I have character that is committed to being a Cleric/Wizard; nothing else fits the fiction. For the moment, she's Knowledge/Abjurer, but there is some wiggle room there. Beyond that, the exact blend is undetermined at this time. I have a few different thoughts on how to split it up...
Clr3/Wiz17 - Pro: L9 Wizard Spells. Aid and Lesser Restoration also contribute to Arcane Ward. Con: Cleric is mostly only good for basic healing.
Clr5/Wiz15 - Pro: Gain access to Revivify. Con: Lose access to L9 spells.
Clr6/Wiz14 - Pro: Gain a second use of Channel Divinity and the second domain-specific ability.
Clr7/Wiz13 - Pro: Gain access to Raise Dead. Con: Lose access to Spell Resistance.
I don't find Potent Spellcasting (ClrKnow8) or Divine Intervention (Clr10) terribly appealing. By contrast, Spell Resistance (WizAbj14) seems awesome. Perhaps the real debate is Raise Dead vs. Spell Resistance?
Beyond the availability of ASIs, are there any factors I'm not considering?
Beyond the availability of ASIs, are there any factors I'm not considering?
Has your DM and the rest of the group committed to running this campaign all the way up to level 20? Many campaigns come to a natural end before level 20 is reached, so you may be overvaluing the build at that level, over what you're planning to gain along the way.
Has your DM and the rest of the group committed to running this campaign all the way up to level 20? Many campaigns come to a natural end before level 20 is reached, so you may be overvaluing the build at that level, over what you're planning to gain along the way.
It's an Adventurers' League character, so she'll get there eventually/potentially.
She's currently Clr1/Wiz2, and going to Wiz4 first for the first ASI. After that, she's probably going back to Cleric. Part of the question is whether I stop at Clr3 then switch back, or go to Clr4 (on the way to Clr5+) for another ASI.
I really like your concept and I look forward to trying to do something similar.
Depending on your choice in deity and arcane tradition can really change the character.
Depending on the proficiency's of the god wear medium or heavy armor and a shield, wielding no weapon just the cantrips shocking grasp & a long range one.
I'd probably take 1st and 2nd level as Cleric and 3+ as Wizard. Possibly 1st: Cleric, 2nd: Wizard, 3rd Cleric, 4+: Wizard. That shows you've always been dedicate to multiclassing, not just "picking it up". You will lose a little ASI, but only 2 levels behind.
Idea: Alt Human with a Deity with Heavy Armor proficiency
Standard Array: Str: 14, Dex: 10, Con: 12, Int: 15, Wis: 13, Cha: 8. Put you human +1s into Str (15) and Int (16), and feat Heavy Armor Mastery for 3 points of DR and +1 Str (16).
You now have a Wizard with 16 Strength, heavy armor, a shield, in service of a deity.
I like the idea of turning the standard concepts on their heads when possible.
I really like your concept and I look forward to trying to do something similar.
Depending on your choice in deity and arcane tradition can really change the character.
Depending on the proficiency's of the god wear medium or heavy armor and a shield, wielding no weapon just the cantrips shocking grasp & a long range one.
I'd probably take 1st and 2nd level as Cleric and 3+ as Wizard. Possibly 1st: Cleric, 2nd: Wizard, 3rd Cleric, 4+: Wizard. That shows you've always been dedicate to multiclassing, not just "picking it up". You will lose a little ASI, but only 2 levels behind.
She currently wears medium armor and carries a shield, and fights empty-handed with Firebolt and Shocking Grasp.
Going Clr2/Wiz18 gets you *Spell Mastery* and 9th level spells, but you don't get *Revivify* until Clr5. *Revivify* has the potential to snatch life from the jaws of defeat... hence the essence of my debate. :)
@OP: I play a multi-class Cleric/Wizard who is currently 5th level. This is an excellent combination for both RP and minmax. My PC, Jacques, began as a Life Cleric-1 then went all Wizard. From an RP perspective he is a failure as a Cleric and can never advance beyond Level 1, which is fine as he does not want to. Jacques is actually a Melee Wizard, which seems weird but works great. My GM is very experienced and quite difficult, with frequent PC deaths.
Pros: Extremely durable and has lots of spells of various sorts. Defensively very strong. Cons: Access to new Wizard spells delayed 1 level. Does poor single-target damage. Hurts most at 5th level.
Honestly, I've barely noticed the spell delays, but this is because of Jacques' chosen style. He excels at drawing hostile attention and not getting hurt, aka tanking. For example, in a recent large-scale outside battle vs a host of gnolls he started the fight with a Bless on party ranged attackers. Once the gnolls moved a host of longbow archers into firing position Jacques shifted tactics. He ended concentration, cast Blur, then deliberately exposed himself as a flashy high value target to all the gnoll archers. Sadly for them, with AC19 (+5 with Shield) & Blur, the archers needed paired natural 20s to hit him, a 1 in 400 chance. Thus 20 archers could each unload a quiver of 20 arrows at him and expect to get one hit, total, which will be absorbed by the Abjuration Wizard's force field. Every attack that misses Jacques mitigates damage to a less defensive PC, so this is FAR more effective than healing. This tactic generally fails against smart foes only after they figure out what he's doing.
Jacques has stacked up defensive abilities to an almost absurd degree. I play him as a brave coward who does brave things but sometimes hesitates or soils his britches in the process. E.g. High AC from heavy armor & shield, Shield spell, Blur Spell, Arcane Ward, & feat Inspiring leader for temp HP. He only has 34 HP at 5th level, but also has an 11 hp arcane ward and 6 temp HP == 51 total HP. Resistance to many types of magical damage (Absorb Elements spell) top this off.
Overall this is a very strong multi-class option. Arcane Ward is great at preventing small hits from interrupting concentration. The only real disadvantage is 1 level later access to top-tier wizard spells. Jacques is SO MUCH more defensive than most wizards that it's an easy trade.
I have character that is committed to being a Cleric/Wizard; nothing else fits the fiction. For the moment, she's Knowledge/Abjurer, but there is some wiggle room there. Beyond that, the exact blend is undetermined at this time. I have a few different thoughts on how to split it up...
Clr3/Wiz17 - Pro: L9 Wizard Spells. Aid and Lesser Restoration also contribute to Arcane Ward. Con: Cleric is mostly only good for basic healing.
Clr5/Wiz15 - Pro: Gain access to Revivify. Con: Lose access to L9 spells.
Clr6/Wiz14 - Pro: Gain a second use of Channel Divinity and the second domain-specific ability.
Clr7/Wiz13 - Pro: Gain access to Raise Dead. Con: Lose access to Spell Resistance.
I don't find Potent Spellcasting (ClrKnow8) or Divine Intervention (Clr10) terribly appealing. By contrast, Spell Resistance (WizAbj14) seems awesome. Perhaps the real debate is Raise Dead vs. Spell Resistance?
Beyond the availability of ASIs, are there any factors I'm not considering?
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She's currently Clr1/Wiz2, and going to Wiz4 first for the first ASI. After that, she's probably going back to Cleric. Part of the question is whether I stop at Clr3 then switch back, or go to Clr4 (on the way to Clr5+) for another ASI.
Will you be using cleric for spells that have an attack roll or saving throw? If not, you won't need that last ASI too badly.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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TJL,
I really like your concept and I look forward to trying to do something similar.
Depending on your choice in deity and arcane tradition can really change the character.
Depending on the proficiency's of the god wear medium or heavy armor and a shield, wielding no weapon just the cantrips shocking grasp & a long range one.
I'd probably take 1st and 2nd level as Cleric and 3+ as Wizard. Possibly 1st: Cleric, 2nd: Wizard, 3rd Cleric, 4+: Wizard. That shows you've always been dedicate to multiclassing, not just "picking it up". You will lose a little ASI, but only 2 levels behind.
Idea: Alt Human with a Deity with Heavy Armor proficiency
Standard Array: Str: 14, Dex: 10, Con: 12, Int: 15, Wis: 13, Cha: 8. Put you human +1s into Str (15) and Int (16), and feat Heavy Armor Mastery for 3 points of DR and +1 Str (16).
You now have a Wizard with 16 Strength, heavy armor, a shield, in service of a deity.
I like the idea of turning the standard concepts on their heads when possible.
Going Clr2/Wiz18 gets you *Spell Mastery* and 9th level spells, but you don't get *Revivify* until Clr5. *Revivify* has the potential to snatch life from the jaws of defeat... hence the essence of my debate. :)
Spell Mastery shield.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
@OP: I play a multi-class Cleric/Wizard who is currently 5th level. This is an excellent combination for both RP and minmax. My PC, Jacques, began as a Life Cleric-1 then went all Wizard. From an RP perspective he is a failure as a Cleric and can never advance beyond Level 1, which is fine as he does not want to. Jacques is actually a Melee Wizard, which seems weird but works great. My GM is very experienced and quite difficult, with frequent PC deaths.
Pros: Extremely durable and has lots of spells of various sorts. Defensively very strong.
Cons: Access to new Wizard spells delayed 1 level. Does poor single-target damage. Hurts most at 5th level.
Honestly, I've barely noticed the spell delays, but this is because of Jacques' chosen style. He excels at drawing hostile attention and not getting hurt, aka tanking. For example, in a recent large-scale outside battle vs a host of gnolls he started the fight with a Bless on party ranged attackers. Once the gnolls moved a host of longbow archers into firing position Jacques shifted tactics. He ended concentration, cast Blur, then deliberately exposed himself as a flashy high value target to all the gnoll archers. Sadly for them, with AC19 (+5 with Shield) & Blur, the archers needed paired natural 20s to hit him, a 1 in 400 chance. Thus 20 archers could each unload a quiver of 20 arrows at him and expect to get one hit, total, which will be absorbed by the Abjuration Wizard's force field. Every attack that misses Jacques mitigates damage to a less defensive PC, so this is FAR more effective than healing. This tactic generally fails against smart foes only after they figure out what he's doing.
Jacques has stacked up defensive abilities to an almost absurd degree. I play him as a brave coward who does brave things but sometimes hesitates or soils his britches in the process. E.g. High AC from heavy armor & shield, Shield spell, Blur Spell, Arcane Ward, & feat Inspiring leader for temp HP. He only has 34 HP at 5th level, but also has an 11 hp arcane ward and 6 temp HP == 51 total HP. Resistance to many types of magical damage (Absorb Elements spell) top this off.
Overall this is a very strong multi-class option. Arcane Ward is great at preventing small hits from interrupting concentration. The only real disadvantage is 1 level later access to top-tier wizard spells. Jacques is SO MUCH more defensive than most wizards that it's an easy trade.