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Can Wizards Wear Armor 5e

author
Paul Gonzalez
• Saturday, 09 January, 2021
• 8 min read

The PUB states in the class entries that wizards and sorcerers do not start the game with armor proficiencies. On page 144 it says this “if you wear armor that you lack proficiency in. But p 20 for mountain dwarf states that they have proficiency in light and medium armor.

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Can I run a mountain dwarf wizard with breastplate (medium armor) and not suffer any penalty to spell casting? And when this first became apparent, there were about a thousand posts on En world and RPG net screaming that the whole game was broken because of it.

All I can say is that none of my players were interested in playing a dwarf wizard, so I can 't give you input one way or the other. I thought the whole Can 't cast spells in armor thing was stupid anyway. Having a potential to be able to wear armor and cast spells makes things interesting. There's always a trade off anyway, whatever gains you can get.

I also noticed that high elf regardless of class does not have any armor restrictions to cast that can trip. Mage armor gives you 13 AC + unlimited Ex bonus for 8 hours w/o concentration. Combine that with long rests, and you'll be covered a lot.

And when this first became apparent, there were about a thousand posts on En world and RPG net screaming that the whole game was broken because of it. All I can say is that none of my players were interested in playing a dwarf wizard, so I can 't give you input one way or the other.

And when actual play happened, and it was no big deal? You know I am quite happy that normal equipment now plays a higher note than magical items.

(Source: arrecaballo.es)

I love the fact I can complete an adventure with normal weapons and armor even at high level. At 3rd, 4th, and Pathfinder it would be laughable to bring in a mastery crafted sword into a battle pass level 5.

Im the opposite I think the toning down of magic items is one of the worst aspects of 5e (not the worst though that honer goes to clerics now being chosen by there gods instead of just any person who trains for it that's the favored souls job (which to be fair I never liked so I'm biased) If your having tier problems I feel bad for you son I got 99 problems but caster supremacy ain't 1. Apology's if there is no punctuation in the above post it's probably my autism making me forget.

He cannier medium armor and cast spells, and wields a war hammer. Most of the group is level 4 now, and I don't see any problems from this arising in the future.

', the reaction is to decide if it's a sex hole, then hit it with a rock. At some point it seems like D&D is going to disappear up its own ass. In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

When asked why he wears so much armor, his response would be “potion miscibility” or “blow back” or “exothermic reactions” or something similar. I've been using a warlock that I've been toying with the idea of multi classing to get an armor proficiency.

(Source: nase-notig.icu)

The group I am DMing for has a dwarves wizard and he's up to plate now I believe without dragging out the notes. If he is not, he will be eventually I suspect if he opts to blow a feat on upgrading his armor range. As for myself.

My current warlock with shield is sticking to medium armor and I do not have any plans to upgrade further as it does not fit how I envisioned the character going. Yeah, there are all sorts of possible combinations anything from multi classing into one of the martial classes for a level or two to just going with an Eldritch Knight or Bard with a feat to the obvious (Mountain Dwarf) or even get even chain somehow. Either way it's appropriate for a Mountain Dwarf to be able to cast spells in heavy armor.

Also, with the way they have split the paladin into three awesome subclasses you can 't go wrong there either. It might be interesting to mix a paladin with a warlock or sorcerer if you don't mind that it won't be all that optimal.

I thought the whole Can 't cast spells in armor thing was stupid anyway. Any Wizard PC can take a feat to be able to wear armor whilst casting spells.

Playing: D&D5e Running: Tales from the Loop Planning: Esper Genesis, Cult Divinity Lost Any Wizard PC can take a feat to be able to wear armor whilst casting spells.

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And I think that being able to take a feat to cast in armor is a good thing. I was referring to earlier editions of DnD and casters not being able to wear armor. \$\begin group\I've just read the D&D 5e basic rules, and I'm not sure I'm up to speed regarding casting spells while clad in armor.

For example, Diatonic Sorcerers get permanent Mage Armor for free at 1st level, which provides 13 + Dexterity Modifier AC. If you take a mage with high Dexterity, then it only gets worse as the armor gets heavier.

In addition, any mundane armor heavier than 20 pounds will give you Disadvantage on Stealth checks, and truly heavy armor won't let you apply your Dexterity Modifier at all. Furthermore, the only spell casters who have access to meta magic (which, aside from magic gear, was the primary way ASF was mitigated) are Sorcerers, which is also the class that needs heavy armor the least.

Magic gear is much harder to come by now, so the likelihood of you finding a magic suit of armor made to be light and maneuverable is much more remote, thus removing yet another way of mitigating ASF. It is not unbalanced because the there are many ways to increase the AC of a Wizard, from Mage Armor to bracers of defense etc.

Of course, you'd be better off taking 1 level of war domain cleric, but the cost of dipping in regard to stat improvements or feats is still there. It's not a departure from D&D tradition, because in all versions, if you picked the right combinations you could negate the arcane spell failures for all intents and purposes.

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The only people who missed out were those who lacked the system mastery to create the character concept. On the other hand, the generic wizard always had a hard time casting spells in various types of armor, and in this edition is not merely difficult, but impossible to do so unless you choose the correct rule combinations, which allows you to do so.

Pre-work mages tended to be more flamboyant with the gestures and armor is a bit restrictive there. On the balancing side they had a few good defensive spells to offset.

Mage Armor is only one low-level spell-slot away (and lasts for 8 hours), and compared to the Byzantine rulings that were necessary for Battle Sorcerers and similar combination classes in 3.× I enjoy the simplicity. And I think that being able to take a feat to cast in armor is a good thing. I was referring to earlier editions of DnD and casters not being able to wear armor.

I'm still in favor of no armor for magic users in early TSR rule set games. That and weapons restrictions meant a lot more with the limited array of character abilities than it does now.

An ODD magic user able to wear plate would be a bit overpowered. All characters used the same attack matrix from levels 1-3 so the magic user has no disadvantage starting out on hitting in combat.

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If the magic user could wear plate armor there wouldn't be much reason to play the fighter. The magic user (at lower levels) would be almost as good as the fighter in combat AND would have spells to use.

', the reaction is to decide if it's a sex hole, then hit it with a rock. At some point it seems like D&D is going to disappear up its own ass. In the randomness of the dice lies the seed for the great oak of creativity and fun. I would think that if any race's wizards SHOULD get to cast in armor, it would be the Dwarves.

A lot of the source material (e.g. the Vol sung saga or Tolkien's “dwarves of old wove mighty spells while hammers fell like ringing bells”) has dwarves as magical being and craters. I am not sure where the stereotype of non-magical Dwarves comes from, and it might be sensible for some settings, but I am happy to see fun options for Dwarf characters.

Wizards in armor dates back to ADD 1e, when an Elf or Half-Elf Fighter/Magic-User could cast spells in armor ... and again in 3e, when they introduced Arcane Spell Failure, a limited chance that spells would fail if the caster wore prohibited armor ... that they then bent over backwards finding ways to let some casters do it anyway. I'd prefer to have racial lists of allowed classes than the current “any race plus any class” paradigm, but even the free-for-all is better than the old-school “every race can be Fighter, Cleric or Thief” with its very rare exceptions.

I could never figure out the racial allowed class lists, unless there is some in setting reason it just seemed like a weird rule. I mean, why exactly should a smart dwarf not be able to study arcane magic? It works fine In fact, I've always wanted a troupe of dwarf apprentices with 'Dragon's Breath' runes inscribed on the inside of their shields (painted as various bestial faces) running around somewhere.

*(I'm currently of the opinion that ED was a reaction to ADD 2e, and tries to pull a lot of the previous material together for inspiration.) It made the reason magic in armor didn't work properly finally have some sense attached to it.

It also means I can remove dozens of irritating “armor in a ring” items from the game. I agree with a previous poster that, in earlier editions of D&D, this was a necessary control feature for game balance.

5e opens wide the gates for any class to wear full plate if they want to sacrifice some feats to get it. In others, there may be any number of reasons not to have them; you could say that about any race, really (I could see a world where humans are not allowed to have magic, for example).

Recall that dwarfs were originally quite limited in level even as fighters. One consideration is the usual game balance, a trade off for advantages such as better saves.

As the original weakness of hobbits clearly suggests, though, another consideration was the 'flavor' of the mix of character types. That originally no doubt owed something to selected literary inspiration, and one thing to bear in mind is the old distinction between codified limitations on player-characters vs. the ref's freedom simply to state by fiat what capabilities non-player figures possessed. As time went on, assumptions gained the weight of tradition and became in a sense definitive of the 'world' of D&D (and other games as well).

Recall that dwarfs were originally quite limited in level even as fighters. One consideration is the usual game balance, a trade off for advantages such as better saves.

Yeah, this was also a product of a system that originally had a built-in assumption of lower level-ranges of play. Dwarves also used to have a hefty bonus to saving throws against spells.

It sort of made sense that a race that inherently resistant to magic wasn't able to use magic. I seem to remember some old rules that even gave dwarves problems with using magic items...even a potion or a +1 sword might not function magically in a dwarf's hands.

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Sources
1 www.vokal.in - https://www.vokal.in/question/8DNKL-all-the-best-ka-hindi-kya-hota-hai
2 www.vokal.in - https://www.vokal.in/question/893OF-all-the-best-ka-matlab-kya-hota-hai-hindi-me-batao
3 www.imdb.com - https://www.imdb.com/title/tt0182251/reviews
4 www.merijindagi.com - https://www.merijindagi.com/pyar-kya-hai.html