difference is that the wizard had some time to prep the spell and anticipate being able to cast it in 6 seconds for an emergency. Is this very specific thing going to happen every adventuring day? Probably not, because combat isn't always anticipated. Yeah, I agree that the potential to have two concentration spells up at a time is powerful, but I still think that this isn't as game-breaking as people are saying.
@@sharkforce8147 dropping the glyph + casting a spell? What for? Just cast the spell. Unless you desperately need a remote mine, that combo is just fireball with extra steps
Gravaturgy adjust density feature to lower movement speed can be combined with ray of frost to potentially reduce speed a combined 20ft. This can be combined the gravity well feature to move a creature back and limit speed quite a bit. Takes 2 turns to set up but requires concentration and no other resources. Can be used with a grease spell for more creature lockdown without concentration. This can be combined well with any other spell caster that if party agrees to work together. Warlock with Eldritch blast and associated movement manipulating invitations work well with it. Repelling blast/grasp of Hadar can work on the same hit as lance of lethargy. Seems like the easiest to synergize features. Spirit guardians or insect plague for cleric depending on if cleric is willing to be in melee range. Druid has thornwhip, earth tremor, gust of wind, spiked growth, erupting earth, plant growth, sleet storm, insect plague, maelstrom, transmute rock for synergy. Druids class features have a number of ways of benefiting like taking advantage of creature features. Ranger has the synergies you mentioned along with some Druid overlap with other spells. Paladins can use thunderous smite to great effect for if enemy is given disadvantage on the strength save and the wizard stops concentrating immediately after the creature fails and is prone. Monk way of the four element can make use of rush of gale spirits and fist of unbroken air. Way of the open hand can make use with Open hand technique. Fighters disarming strike, pushing attack, and trip attack can be used with it. Enhancing an arcane archers chances of grasping arrow lasting longer. Ferocious charger to knock a creature prone. Giving a flying creature a boosted flying speed and disadvantage on strength save/checks gives it the potential to fly higher and take more fall damage with its higher likelihood of failing those features causing it to fall. Could also just cast use it on a string creature you’re running from before closing and holding a door closed. Maybe casting arcane lock on it if someone else successfully holds the door closed for you.
There's a funny exploit with Convergent Future. Since it works on ability checks and causes automatic success, that means that _technically_ you could use this to make any ability check succeed. The DM would learn very quickly not to allow players to roll if success is "impossible."
I don't know if it is an exploit :D but yes. Matt Mercer is the official creator of ability that forces DMs into a playstyle where they have to say: "You can certainly NOT try".
This is simply because the ability doesn't address a technically aspect already in the game outside of having players roll when success is impossible. It says you can change the number rolled, not the total, meaning you couldn't make it more than 20 (or 20 + whatever the bonus to the roll is). In modules we have ability check DCs that are above 25, so presumably this wouldn't work on those, and it makes sense flavor-wise, too: there is no timeline where the event is successful.
One instance when Convergent Future is very much amazing for an ability check is when you NEED another casters counterspell to cancel a massive spell and can ensure doing so with a 3rd level slot. won't come up often, but when fighting the BBEG canceling their big guns while still conserving your own is huge
I thought of a use for the 6th level feature gravity well! If you cast a spell that requires someone start or end their turn in an area you can slide allies to safety if they or the battlefield is close but not quite to perfect for the longer aoe control spells
Chronurgist is truly amazing in rp spaces. Every arcanist who understands what you do mistrust you and normal people simply see you as a freak. It is such a strong position to rp from, knowing the dangers of playing with time but having a conviction to do so anyway.
Convergent Future is unclear. It doesn't tell us whether bonuses are factored into "minimum required". As it only alters the "number rolled", it could actually be quite bad for forcing failures, only working if the enemy has no bonus to this save. For example, if the save is DC 16, this would just make them roll a 15. If they have bonuses, they are guaranteed to succeed regardless.
The way I read it, you change their roll to "one less than needed to succeed". If I have a +5 save and am saving against a DC of 15, then I need to roll a 10 to succeed, not 15.
I have a Chronurgist wizard in my campaign right now, and Sure it's the strongest of the wizards, and there was once that she used conjure minor elementals in a fight that made it seem strong, but it's very akin to using glyph of warding cheese. Arguably with more mobility but in my campaigns we've always ruled that extradimensional spaces can be used to transport things which have glyphs on them so long as you cast the full spell glyph while you were in the bag and the objects only movement is the 5ft of movement used to bring it forth from the bag. Hence why my wizard has envelopes of buffs in his bag
Chronal Shift is also nice because your portents might be results that won't cause the enemy to miss or fail their rolls (might have two high rolls), Chronal can work for rolls that need to fail or succeed while Portent might already be stuck at two dice results that won't be useable at a critical moment.
Chronal shift is, in my opinion, better than Portent... mostly because of the wording: You make this decision after you see whether the roll succeeds or fails... Legendary resistances read: If the CREATURE fails a saving throw, it can choose to succeed instead. After it has succeeded you can chose to have the creature reroll: The target must use the result of the second roll In my reading, you can definitely use this on a roll that legendary resistance has already made a success...
Something interesting (although niche) about the Convergent Future can allow a wizard to be the most effective user of a verbal sword. If a nat 20 is the minimum needed to hit a creature (since you have a low/negative strength and aren't proficient with the sword) then CF would trigger the Vorpal Sword's beheading
I think Momentary Stasis is ok for those turns where you cast a bonus action spell like misty step, and now you can only cast a cantrip. So if we compare Momentary Stasis action to using a cantrip, then i think its pretty good for those turns where you need to use misty step to get out of melee combat and still use your action on something decent.
Despite not being terribly powerful on average, the graviturgist looks quite fun to play. Lots of little decisions to make with every spell cast, past that which most wizard's have to make. It's all a matter of personal preference of course. Thank you so much for continuing to put out this excellent content! Cheers
When building a chronurgist, would you still take level 1 as a cleric as you did with your diviner?, or would you just go straight to that level 10 ability?
Shapechange into Planetar + Convergent Future = every reaction for the hour you get to say if a roll succeeds or fails which is devastating out of combat and great in combat.
Does spell scroll ignore casting time? If that is the case then if you use the downtime system from Xanathars you can create leomund's tiny hut scrolls for 500GP and a workweek of downtime. To get something comparable to arcane abeyance regardless of arcane tradition. Downsides 500GP Downtime cost Can only be used by characters with said spell on their spell list DM dependant GP and downtime is largely controlled by the DM Upsides Can be made without arcane abeyance Spell scrolls last for more than 1 Hour Gives your party access to more "spell slots" Other scrolls i like making are Longstrider scrolls (25GP per scroll for getting the speed advantage is pretty good the thing that holds this spell back is that it costs to many spell slots which scrolls helps with) Mage armor(25GP for an extra 1st Level spell slot and one more prepareation slot can be worthwhile) And non ritual utility spells that take up spell preperation and precious spell slots such as knock, Rope trick, See invisibility.
I think you're underestimating Convergent Future. Sure, exhaustion is bad, but calling it a once-per-long-rest ability is an oversimplification. In climactic encounters, you can use it multiple times and potentially rest for a few days afterwards. Furthermore, the first few levels of Exhaustion aren't that terrible- I could easily see using Convergent Future 3 times in one encounter, and then getting through the next day with disadvantage on ability checks and a halved movement speed (your initiative is so good that disadvantage on checks doesn't matter for combat, and a steed can obviate your halved movement.) Also note that Convergent Future can essentially act as Legendary Resistances. There are a lot of situations where succeeding on a save against a paralytic gaze or somesuch is worth a level of exhaustion, especially by 14th level when you get the ability. Finally, note that at 14th level you will have the spell Simulacrum. A Simulacrum can run itself to the ground using Convergent Futures, and then you either make a fresh one or give the Simulacrum a few days of rest; a Simulacrum can't regain spell slots, but it loses exhaustion levels from resting the same as any other creature. If you and your Simulacrum work in tandem, it's possible to burn through a creature's Legendary Resistances in two rounds. Turn 1: you cast a save-or-suck spell like Hypnotic Pattern; your Simulacrum uses its reaction to force a failed save. Then your Simulacrum takes its turn, getting back its reaction, and casts another save-or-suck spell, once again tanking a level of Exhaustion to force a failed save. Then, on your next turn you force a failed save, and now your Simulacrum can force a final failed save which will stick because the enemy has burned all 3 Legendary Resistances. Let's say the final spell which the enemy fails is a Polymorph. Now you have 1 minute to Flesh to Stone the enemy clam into a stone clam, which will be easy because clams don't have good saving throws, and the Petrified condition will persist once the clam turns back into its true form.
Why is everyone misunderstanding how the lvl. 14 ability works? You can not force someone to fail saving throws. It says the roll is one less the success. Which means it's always success aslong as someone has a +1 modifier at least.
I would probably only tweak tiny hut in this situation because other >action spells dont seem to be too much of a game breaker when you compare them to using a simulacrum or ring of spell storing instead. Making the hut fizzle of used while in combat or when too close to enemies or just having more enemies with dispel magic just makes more sense than to gut the classes best ability. Honestly though i would probably introduce the characters to a fight where enemies use similar tactics and then have a talk with them afterwards to hash out a new resolution. Dms can always break a game harder than players can
If you had a day where it would be really really useful to use convergent future a few times, you could use greater restoration to mitigate the exhaustion
Would you say Adjust Density would be a better feature if it had a level scaling? Let's say the amount of creatures you can affect with it would increase by 1 at lvl 5, lvl 11 and lvl 17 like a cantrip scaling works, would you say it would be way too powerful or is it still in the field of being balanced? It would be somewhat of a weaker slow spell, but with no real costs. But at higher levels there are better spells to use anyway. So I don't know how to add more flavor to it. I was hoping the Graviturgist would get some real powerhouse abilities, so you could really feel how you manipulate space itself. Idk, creating something like 10ft or 20ft of difficult terrain out of nowhere just by gravitational pressure or something. Event Horizon tries to do this but at level 14 it feels somewhat common in comparison to other things. Chronurgist hits it thematically better in my opinion than the Graviturgist does. But maybe I just haven't found the right build for me yet.
Greater restoration is an action, so as long as you have somebody willing to cast that you can super negate the cost of forcing a creature to autofail against like, maze or something
I'm surprised Adjust Density doesn't double(or half) forced movement abilities like repelling blast and thunderwave. Seems like that might actually make it worth concentrating on (and make it contend with over subclass abilities) especially if you houserule a push into a wall does damage. I'd also say give it a small AOE to hit multiple enemies at lvl 10, but push back affecting huge enemies to 14 or 16.
I've been thinking about Adjust Density. I think a way to make it a little better is to take some inspiration from the Mistborn power of Feruchemy and have it give a slight buff when you target yourself with either condition. Something along the lines of below: Lighter: When you fall from a height of more than 10', you can use your Reaction to reduce your density. If you do, you cast the Feather Fall spell targetting only yourself. Heavier: You can Adjust Density, targeting yourself, as a Reaction to taking melee damage. If you do, you have the normal benefits but while heavier gain Temporary Hit Points equal to 5 x (Con Mod)(min 1) and your Unarmed and Melee damage increase by 1d4. Oooorrrr something like that. Still situational stuff, but at least there's more situations now. It just bugs me they can increase gravity for damage at level 10 but dont get a way to reduce fall damage haha could give those things a reset for targetting yourself? Or keep Adjust Density the same as written and just give a secondary level 2 ability where, instead of Int Mod to initiative, gravity wizards know the Feather Fall spell, it is always prepared, and doesnt count against their total number of spells.
Great video Chris, couple little things to point out though: - Violent Attraction increases fall damage, it does not reduce it. This makes it slightly worse I think? Unless you build around causing fall damage, which feels really inefficient. - While Event horizon is technically a bigger penalty than difficult terrain, the last sentence specifically says [...] until you expend a spell slot of 3rd level or higher ON IT." I could be wrong, but I think they mean you use a spell slot to recharge the ability, not that you get it back from casting other spells, which would make it much worse because it has to be better than your third level spells to be worth doing more than once a day. It makes me sad that the Chronurgist is so broken. Arcane Abeyance would be such a fun ability even without the casting time change, but because of it I can see a lot of tables not allowing the subclass at all, or even the entire supplement since it's technically just for the Exandria setting.
For Violent Attraction, you aren't reducing fall damage, you're *increasing* it. So this is only useful if you can somehow make an enemy fall (perhaps by polymorphing them into something small and having your familiar pick them up)
Alternatively, by using the gravity spells that come with Dunamancy, as many of them suck enemies towards a point and force them to get away. Those enemies would fall, taking fall damage +2d10. Since most of the aforementioned spells are AoE damage spells, it makes for a nice damage increase to your spells.
Hi Chris, after watching your videos on the new Wildemount subclasses, I have decided to go with a Chronurgist God Wizard. Before our new campaign starts, I'd love to get your input. Would you take a Chronurgist as a straight wizard through level 20? I saw your Diviner build and wondered if the Cleric muilticlass would also be how you would build a Chronurgist. Any feedback you have would be much appreciated.
I would have to disagree on calling Chronal shift weaker than portent. Portent lets you call out rolls, yes but it assumes you have small or big enough rolls to call out. On a d20, useful rolls for portent are few or far between. Also, chronal shift makes sure you can turn that crit into something else, a vital persuasion check on the beholder that the party face rolled a nat 2 on can be re-rolled, you can use a revivify scroll when you only have a 1 level dip in cleric and get two chances [All three of these happened on my current campaign where I play a cronurgist]. This is both disadvantage on call against villains and inspiration (on steroids) on call to your party members
Since you still have to spend the time to cast the spell, and it only lasts an hour, Arcane Abeyance is difficult to use defensively, because you generally don't know when you're going to be attacked, and you can't just keep it up all day. Maybe you hear attackers approaching and have a minute free to cast it before the attack, but that's not always the case. If you're winning a fight you don't want to cast the hut because the enemies can just run away, and if you're in big trouble in a fight against intelligent enemies Leomund's Hut just gives them more options and time to gather reinforcements and improve their advantage. Outside of taking a space and then stalling for something, I don't think it's that strong, and DMs should be able to work around situations where it is. Personally I would almost always use it when initiating encounters and then put an offensive probably concentration spell in the bead before going on the attack.
Are there good level 6 abilities for wizard? When you say the chronurgists is ok, but jot good. I think most of them are meh or am i missing one? Illuionist is once a short rest, conjuration is misty step, enchantment is usefull aslong you are not fighting undead, but none of them strike me as awesome?
I would say that overall the level 6 abilities are weaker than the level 2 abilities, but that doesn't mean none of them are good. Transmuter, Necromancer and Conjuration come to mind immediately. In all cases, they have a weaker level 2 ability and the level 6 ability is good.
Minor quibble on event horizon; The effect on a passed save isn't quite identical to difficult terrain, because difficult terrain is essentially "Each foot costs two feet instead of one". This states that each foot costs two EXTRA, so it should triple movement cost rather than doubling it [assuming my reading is accurate]. Not a drastic change, but noteworthy,
if you combo it with something like grease an enemy would have 5 feet of movement even if they succeeded, then if you had attacks like grasping vine you can either keep them from escaping, or you could use a push ability of some sort to keep them away(or step back one square) and they'll never touch you. This can combo with your party WAYLAYING everything in the area as they move 3x faster than whatever you're fighting, while every time the enemy takes damage from your event horizon you can move them 5 feet(the distance they just walked or flew etc). So you CAN combo this with some spells to effectively create 0 move speed 100% guaranteed for a minute, while forcing damage, and your allies can just have fun going nuts.
i don't think arcane abeyance needs "fixing" since all spells are subject to being dispelled/counter spelled even spells like resilient sphere that resistant to dispel magic can be removed by disintegrate or a anti magic field
i'd argue that you can balance chronurgist by adding more enemies with dispel magic or counterspell. No tiny hut. Of course the enemy still buried a reaction and a 3rd level on it so it's still a win
Hey Chris, Are you done with the cleric guide? I was hoping for a bunch of builds like you did with the wizard. What videos can we expect to see if the next few weeks?
Hey if you're considering variants for the dunamancy spells could you also perhaps do a variant on globe of invulnerability, because I just found out it can be nullified by dispel magic and that's a bummer. I'd also love to here your thoughts on a reaction based timestop to avoid damage! Otherwise great video!
I wonder. What if you cast tiny servant to have a way to set off a delayed spell or target a creature behind cover through arcane abeyance while you are hidden or invisible.
Graviturgist abilities may seen lackluster but I think it balances out with the spells that are only supposed to be for Graviturgist. The gravity spells are just stupid lol especially the high level ones
I find it a little weird that only one of the 2 subclasses have 2 level 2 abilities. Either they are considering the unique spells the 2nd level 2 (bringing the gravitugist in line with every other wizard for # of features, but make the Chronorgist have 3) or they aren't (which means graviturgist is missing a feature) Do you have any thoughts on bringing the Chonorgist in line? Id prefer not to just ban it, but I definitely have players that would abuse its mechanics. Assuming you add a 1 action casting time restriction, and find a way around the exhaustion-immune shapechange issue, does it need any other changes? like maybe cutting Temporal Awareness to bring its feature number in line with gravitugist?
It is definitely strange, as technically it's the only Wizard subclass in D&D that doesn't have multiple level 2 abilities (though for a lot of the subclasses the 2nd ability is X Savant which isn't much of an ability)
ti's double difficult terrain: 2 extra feet of movement is 3 feet per foot. So a speed of 30 is effectively a speed of 10. It would also stack with difficult terrain, meaning it's nearly movement denial even on a successful save. (That being said, yeah-I'm really disappointed by Graviturgist)
but you still have to use the spell slot to cast the spell and it only last for one hour..... I can't say its game breaking because you have a limited time before the hour is up and the bead is destroyed
@@GildedTongues Not sure why one buff precludes another. The difference is that War Mage's initiative bonus was once exclusive to its subclass. Doesn't help that Power Surges are basically useless.
@@Cloudz2021 War Wizard is already in a balanced space - it's just overly front-loaded. Chronurgist needs a nerf, and should never have received the bonus to initiative. That doesn't mean that every other wizard now needs a buff to close that gap.
Lol the bonus to initiative it's the only reason to get the obviously most op wizard subclass with a free shield working even on St? You are playing a different game sir.
I just thought about using Chronal Shift to reroll a counterspell, because you will know if the check fails or not if you know the spell that was cast.
Am I missing something with Convergent Future? Despite appearances it doesn't actually guarantee a failure. The text shown says "...the number rolled...", which means before any modifiers are applied. If I'm being attacked and I make the number rolled one less than what was needed, I'd better hope they don't have any bonuses, or I get a level of exhaustion along with a hit. And by the time I'm 14th level I expect most opponents will have non-trivial modifiers to hit. Great as always; thanks! [Edit: I see @Colt Carlton below had the same thought.]
Abeyance + Creation = 5x5 ft brick of platinum which is thousands of pounds instantly dropped on their head. Or closed-top cylinder around them which lasts for a long time.
No comment on "altering the weight of an object" at all? Make an enemies armour twice as heavy? Half the weight of a rope bridge once you cross it so it won't support the weight of anyone tailing you? Suddenly double the weight of an enemy spellbook or weapon to surprise them? Half the weight of a ship so it moves faster in the wind? Double the weight of an arrow right before it strikes an enemy? Half the weight of a heavy locked chest so it can be carried with ease? There are so many inventive things you can do with that you didn't even attempt to explore. The big deal here is to remember that ENEMIES have carrying capacities, too. If you're fighting an enemy in plate armour and that enemy has a strength of 20, they become encumbered if you double the weight of their armour.
I would say yes. Even with the house rule. If you get your familiar to use it to cast one of your higher level summoning spells. It can hold that concentration for the full hour. You can just ready your action to cast planer binding as soon as the summons appears, at your highest level. And then you can just do that everyday
Momentary stasis, if they fail the save, is also a great setup for your Paladin or Rogue to get off a near-guaranteed crit if they are between you and your target in initiative. At level 6, it's like dealing 4d8 damage if your 1h paladin ally smites or 4d6 for a shortsword rogue. In this way, the damage continues to scale as your party levels up too.
A reminder, momentary stasis does not paralyze the target. No autocrit or advantage on attacks against them. And if they take damage they are no longer stuck in time.
@@Mandabar2 Huh, you're right. I'm so used to seeing incapacitated as part of another condition that seeing it on its own just made me assume. Damn this just got a lot worse in my eyes and even less thematic. No setting up Ze Warudo attacks then...
@@killianduggan8730 Another interesting one is Id Insinuation (UA). www.dndbeyond.com/spells/id-insinuation-ua (or find it in one of the UA) This spell also incapacitates someone, but does not restrict movement. Almost universally spells that incapacitate also specify that movement is set to zero. But this one doesn't, so you are left with a target that can't take any actions or reactions, but can still move.
if someone has advantage or disadvantage and i use cronal shift does their reroll also have advantage/disadvantage? i would think yes but what are other peoples thoughts
Yes, that combo could be effective. Of course the forced movement doesn't trigger the BB, but if they need to move back into range to make attacks it would work nicely...
For Convergent Future, you said you would never use it on an ability check... Isn't the roll in a Counterspell attempt considered an ability check? The ability to 100% for sure Counterspell a high level spell cast against you would definitely be worth a level of exhaustion. Imagine using a single 3rd level slot, and gaining a level of exhaustion, to Counterspell a 9th level spell like Wish. You KNOW that was the "I WIN" card for that opponent. Squashing it would essentially end the encounter.
@@ataberkdedemen9802 ahhh… just thought about it, and you can use it on a Counterspell cast by someone else. Yes, that starts to get tricky. But if you're going up against a baddy that can sling 9th level spells, you BETTER bring tricky.
Yeah, I guess in fairness I was being slightly hyperbolic. I would be more accurate to say "I would normally not use for ability checks/attack rolls, but of course there are exceptions."
@@Varatho Ah, okay. So basically, just treat Wildemount as if it were Eberron. Thanks for the info; I never really understood how all this "setting" stuff worked.
I mean, could we expect any different? This is a DM who lets his casters use FA and BA spells in the same turn as long as one of the spells is level 2 or lower. Because casters totally needed a buff. Love watching his show, but we should have seen the balance issues coming.
@@sharkforce8147 I wholeheartedly agree. I think it's also worth pointing out that while Matt isn't an optimancer, his players are even less so: hell, I think if you asked the cast of Critical Role, they'd tell you that Monk is one of the best classes in the game! As such, he likely doesn't consider certain broken combinations when designing these abilities, but more thinks about how his players might use them.
@@TreantmonksTemple Fair point, Wizards are awesome so that's the perspective I automatically think from :D Though I would imagine (I probably have about 1% of your experience so could be talking nonsense) that in the kind of encounters where you really want a Tiny Hut (e.g. big boss fight at the end of the quest) there will often be an enemy capable of doing so?
@@TeeJee48 I mean there is no question that Dispel Magic takes care of the hut 100%. In my experience though, most big bosses don't have dispel magic either, though you shouldn't count on that!
OMG, Arcane Abeyance doesn't "break the game". I don't understand this irrational fear of Tiny Hut, a glorified Rope Trick that you can cast any time without wasting your AA. I have a 3rd level Spell Gem and I would never put Tiny Hut in it, totally situational and not useful against smart, powerful enemies. Much better to put in a spell that I'll want to cast every day and in any combat. And when I get AA, it'll be for a combat cast to offload concentration.
Chris hates fun. LOL. I see a theme....if its powerful he thinks it breaks the game....lol. Meh, I say let the Wizard have it as written....most wont use it that way, and even if they did there are plenty of work arounds.
Correction: Violent Attraction (10th level Gravaturgist feature) increases falling damage rather than decreasing it. IMO that doesn't really change its usefulness very much.
using graviturgy spells its easy to knock someone up into the air high enough to trigger fall damage so i can't consider it situational when you can create the situation basically whenever. that having been said i still think it a bad use of your reaction when compared to sheild, absorb elements, or counterspell
I think it makes it weaker. Your enemies are almost never going to take falling damage but if you have a way of mitigating falling damage you and your allies can plan around that. It’s still a meh ability since you can effectively mitigate fall damage with feather fall but that doesn’t change the fact that the falling ability will probably never come up.
@@samueldrunkard6129 Is it really that easy to knock them high enough to take falling damage? Gravity well isn't enough...spell movement tends to be not upwards.
Treantmonk's Temple you can do the old “Polymorph into a turtle and drop from a mile up” for fall damage. :) Fun way to cheese boss monsters at that level.
@@TreantmonksTemple gravity sinkhole can be positioned above enemies to drag them 10 to 25 feet into the air depending how you position it, if you're flying you can use pulse wave to drag everyone in a 30ft diameter 20ft straight up. gravity fissure positioned 5ft in the air should pull 10 ft into the air and still effect and area of 100 by 15. these all factor in gravity well. thunder wave if your crazy enough to drop prone at your enemies feet. is a few examples
Momentary stasis forces a Con save at your spell save DC to cause incapacitation and a speed of 0 until the creature takes 0 damage or the end of the wizards next turn.
Incapacitated takes away actions, bonus actions, and reactions. It also ends concentration. It also causes the creature to auto fail grapple and shove checks.
It’s not a spell so it can’t be counterspelled. Doesn’t seem to be able to be dispelled either.
Since it causes no damage it bypasses the warcaster feat on advantage while being a direct concentration save.
While there is a size limitation, there is no sentence giving advantage or immunity to creatures with defenses against conditions like charm or fear.
Since it’s not a spell of illusion school it’s not effected by truesight. (This feature is very close to a tweaked single target hypnotic pattern)
Reads Graviturgy: Good job, Matt Mercer. You've avoided power creep.
Reads Chronurgy: Oh Great Googily Moogily!
My thoughts exactly haha
Some of the Chronurgy stuff is amazing, but some of it is... Awkward to try to use, and just a worse version than other features your party members will have.
However, at level 17 you hold godlike power at the cost of slowly killing yourself.
@@blackfang0815 Sounds like a worse version of Wish to be honest. Don't see the problem.
@@blackfang0815 what the hell are you talking about. Cronurgy is broken from level 2, being able to grant anyone a re-roll after they have succeeded or failed is downright broken. Lucky is good, this is DM inspiration on steroids!!!
@@abedrahman4519 Level 2 is similar to divination wizard, and in many cases weaker. It is also not as strong as lucky, since you have to use the 2nd roll no matter how bad it is.
Remember the good old days where you would reflavour the diviner subclass to play a chronomancer?
I had a player do that exact thing but with War Wizard. He fluffed his bonuses to init as reading the future.
Convergent future + simulacrum is a game breaking combo, especially at higher levels, you basically can use this ability 7 times in one day recover from your exhaustion, and use wish to cast simulacrum. And do it again the next day.
Now you cast shape change on the simulacrum to cause it to be immune to exhaustion and be convergent future time machine
@@illumination_0109 Hmm, that sounds stupidly good, I succeed everything and you fail everything, but it's even better because they can *also* use momentary stasis, which doesn't cost spells or anything, so it's just all the time
but shapechange can only be used once per simulacrum, so this is for the boss fight where the DM is sick of you and just wants you to die
@@nyanbrox5418 Chronurgy was never balanced to begin with XD
Considering how well Graviturgist controls movement and by extension the battlefield, I am surprised you found it so lackluster. Properly coupled with choice spells, tactics and even something as basic as ray of frost, you can shutdown enemies/encounters with relative ease.
Karpmageddon Agreed. Take magic initiate for eldritch blast (magic missile doesn’t work) and cast a spell that makes difficult terrain - you now have an extremely effective lockdown build, especially after level 5 (when eldritch blast first scales to provide multiple attacks), much like Chris’ Stormlord build but ranged.
The Graviturgist may have weak abilities, but it has acces to the "Magnify Gravity" spell which is both the best first level blast spell and the best second level blast spell (upcast to 2nd level) in the game. Perhaps its massively nerfed abilites are to make up for this?
Sure, it's a decent blast, but it still absolutely cannot compare to beasts like sleep, grease and faerie fire. Also, the fact that it's a CON save (which monsters are usually pretty good at compared to DEX and WIS) makes it considerably worse. I honestly feel like unless I'm facing fire-resistant enemies, I'd still prefer Burning Hands, which I still don't think is a good spell unless you're desperate for AoE damage, since greasing a bottleneck will usually help you handle hordes far better.
Yea Graviturgy wizard power comes from their ridiculous spell list
Chronurgy wizards also get access to this spell, though
To be fair to Graviturgist, wizards tend to have 'poorer' abilities to balance out their spell selection, with Diviners and Evocationists being the main exceptions. Also I imagine it's really really hard not to be overpoweredly unbalanced with control over something like gravity and time/timeline manipulation.
Personally speaking, I'd treat these two subclasses abilities as dm rewards or prestige classes.
It is important to note that Arcane Abeyance only lasts for an hour, and a lot of the time you won’t know if you’ll be in combat within the hour or not. Still a phenomenal ability obviously but I don’t think it’s quite as game breaking as you do.
Well you can short rest before you go dungeon diving or raiding a location. An hour is a long time most fights last 20 seconds so unless you are taking a short rest it will last at most locations
Honestly, casting Tiny Hut in combat isnt the end of the world. So what the players are untouchable? Cant the enemies just, idk, fucking leave? Turn a corner, take full cover, there are infinite ways to stalemate and create a nice siege scene. The one who casts hut cant leave it or else it vanishes, so unless they plan on playing one man down, they have to think of creative "dip and heal" strategies, or be stuck in one place
@@IHateNumbersOnNames The value of having an instant bunker which is a one-way wall of force (you can shoot arrows out of it), allows short and long rests regardless of environment and enemies, and can be jumped forward (by using another bead, which refreshes from your free short rest) is immense. If the enemies prep attacks, they're targetable by your ranged damage dealer at their leisure. If they don't, your spellcasters can step out and cast at leisure. Have a dramatic boss encounter planned? I hope you're ok with the party in an invincible bubble camping in the (dragon's lair/BBEG's sanctum/etc) claiming any space they want as their own, resting and taking potshots with no sense of urgency. And they can fill the whole dungeon with these safety bubbles, since the bead refreshes on short rests so (unless you've house-ruled a limit to short rests) they can set up 7 new bubbles in new (formerly) dangerous locations before the first one disappears.
@@goatmeal5241 You forgot that the caster can't leave the first "bubble". So you can't make 7 bubbles unless you have 7 different people making 7 bubbles.
Also, I would note that Tiny Hut has this line: "Creatures and objects within the dome when you cast this spell can move through it freely." So a DM really just needs a bad guy (perhaps an undetected one) to be in the area when this is cast and they can move freely through it. Not to mention Dispel Magic while you all are trying to get that long rest, hunkering down and calling for reinforcements making the PCs encounter more difficult, etc.
Why are PCs here dealing with this BBG? If they're trying to stop him from doing something, sitting around in his lair isn't going to do that, so time moves on an maybe they accomplish their goal. Or perhaps the BBG just leaves and wipes out a village nearby to send everyone a message about what happens when heroes visit his lair. While the only heroes in the area are taking a nap, he has run on the roost. Have fun when that reputation follows them around...
IHateNumbersOnNames The Chrono Wizard can use a familiar to cast Tiny Hut, bypassing the man-down issue entirely.
I see Violent Attraction really shining with a Crit Fisher build, like the Ultimate Spellbow build. It adds to damage so you can see if the attack crits before you use the ability. " Oh you crit? Here have an extra 2d10."
Hi Chris. Good thing you started a patreon, i joined right away. Hopefully the support through patreon can help you continue to create the high quality content we have become acustomed to 🙂👍🏻
Thanks Christian! I truly appreciate it.
I would rule that throwing a bead is not an action a familiar can take and have a convo with the player that they can use long casting time spells but not to cheese them in combat
Note that a familiar isn't the only thing that you can give the bead to. Anyone who isn't raging and doesn't have spells of their own to concentrate on (most notably fighters and rogues without the EK/AT subclasses) can now concentrate on one of your spells, such as greater invisibility on the rogue with a bow. Not to mention, you can now cast self-only spells like Fire Shield and Mirror Image on others, including the concentrating paladin and raging barbarian. That's HUGE.
The ability doesn't say anything about throwing the bead. The user simply releases the spell from a time stasis and the bead disappears.
Adjust density + enlarge/ reduce = 16 times the original mass. Take a giant rock, reduce it and make it lighter with adjust density so that it's light enough to be thrown by your fighter/ a catapult. Have two wizards ready their action to do the combo I described as soon as the rock is in the air and it's weight gets multiplied with 256 because it's no longer reduced and half as heavy but enlarged and twice as heavy (2^4÷2^(-4)=256 correct me if I'm wrong here).
Boom.
Since you asked, I’ll take a stab at correcting you.
First, both Adjust Density and the Enlarge/Reduce spell require an action and concentration. This means in order to perform this effect at all, you’ll already need two Spellcasters just for the minimum effect you seek. One Spellcaster to complete Adjust Density actions, and another to perform the Enlarge/Reduce spells. Without two Spellcasters working on this cooperatively, you’ll never be able to Adjust Density, Reduce the rock, Ready an action to Enlarge the rock, and Ready an action to Adjust Density again (all while concentrating on the first Adjust Density). We know the rock will be thrown and land all on the Fighter’s turn (this is how thrown objects work) - so you must Ready to Enlarge it and Ready to Adjust Density (both actions). I do not believe there is any way around this. Now that we’ve settled that you need two Spellcasters just to make this work, let’s move to the net effect.
Enlarge/Reduce will shrink the object’s dimensions, but Adjust Density doesn’t - it only alters the object’s weight. So the end result will be an object that is first reduced to half its original size and 1/16 its original weight, followed by an object that is double its original size, and 16x its original weight.
A simple Dagger weighs 1 lb and most agree is a Tiny object. We know that a Dagger can be thrown at a long range (max) of 60 feet, with disadvantage. For a rock to become a Tiny 1 lb thrown object it would need to begin no larger than a Small 16 lb rock. Once this 1 lb tiny rock was thrown it could then be transformed back to its original size, then increased by the two Spellcasters into a Medium 256 lb rock - essentially a rock the size of the Fighter that threw it. While that’s not terrible - it’s not all that impressive considering the investment.
This setup requires three characters - two Spellcasters and a Fighter. It eats two 2nd level spell slots (first a Reduce, followed by an Enlarge). It eats both Spellcasters actions for at least two rounds, plus both Spellcasters concentration for likely a couple of rounds in addition to this (it could be reduced to 2 rounds in total if planned properly - but could also go wrong and lose Readied spell slots - with no benefit - if planned poorly). It also eats the Fighter's action to throw the rock - which depending on your DM, they may or may not be proficient in doing. All this, to pull off what I would consider a mildly interesting effect, that will ultimately result in a DM call of either - an attack roll (at disadvantage for long range and possibly no proficiency) for damage, or a Dex save for damage - all on a single 5ft target.
Feel free to correct me where I may have gotten something wrong, but this strikes me as an overly complicated mess of an idea, that while flavorful, might come up once in an entire campaign.
Personally, I think if both Enlarge/Reduce and Adjust Density did not require concentration, there might be something here. But not as it stands.
@@LordCyler ok but:
Siege engines
@@LordCyler I already said that you'd need at least two casters to make this possible. I have to agree this would probably not be as impressive as it sounds but I still believe that there might be a situation where this combo would be pretty cool. It's obviously not something you'd do in the middle of a fight.
@@luiswiRight, but you had them both using Enlarge/Reduce and Adjust Density. No? Otherwise I'm not sure how you got your numbers. You get 8x weight for Enlarge and 2x weight for Adjust Density. That's 16x. But you show 256 which works out if you tried applying these numbers again: 16x8 = 128; 2x128 = 256. So I assumed you were trying to get both spellcasters to do both jobs.
@@LordCyler I'm not sure if understood you correctly but you'd only need 2 casters not 4 because one wizard can reduce the object and then enlarge it mid air. This would take several turns to set up.
Is that what you meant?
Finally got my friends to play dnd. Thanks corona virus!
Given the wording, there is one time I would *definitely* use Convergent Future on an attack roll, although it is a bit circumstantial: that is when someone is told, "You will need to roll a 20 to hit." Given the wording, this means that they get an automatic natural 20, which of course means they crit. With someone like a Rogue or a Paladin or with a spell attack, that could be huge. However, most of the time you don't need to roll a natural 20 to hit by that level. I could see it getting more use with something like Great Weapon Master or Sharpshooter, where by lowering your attack roll, you might be able to manipulate it so that it would take a natural 20 to hit your opponent.
It says you ignore the roll and decide if the creature got a result to succeed or fail. It doesn't change what the die says. It specifically ignores it, almost certainly to circumvent that sort of min maxing.
@@aethon0563 they meant that if the ac of a monster is so high it requires a crit, you can crit fish with it
@@aethon0563 no. It only changes the number rolled. With any ability modifier higher than 0 its not possible to burn through resistances whatsoever. Its NOT an automatic success or fail.
I feel like AA has a lot more RP value than you are considering. That one hour time frame relies heavily on preparation and planning when to use the specific spell it's holding onto; they can't cast their most powerful, time-consuming spell into it at the beginning of an adventuring day and hold onto it the whole day.
To use your example: if the wizard can bust out their stored Tiny Hut when the party gets caught and surrounded, then cool, they made good choices during their planning and it paid off. But then what? They're all huddled in a protective barrier but still surrounded and need to leave at some point, right? Hopefully they have the resources available to escape, but that's not guaranteed.
Even if they store something like a teleportation, that's still not that game-breaking. Druids get Transport Via Plants at level 11, and AA kicks in at level 10 so instant, emergency teleportation isn't unheard of for this tier of play.
However, an instant teleportation circle isn't guaranteed to succeed either; it could be counter-spelled, or maybe the whole party doesn't reach it in time, etc..
I don't see a reason to nerf something that may not come up that often. In my opinion, I don't think you're giving enough credit to that one hour. I like the feature, and I think it plays well into the high risk high reward system. You're storing that spell and betting on the hour not running out before you lose it. It only lasts an hour, so there is a risk that even with careful and clever planning, it still isn't guaranteed to pay off or get used, or even succeed.
You wouldn't run away. You would shoot the enemy through the barrior which they can not shoot back through. Compare with wall of force, which "only" prevents one enemy to deal damage to you
@@oskarmathiasen398 PCs with ranged weapons could still attack, yeah, but will the entire party have access to ranged weapons? Probably not. Maybe one or two. The rest of the party who rely on melee or magic won't be able to do anything from within the Tiny Hut.
@@thejammiestjam Because the hut is permeable to any number of items or people of your choice, casters and melee fighters still get a lot of benefit.
Melee oriented PC's can still attack anything within 5 feet of the hut without getting hit back (or 10+ feet with the right weapons), or if they have to can step out, attack, and take only 1 or 2 opportunity attacks to go back in as opposed to a full round of attacks, which is still fewer hits if any enemies have multi-attack, legendary actions, etc.
Meanwhile, Casters can pull a similar trick, Is there a spot I can step out of the dome and not get attacked immediately? If so, step out, use your spell, then step back in. If the caster has spells like Flaming Sphere, Spiritual Weapon, etc. that last for a long time, you wouldn't even have to go out more than once. Spend your action making rude noises from inside the hut, because without an opposing caster who can dispel magic you are completely invulnerable for an entire long rest if you need it.
That isn't even to mention other uses like using an action to get what is effectively a tiny wall of force in a narrow hallway that lasts way longer and your party can walk through, or going full blown trench warfare and chaining together tiny huts to traverse dungeons without any need for combat. I agree with you that the one hour time limit can be a factor, but because you get the ability back on a short rest you can always just say that you'll take another hour to get the mote back with the same ritual spell, meaning you didn't even use any spell slots, just time.
@@shanebernier2483 I've thought of those things as well, but I still think the power of it is being exaggerated. I don't see this as game-breaking. Yes, people can pop in and out of it to cast spells and make their melee attacks. How is this any different than the party casting Tiny Hut at the end of their day and taking their long rest, and enemies surrounding it during the night? The only difference is that the wizard had some time to prep the spell and anticipate being able to cast it in 6 seconds for an emergency. Is this very specific thing going to happen every adventuring day? Probably not, because combat isn't always anticipated.
Yeah, I agree that the potential to have two concentration spells up at a time is powerful, but I still think that this isn't as game-breaking as people are saying.
@@sharkforce8147 dropping the glyph + casting a spell? What for? Just cast the spell. Unless you desperately need a remote mine, that combo is just fireball with extra steps
Gravaturgy
adjust density feature to lower movement speed can be combined with ray of frost to potentially reduce speed a combined 20ft. This can be combined the gravity well feature to move a creature back and limit speed quite a bit. Takes 2 turns to set up but requires concentration and no other resources. Can be used with a grease spell for more creature lockdown without concentration.
This can be combined well with any other spell caster that if party agrees to work together.
Warlock with Eldritch blast and associated movement manipulating invitations work well with it. Repelling blast/grasp of Hadar can work on the same hit as lance of lethargy. Seems like the easiest to synergize features.
Spirit guardians or insect plague for cleric depending on if cleric is willing to be in melee range.
Druid has thornwhip, earth tremor, gust of wind, spiked growth, erupting earth, plant growth, sleet storm, insect plague, maelstrom, transmute rock for synergy.
Druids class features have a number of ways of benefiting like taking advantage of creature features.
Ranger has the synergies you mentioned along with some Druid overlap with other spells.
Paladins can use thunderous smite to great effect for if enemy is given disadvantage on the strength save and the wizard stops concentrating immediately after the creature fails and is prone.
Monk way of the four element can make use of rush of gale spirits and fist of unbroken air. Way of the open hand can make use with Open hand technique.
Fighters disarming strike, pushing attack, and trip attack can be used with it. Enhancing an arcane archers chances of grasping arrow lasting longer. Ferocious charger to knock a creature prone.
Giving a flying creature a boosted flying speed and disadvantage on strength save/checks gives it the potential to fly higher and take more fall damage with its higher likelihood of failing those features causing it to fall.
Could also just cast use it on a string creature you’re running from before closing and holding a door closed. Maybe casting arcane lock on it if someone else successfully holds the door closed for you.
There's a funny exploit with Convergent Future. Since it works on ability checks and causes automatic success, that means that _technically_ you could use this to make any ability check succeed. The DM would learn very quickly not to allow players to roll if success is "impossible."
I don't know if it is an exploit :D but yes. Matt Mercer is the official creator of ability that forces DMs into a playstyle where they have to say: "You can certainly NOT try".
This is simply because the ability doesn't address a technically aspect already in the game outside of having players roll when success is impossible. It says you can change the number rolled, not the total, meaning you couldn't make it more than 20 (or 20 + whatever the bonus to the roll is). In modules we have ability check DCs that are above 25, so presumably this wouldn't work on those, and it makes sense flavor-wise, too: there is no timeline where the event is successful.
I hope we get to see a build guide for these subclasses at some point like the ones done during the guide to wizards series.
I am considering a build for the gravaturgist that multiclasses a bit, we'll see how it works out.
One instance when Convergent Future is very much amazing for an ability check is when you NEED another casters counterspell to cancel a massive spell and can ensure doing so with a 3rd level slot. won't come up often, but when fighting the BBEG canceling their big guns while still conserving your own is huge
I thought of a use for the 6th level feature gravity well! If you cast a spell that requires someone start or end their turn in an area you can slide allies to safety if they or the battlefield is close but not quite to perfect for the longer aoe control spells
Chronurgist is truly amazing in rp spaces. Every arcanist who understands what you do mistrust you and normal people simply see you as a freak. It is such a strong position to rp from, knowing the dangers of playing with time but having a conviction to do so anyway.
10:42 wouldnt that mean three times the movement cost instead of twice from difficult Terrain?
Not exactly, depends on the initial movement speed - but for the common 30' move, it would essentially be that.
Convergent Future is unclear. It doesn't tell us whether bonuses are factored into "minimum required". As it only alters the "number rolled", it could actually be quite bad for forcing failures, only working if the enemy has no bonus to this save. For example, if the save is DC 16, this would just make them roll a 15. If they have bonuses, they are guaranteed to succeed regardless.
The way I read it, you change their roll to "one less than needed to succeed". If I have a +5 save and am saving against a DC of 15, then I need to roll a 10 to succeed, not 15.
I have a Chronurgist wizard in my campaign right now, and Sure it's the strongest of the wizards, and there was once that she used conjure minor elementals in a fight that made it seem strong, but it's very akin to using glyph of warding cheese. Arguably with more mobility but in my campaigns we've always ruled that extradimensional spaces can be used to transport things which have glyphs on them so long as you cast the full spell glyph while you were in the bag and the objects only movement is the 5ft of movement used to bring it forth from the bag. Hence why my wizard has envelopes of buffs in his bag
Chronal Shift is also nice because your portents might be results that won't cause the enemy to miss or fail their rolls (might have two high rolls), Chronal can work for rolls that need to fail or succeed while Portent might already be stuck at two dice results that won't be useable at a critical moment.
Chronal shift is, in my opinion, better than Portent... mostly because of the wording:
You make this decision after you see whether the roll succeeds or fails...
Legendary resistances read:
If the CREATURE fails a saving throw, it can choose to succeed instead.
After it has succeeded you can chose to have the creature reroll:
The target must use the result of the second roll
In my reading, you can definitely use this on a roll that legendary resistance has already made a success...
Something interesting (although niche) about the Convergent Future can allow a wizard to be the most effective user of a verbal sword. If a nat 20 is the minimum needed to hit a creature (since you have a low/negative strength and aren't proficient with the sword) then CF would trigger the Vorpal Sword's beheading
I think Momentary Stasis is ok for those turns where you cast a bonus action spell like misty step, and now you can only cast a cantrip. So if we compare Momentary Stasis action to using a cantrip, then i think its pretty good for those turns where you need to use misty step to get out of melee combat and still use your action on something decent.
Despite not being terribly powerful on average, the graviturgist looks quite fun to play. Lots of little decisions to make with every spell cast, past that which most wizard's have to make. It's all a matter of personal preference of course.
Thank you so much for continuing to put out this excellent content! Cheers
When building a chronurgist, would you still take level 1 as a cleric as you did with your diviner?, or would you just go straight to that level 10 ability?
I cannot WAIT to kill my level 14 chronurgist burning legendary saves
It is in a weird way a BBEG killer.
Shapechange into Planetar + Convergent Future = every reaction for the hour you get to say if a roll succeeds or fails which is devastating out of combat and great in combat.
Great call - there are quite a few creatures immune to exhaustion.
Yes, I hadn't considered that.
A clutch use of gravity well is to get an ally out of say, a shambling mounds fist, the mouth of T-Rex etc
Does spell scroll ignore casting time? If that is the case then if you use the downtime system from Xanathars you can create leomund's tiny hut scrolls for 500GP and a workweek of downtime. To get something comparable to arcane abeyance regardless of arcane tradition.
Downsides
500GP
Downtime cost
Can only be used by characters with said spell on their spell list
DM dependant GP and downtime is largely controlled by the DM
Upsides
Can be made without arcane abeyance
Spell scrolls last for more than 1 Hour
Gives your party access to more "spell slots"
Other scrolls i like making are
Longstrider scrolls (25GP per scroll for getting the speed advantage is pretty good the thing that holds this spell back is that it costs to many spell slots which scrolls helps with)
Mage armor(25GP for an extra 1st Level spell slot and one more prepareation slot can be worthwhile)
And non ritual utility spells that take up spell preperation and precious spell slots such as knock, Rope trick, See invisibility.
I think you're underestimating Convergent Future. Sure, exhaustion is bad, but calling it a once-per-long-rest ability is an oversimplification. In climactic encounters, you can use it multiple times and potentially rest for a few days afterwards. Furthermore, the first few levels of Exhaustion aren't that terrible- I could easily see using Convergent Future 3 times in one encounter, and then getting through the next day with disadvantage on ability checks and a halved movement speed (your initiative is so good that disadvantage on checks doesn't matter for combat, and a steed can obviate your halved movement.)
Also note that Convergent Future can essentially act as Legendary Resistances. There are a lot of situations where succeeding on a save against a paralytic gaze or somesuch is worth a level of exhaustion, especially by 14th level when you get the ability.
Finally, note that at 14th level you will have the spell Simulacrum. A Simulacrum can run itself to the ground using Convergent Futures, and then you either make a fresh one or give the Simulacrum a few days of rest; a Simulacrum can't regain spell slots, but it loses exhaustion levels from resting the same as any other creature.
If you and your Simulacrum work in tandem, it's possible to burn through a creature's Legendary Resistances in two rounds. Turn 1: you cast a save-or-suck spell like Hypnotic Pattern; your Simulacrum uses its reaction to force a failed save. Then your Simulacrum takes its turn, getting back its reaction, and casts another save-or-suck spell, once again tanking a level of Exhaustion to force a failed save. Then, on your next turn you force a failed save, and now your Simulacrum can force a final failed save which will stick because the enemy has burned all 3 Legendary Resistances. Let's say the final spell which the enemy fails is a Polymorph. Now you have 1 minute to Flesh to Stone the enemy clam into a stone clam, which will be easy because clams don't have good saving throws, and the Petrified condition will persist once the clam turns back into its true form.
Why is everyone misunderstanding how the lvl. 14 ability works? You can not force someone to fail saving throws. It says the roll is one less the success. Which means it's always success aslong as someone has a +1 modifier at least.
I would probably only tweak tiny hut in this situation because other >action spells dont seem to be too much of a game breaker when you compare them to using a simulacrum or ring of spell storing instead. Making the hut fizzle of used while in combat or when too close to enemies or just having more enemies with dispel magic just makes more sense than to gut the classes best ability.
Honestly though i would probably introduce the characters to a fight where enemies use similar tactics and then have a talk with them afterwards to hash out a new resolution. Dms can always break a game harder than players can
Maybe someone else already said this but violent attraction increases fall dmg it does not decrease it.
If you had a day where it would be really really useful to use convergent future a few times, you could use greater restoration to mitigate the exhaustion
"Only by finishing a long rest can you remove a level of exhaustion gained in this way."
Olibusa Leaf will create a tea that removes 2 levels of exhaustion per long rest instead of one, so nice for Convergent Future.
Would you say Adjust Density would be a better feature if it had a level scaling? Let's say the amount of creatures you can affect with it would increase by 1 at lvl 5, lvl 11 and lvl 17 like a cantrip scaling works, would you say it would be way too powerful or is it still in the field of being balanced? It would be somewhat of a weaker slow spell, but with no real costs. But at higher levels there are better spells to use anyway. So I don't know how to add more flavor to it.
I was hoping the Graviturgist would get some real powerhouse abilities, so you could really feel how you manipulate space itself. Idk, creating something like 10ft or 20ft of difficult terrain out of nowhere just by gravitational pressure or something. Event Horizon tries to do this but at level 14 it feels somewhat common in comparison to other things. Chronurgist hits it thematically better in my opinion than the Graviturgist does. But maybe I just haven't found the right build for me yet.
It would not be game breaking - I would be inclined, rather than scaling, to have it affect multiples right away. Maybe 1 + Int targets or something.
Or maybe scale the weight increase/decrease and with that the effect this ability has.
Greater restoration is an action, so as long as you have somebody willing to cast that you can super negate the cost of forcing a creature to autofail against like, maze or something
I'm surprised Adjust Density doesn't double(or half) forced movement abilities like repelling blast and thunderwave. Seems like that might actually make it worth concentrating on (and make it contend with over subclass abilities) especially if you houserule a push into a wall does damage. I'd also say give it a small AOE to hit multiple enemies at lvl 10, but push back affecting huge enemies to 14 or 16.
I've been thinking about Adjust Density. I think a way to make it a little better is to take some inspiration from the Mistborn power of Feruchemy and have it give a slight buff when you target yourself with either condition. Something along the lines of below:
Lighter:
When you fall from a height of more than 10', you can use your Reaction to reduce your density. If you do, you cast the Feather Fall spell targetting only yourself.
Heavier:
You can Adjust Density, targeting yourself, as a Reaction to taking melee damage. If you do, you have the normal benefits but while heavier gain Temporary Hit Points equal to 5 x (Con Mod)(min 1) and your Unarmed and Melee damage increase by 1d4.
Oooorrrr something like that. Still situational stuff, but at least there's more situations now. It just bugs me they can increase gravity for damage at level 10 but dont get a way to reduce fall damage haha could give those things a reset for targetting yourself?
Or keep Adjust Density the same as written and just give a secondary level 2 ability where, instead of Int Mod to initiative, gravity wizards know the Feather Fall spell, it is always prepared, and doesnt count against their total number of spells.
How does getting immediate access to dunamancy spells impact the power of the subclasses?
It's a somewhat but not hugely significant factor IMO.
Laughed from the future LOL as Treamont creates such an epic Gravaturgist build
Great video Chris, couple little things to point out though:
- Violent Attraction increases fall damage, it does not reduce it. This makes it slightly worse I think? Unless you build around causing fall damage, which feels really inefficient.
- While Event horizon is technically a bigger penalty than difficult terrain, the last sentence specifically says [...] until you expend a spell slot of 3rd level or higher ON IT." I could be wrong, but I think they mean you use a spell slot to recharge the ability, not that you get it back from casting other spells, which would make it much worse because it has to be better than your third level spells to be worth doing more than once a day.
It makes me sad that the Chronurgist is so broken. Arcane Abeyance would be such a fun ability even without the casting time change, but because of it I can see a lot of tables not allowing the subclass at all, or even the entire supplement since it's technically just for the Exandria setting.
For Violent Attraction, you aren't reducing fall damage, you're *increasing* it. So this is only useful if you can somehow make an enemy fall (perhaps by polymorphing them into something small and having your familiar pick them up)
Alternatively, by using the gravity spells that come with Dunamancy, as many of them suck enemies towards a point and force them to get away. Those enemies would fall, taking fall damage +2d10. Since most of the aforementioned spells are AoE damage spells, it makes for a nice damage increase to your spells.
Hi Chris, after watching your videos on the new Wildemount subclasses, I have decided to go with a Chronurgist God Wizard. Before our new campaign starts, I'd love to get your input.
Would you take a Chronurgist as a straight wizard through level 20? I saw your Diviner build and wondered if the Cleric muilticlass would also be how you would build a Chronurgist. Any feedback you have would be much appreciated.
I would have to disagree on calling Chronal shift weaker than portent. Portent lets you call out rolls, yes but it assumes you have small or big enough rolls to call out. On a d20, useful rolls for portent are few or far between. Also, chronal shift makes sure you can turn that crit into something else, a vital persuasion check on the beholder that the party face rolled a nat 2 on can be re-rolled, you can use a revivify scroll when you only have a 1 level dip in cleric and get two chances [All three of these happened on my current campaign where I play a cronurgist]. This is both disadvantage on call against villains and inspiration (on steroids) on call to your party members
Since you still have to spend the time to cast the spell, and it only lasts an hour, Arcane Abeyance is difficult to use defensively, because you generally don't know when you're going to be attacked, and you can't just keep it up all day. Maybe you hear attackers approaching and have a minute free to cast it before the attack, but that's not always the case. If you're winning a fight you don't want to cast the hut because the enemies can just run away, and if you're in big trouble in a fight against intelligent enemies Leomund's Hut just gives them more options and time to gather reinforcements and improve their advantage. Outside of taking a space and then stalling for something, I don't think it's that strong, and DMs should be able to work around situations where it is. Personally I would almost always use it when initiating encounters and then put an offensive probably concentration spell in the bead before going on the attack.
Are there good level 6 abilities for wizard? When you say the chronurgists is ok, but jot good. I think most of them are meh or am i missing one? Illuionist is once a short rest, conjuration is misty step, enchantment is usefull aslong you are not fighting undead, but none of them strike me as awesome?
I would say that overall the level 6 abilities are weaker than the level 2 abilities, but that doesn't mean none of them are good. Transmuter, Necromancer and Conjuration come to mind immediately. In all cases, they have a weaker level 2 ability and the level 6 ability is good.
Treantmonk's Temple true i forgot the transmuter. His 6th level ability is my favorite. :) thx
Minor quibble on event horizon; The effect on a passed save isn't quite identical to difficult terrain, because difficult terrain is essentially "Each foot costs two feet instead of one". This states that each foot costs two EXTRA, so it should triple movement cost rather than doubling it [assuming my reading is accurate]. Not a drastic change, but noteworthy,
if you combo it with something like grease an enemy would have 5 feet of movement even if they succeeded, then if you had attacks like grasping vine you can either keep them from escaping, or you could use a push ability of some sort to keep them away(or step back one square) and they'll never touch you. This can combo with your party WAYLAYING everything in the area as they move 3x faster than whatever you're fighting, while every time the enemy takes damage from your event horizon you can move them 5 feet(the distance they just walked or flew etc). So you CAN combo this with some spells to effectively create 0 move speed 100% guaranteed for a minute, while forcing damage, and your allies can just have fun going nuts.
i don't think arcane abeyance needs "fixing" since all spells are subject to being dispelled/counter spelled
even spells like resilient sphere that resistant to dispel magic can be removed by disintegrate or a anti magic field
i'd argue that you can balance chronurgist by adding more enemies with dispel magic or counterspell. No tiny hut. Of course the enemy still buried a reaction and a 3rd level on it so it's still a win
Hey Chris,
Are you done with the cleric guide? I was hoping for a bunch of builds like you did with the wizard. What videos can we expect to see if the next few weeks?
No, I intend to go back to Cleric, I just figure that I better get Wildemount content in now, while it's fresh.
Hey if you're considering variants for the dunamancy spells could you also perhaps do a variant on globe of invulnerability, because I just found out it can be nullified by dispel magic and that's a bummer.
I'd also love to here your thoughts on a reaction based timestop to avoid damage!
Otherwise great video!
Reaction based timestop - that's an interesting idea...
In fact, I think I will use that idea - working out the 9th level variants now, and reaction time stop is on the way - thank you for the great idea!
I wonder. What if you cast tiny servant to have a way to set off a delayed spell or target a creature behind cover through arcane abeyance while you are hidden or invisible.
Graviturgist abilities may seen lackluster but I think it balances out with the spells that are only supposed to be for Graviturgist. The gravity spells are just stupid lol especially the high level ones
Are you going to do a Chronurgist build?
Long time, no siege.
I find it a little weird that only one of the 2 subclasses have 2 level 2 abilities. Either they are considering the unique spells the 2nd level 2 (bringing the gravitugist in line with every other wizard for # of features, but make the Chronorgist have 3) or they aren't (which means graviturgist is missing a feature)
Do you have any thoughts on bringing the Chonorgist in line? Id prefer not to just ban it, but I definitely have players that would abuse its mechanics.
Assuming you add a 1 action casting time restriction, and find a way around the exhaustion-immune shapechange issue, does it need any other changes? like maybe cutting Temporal Awareness to bring its feature number in line with gravitugist?
It is definitely strange, as technically it's the only Wizard subclass in D&D that doesn't have multiple level 2 abilities (though for a lot of the subclasses the 2nd ability is X Savant which isn't much of an ability)
Arcane Abeyance: Polymorph your familiar into a Giant Ape using its own concentration, then make it greatly invisible.
Gravity Well is only really useful if you have eldritch blast and repelling blast and you knock enemies 15ft back every time you hit them with EB
That would be a very cool combo.
ti's double difficult terrain: 2 extra feet of movement is 3 feet per foot. So a speed of 30 is effectively a speed of 10. It would also stack with difficult terrain, meaning it's nearly movement denial even on a successful save. (That being said, yeah-I'm really disappointed by Graviturgist)
but you still have to use the spell slot to cast the spell and it only last for one hour..... I can't say its game breaking because you have a limited time before the hour is up and the bead is destroyed
how does convergent future iteract with "cannot become exhausted"?
Chronurgist really means WotC needs to give War Mage needs a buff. The bonus to initiative was really the the only reason to take it.
Let's not, actually. There are weaker wizard subclasses.
@@GildedTongues Not sure why one buff precludes another. The difference is that War Mage's initiative bonus was once exclusive to its subclass. Doesn't help that Power Surges are basically useless.
@@Cloudz2021 War Wizard is already in a balanced space - it's just overly front-loaded. Chronurgist needs a nerf, and should never have received the bonus to initiative. That doesn't mean that every other wizard now needs a buff to close that gap.
I disagree. The +4 to any saving throw as a reaction is IMO the primary reason to take War Mage.
Lol the bonus to initiative it's the only reason to get the obviously most op wizard subclass with a free shield working even on St? You are playing a different game sir.
I just thought about using Chronal Shift to reroll a counterspell, because you will know if the check fails or not if you know the spell that was cast.
Unfortunately you only have one reaction.
Fair. But it could be someone else's counterspell, if you have a bard or a sorcerer with you.
So Chronurgy blue and Graviturgy purple?
Yes, that's where I would put them for sure.
Am I missing something with Convergent Future? Despite appearances it doesn't actually guarantee a failure. The text shown says "...the number rolled...", which means before any modifiers are applied. If I'm being attacked and I make the number rolled one less than what was needed, I'd better hope they don't have any bonuses, or I get a level of exhaustion along with a hit. And by the time I'm 14th level I expect most opponents will have non-trivial modifiers to hit.
Great as always; thanks!
[Edit: I see @Colt Carlton below had the same thought.]
When adding INT modifier to initiative, do you only add INT or both INT and DEX?
both
@@TreantmonksTemple Thank you sensei :)
I've almost never disagreed with you but if RAW allow it, I don't think a pissy DM gets to negate it
Arcane Abeyance a spell, cast Catnap for ten minutes for Arcane Recovery, then Arcane Abeyance a second spell.
Your Simulacrums can use Convergent Future
Violent Attraction doesn't reduce fall damage, it adds more.
Abeyance + Creation = 5x5 ft brick of platinum which is thousands of pounds instantly dropped on their head. Or closed-top cylinder around them which lasts for a long time.
Creation is a 5th Level spell, so it can’t be cast using Arcane Abeyance. This is the exact Wish I use though if I want to instant kill the BBEG.
i'd love to become a patron but lost my job in the whole pandemic
will definitely do so when I get back on my feet
The Patreon should only be joined if it presents no financial strain. I wish you the best of luck in finding work.
No comment on "altering the weight of an object" at all? Make an enemies armour twice as heavy? Half the weight of a rope bridge once you cross it so it won't support the weight of anyone tailing you? Suddenly double the weight of an enemy spellbook or weapon to surprise them? Half the weight of a ship so it moves faster in the wind? Double the weight of an arrow right before it strikes an enemy? Half the weight of a heavy locked chest so it can be carried with ease? There are so many inventive things you can do with that you didn't even attempt to explore.
The big deal here is to remember that ENEMIES have carrying capacities, too. If you're fighting an enemy in plate armour and that enemy has a strength of 20, they become encumbered if you double the weight of their armour.
The more I think of the Chronurgy Wizard the more I want to make a Joey Wheeler/Jounouchi Katsuya time Wizard with tough.
How powerful is Arcane Abeyance with your houserule"? Would a Chronurgist still be the best wizard?
Still very powerful and yes.
I would say yes. Even with the house rule. If you get your familiar to use it to cast one of your higher level summoning spells. It can hold that concentration for the full hour. You can just ready your action to cast planer binding as soon as the summons appears, at your highest level. And then you can just do that everyday
Momentary stasis, if they fail the save, is also a great setup for your Paladin or Rogue to get off a near-guaranteed crit if they are between you and your target in initiative.
At level 6, it's like dealing 4d8 damage if your 1h paladin ally smites or 4d6 for a shortsword rogue. In this way, the damage continues to scale as your party levels up too.
A reminder, momentary stasis does not paralyze the target. No autocrit or advantage on attacks against them. And if they take damage they are no longer stuck in time.
@@Mandabar2 Huh, you're right. I'm so used to seeing incapacitated as part of another condition that seeing it on its own just made me assume. Damn this just got a lot worse in my eyes and even less thematic. No setting up Ze Warudo attacks then...
@@killianduggan8730 Another interesting one is Id Insinuation (UA).
www.dndbeyond.com/spells/id-insinuation-ua (or find it in one of the UA)
This spell also incapacitates someone, but does not restrict movement. Almost universally spells that incapacitate also specify that movement is set to zero. But this one doesn't, so you are left with a target that can't take any actions or reactions, but can still move.
if someone has advantage or disadvantage and i use cronal shift does their reroll also have advantage/disadvantage? i would think yes but what are other peoples thoughts
I would also think yes.
what about using booming blade plus the 6th level ability to force them to move?
Yes, that combo could be effective. Of course the forced movement doesn't trigger the BB, but if they need to move back into range to make attacks it would work nicely...
Use magic circle! Keep the enemies in the circle and leave, or nuke them
I think graviturgy wizard strong point is their spell list
For Convergent Future, you said you would never use it on an ability check... Isn't the roll in a Counterspell attempt considered an ability check? The ability to 100% for sure Counterspell a high level spell cast against you would definitely be worth a level of exhaustion.
Imagine using a single 3rd level slot, and gaining a level of exhaustion, to Counterspell a 9th level spell like Wish. You KNOW that was the "I WIN" card for that opponent. Squashing it would essentially end the encounter.
@Christian Swensen; convergent future is a reaction, counter spell is also a reaction. You CAN’T use both because you have only one reaction.
@@ataberkdedemen9802 damn. Yup. Good catch. That's undoubtedly why Chris didn't mention it.
@@ataberkdedemen9802 ahhh… just thought about it, and you can use it on a Counterspell cast by someone else. Yes, that starts to get tricky. But if you're going up against a baddy that can sling 9th level spells, you BETTER bring tricky.
Yeah, I guess in fairness I was being slightly hyperbolic. I would be more accurate to say "I would normally not use for ability checks/attack rolls, but of course there are exceptions."
What happens if you chrono shift an enemy attack that has advantage? Do they get to reroll with advantage?
The way I read it, they would retain advantage/disadvantage
Cool stuff, thank you for sharing
Haven’t been able to find the answer with a google search, so I’ll ask here: is EGtW official content? Is it AL legal?
Yes and No, respectively. It's the same deal as ERftLW, or the MtG books: An official book set in a different world.
@@Varatho Is that on the same level as SCAG, then? Or is SCAG part of the other settings?
@@QuiescentPilot No, the SGAG an official book that is part of the Default Setting (Forgotten Realms), so it can be used as your "+1 book" for AL.
@@Varatho Ah, okay. So basically, just treat Wildemount as if it were Eberron. Thanks for the info; I never really understood how all this "setting" stuff worked.
Yes and No.
Matt Mercer is creative but he really needs to work on his balancing.
I mean, could we expect any different? This is a DM who lets his casters use FA and BA spells in the same turn as long as one of the spells is level 2 or lower. Because casters totally needed a buff. Love watching his show, but we should have seen the balance issues coming.
Yes, he reminds me of Mike Mearls in that he has great ideas in regards to being creative, but is not an optimancer.
@@sharkforce8147 I wholeheartedly agree. I think it's also worth pointing out that while Matt isn't an optimancer, his players are even less so: hell, I think if you asked the cast of Critical Role, they'd tell you that Monk is one of the best classes in the game!
As such, he likely doesn't consider certain broken combinations when designing these abilities, but more thinks about how his players might use them.
Can an enemy not just Dispel the Tiny Hut? Assuming you are hiding inside it at the time, you can't even attempt to Counterspell the Dispel.
Most enemies aren't going to have Dispel Magic.
@@TreantmonksTemple Fair point, Wizards are awesome so that's the perspective I automatically think from :D Though I would imagine (I probably have about 1% of your experience so could be talking nonsense) that in the kind of encounters where you really want a Tiny Hut (e.g. big boss fight at the end of the quest) there will often be an enemy capable of doing so?
@@TeeJee48 I mean there is no question that Dispel Magic takes care of the hut 100%. In my experience though, most big bosses don't have dispel magic either, though you shouldn't count on that!
Yeah, this is exactly my problem with most homebrewed wizard subclasses - they play like sorcerers, not wizards.
Or activate the "Join" button on TH-cam
I can directly link that, did not know, I'll check it out - thank you!
Checked it out - can't activate the "join" button until I have a minimum of 30,000 subs, so a ways off.
OMG, Arcane Abeyance doesn't "break the game". I don't understand this irrational fear of Tiny Hut, a glorified Rope Trick that you can cast any time without wasting your AA. I have a 3rd level Spell Gem and I would never put Tiny Hut in it, totally situational and not useful against smart, powerful enemies. Much better to put in a spell that I'll want to cast every day and in any combat. And when I get AA, it'll be for a combat cast to offload concentration.
Ugh...Graviturgist sounded like such a fun concept, but this was just...incredibly disappointing. Why are these abilities so piddling?
I'd love to shoot you a couple of bucks, but I refuse to use Patreon. If you go to an alternate site let us know.
OK, I didn't realize there was an issue with Patreon, but I don't want anyone to use it who has issues with it.
@@TreantmonksTemple you might check out Scribestar as well. It's an alternate to Patreon that some people are using.
Chris hates fun. LOL. I see a theme....if its powerful he thinks it breaks the game....lol. Meh, I say let the Wizard have it as written....most wont use it that way, and even if they did there are plenty of work arounds.