I've thought of building a wizard who emphasizes supporting the team instead of just picking all the spells that do damage. And I want to take that a step further: no direct damage. Flavor-wise, he is an elderly character that loathes hurt and suffering. He leaves combat for the young-uns and understands its necessity, but does not directly harm enemies.
Build a Wizard (that may multi-class into other casters) that takes no spells that directly damage enemies. This includes: spells with an attack roll, spells that cause damage based on a Saving Throw, spells that enhance my own attacks, and spells that increase the damage I do on other attacks.
Standard point-array, feats and multi-classing allowed. Wizard supports the following party members: monk, warlock, barbarian, ranger. I'm not sure what my other members are specializing, but I'm confident about an UA Zealot Barbarian and a Hunter Ranger. They are all damage-oriented players who like to compete and shine in battle, damage-wise. Our campaigns usually have a full-level progression, but we can focus on levels 1-14 (which I can realistically expect to play). Role in battle:
Support the team
When the party really needs the damage output, to use an army of creatures to fight for him.
The Build So Far
400 year old Forest Gnome (INT +2, DEX +1), knows Minor Illusion, able to speak with small animals (good for scouting). The spells for my book.
- Mage hand, Light, Message
- Blade Ward
- Prestidigitation / Mending
- Find Familiar (ritual) - to Help our warlock with his few but powerful spells
- Hold X - keep a nasty target on lockdown until party can focus him
- Blur / Mage Armor - one requires concentration, other lasts a lot longer
- Darkness / Fog Cloud - for defense tactics
- Polymorph - turn comrades out of resources into powerful beasts
- Counterspell / Dispel magic
- Wall of X
- Mass Suggestion
- Create Undead
- Animate X
- Conjure X
- Breathe underwater
- Leomund's Tiny Hut
I seek feedback on how to optimize my spell list. However, recommended feats and schools of magic to get the right fit for this concept are welcome
Did I miss any spell that would further my goal of supporting the party?
Are there unnecessary spells here that will not work together or that are too situational?
TL;DR: What spells should I take to make a great combat-support Wizard whose spells do not do direct-damage to enemies, and that can enhance the party's other members strengths or cover their weaknesses?
The answers should be measured by:
- Team synergy - spells that draw on the strengths of party members and help them shine and stand-out. Despite knowing the party can change (people die, people leave, etc), to be able to make another character give it his best and then some, is the best thing a support can do, is it not? (e.g., keep the familiar helping the warlock. His few spells are the most potent, and him having advantage on them really makes them worth it)
- Detail - not just a list of spells, but also why they are (or are not!) useful. Feel free to also reject the spells I have listed. To measure their usefulness, you can resort to your experience in D&D games, as to what is commonly found and what is regularly needed (e.g., the Light spell is always a must if someone in your party does not have Darkvision). If the explanation of the spells is not clear, add an example of it's utility (or lack-there-of). E.g., "dont take X and Y, both require concentration and are for self-defense" or "don't take Darkness and Fog Cloud, since Fog Cloud just outshines Darkness".
- Versatility / Avoid Redundancy - a good spell list that works against a well-rounded variety of enemies AND with utility for non-combat situations. So, not just something that works against a single melee boss. Bonus points for giving examples of the situations (e.g., "spells X, Y, Z make a good combination VS a Lich boss and his underlings", "X and Y are good against melee targets", "the overall list has a hard time against this type of enemy, so in this case you must change your playstyle and rely on the party as you take a step back", or "spell Levitate not only is good against melee enemies, but is also useful to explore hidden zones")