Hello guru's! I am making a half elven sorcerer level 9 (draconic bloodline) for a upcoming campaign and would love some feedback on spell selection. I haven't played a 5E caster very much so all advice would be great.
I am wanting to play the character kinda like Charlie from firestarter without a father. Basically a street urchin with barely controlled arcane powers. My spell selection is focused on fire spells for this reason. I will be taking the Elemental Adept and Spell Sniper feats to give my spell casting extra umph.
Please see my spell list below. I feel like I need a few more utility spells but am having a hard time deciding what to chop.
It looks like there are two spells you could afford to drop.
As a draconic sorcerer, you don't need mage armor - you already get the equivalent AC for free from your origin. So that's an easy drop.
I also doubt that you need burning hands at such high level. It doesn't do a lot of damage and is very short ranged. If you would like to keep the theme, dragon's breath from Xanathar's works pretty well and is more efficient, even if it does use concentration. It has pretty good synergy with quicken spell as well.
As for spells you might want to pick up, I'm a huge fan of telekinesis, which you can use your action to repeat on subsequent turns while still quickening other spells. Speaking of, what are your metamagics? With this kind of spell list I might recommend quicken and empower, but twin and subtle are always powerful choices as well - and you'll get the third pick at level 10 anyway, so there's that. The choice of metamagic might influence what spells are particularly good to pick up.
Cut Burning Hands and Mage Armor. Burning Hands is fine at low levels, but between Scorching Ray and Fireball you usually won't have a reason to cast it. Draconic Resilience makes Mage Armor completely pointless to cast on yourself. Having 3 damaging fire cantrips is also a bit much, and I'd postpone Spell Sniper until your CHA is at +5.
You really want a cantrip and noncantrip spell that deals a different type of damage, in case you run into something with immunity to fire. Not sure what your restrictions on using other damage types are, but at least consider spells like Magic Missile, Catapult or Chaos Bolt if you don't want to use something overtly elemental.
The others have covered what I may have brought up in regards to spell changes, so instead, I'll bring up a few other points:
Elemental Adept - While this feat makes it so your fire spells don't have to worry about a creature's resistance to fire damage, it does not bypass fire immunity. And since even more creatures are immune to fire than resistant to it, I'd definitely keep this in mind as well as discuss with your DM the usefulness of a fire specialized character in their campaign. Because they may very well be throwing a ton of fire immune creatures at you for all you know.
Fire Dependency - Charlie isn't a one-trick pony and has other psionic powers. So I'd look to other psionic flavored spells such as the previously mentioned telekinesis, as it expands what you can do which would help in dealing with creatures with fire immunity as mentioned above. For a full write up of her powers, you can look here to get an idea of the spells you might want to pick.
Mystic Alternative - While not official yet, the mystic class released early last year in Unearthed Arcana would be perfect for Charlie. As it offers you abilities to really round out her psionic power set and you'd still very much be able to have loads of fun with fire. Plus you could avoid taking the Elemental Adept feat since Order of the Wu Jen allows you to overcome damage resistance. Though half-elf would obviously be less complimentary with the mystic class since it's INT based.
The choice of metamagic might influence what spells are particularly good to pick up.
Thanks for the suggestions. Made some tweaks to the spell list to reflect them.
For metamagic I was thinking twin and quicken. Thinking that a twinned Fire Bolt followed by a quickened Fireball would be a nice opener for most combats.
I picked a couple of cold spells as options against fire immune opponents. Probably grab some force attacks as I gain levels. It's just so hard to pick.
Mystic Alternative - While not official yet, the mystic class released early last year in Unearthed Arcana would be perfect for Charlie. As it offers you abilities to really round out her psionic power set and you'd still very much be able to have loads of fun with fire. Plus you could avoid taking the Elemental Adept feat since Order of the Wu Jen allows you to overcome damage resistance. Though half-elf would obviously be less complimentary with the mystic class since it's INT based.
I would love to see an official version of the mystic but alas we aren't using UA for this game.
>>waves fist and shouts at the heavens<< Hear that you lurking WOTC folks!?! I am pledging to buy both a physical copy AND a digital DNDBeyond copy of whatever book contains psionics!!!
Great feedback so far! Since everyone was so helpful I am wondering if you'd help with planning to level 20.
Spell list below..****y five more spells to pick. Yeesh, does sorcerer have a limited list. I am actually thinking of taking wizard or bard for my last three levels just to add some spells. Once I get 9th level spells I almost don't need to go any further in sorcerer.
Metamagic: Empower Spell at 10th, Heighten Spell at 17th
Looks pretty solid. I might swap out True Seeing for Wish, however. Even with only one 9th level slot, Wish is really hard to pass up for a Sorcerer because it allows you to bypass your spells known limitation once per day. The ability to cast any spell from any list is almost indispensable for a Sorcerer IMO.
Multiclassing is definitely not a bad idea, though I don't think it's necessary if your character arc doesn't call for it. I will say that the level 18 Draconic Sorcerer ability is pretty good, as it's basically a massive Fear/Charm with the same sorcery point cost as creating a third level spell slot. Even just one level of Bard or Wizard adds a ton, let alone two or three, so I think that this one just comes down to personal preference.
I would also mention that while it's tempting to add cold damage as an alternative to fire damage, most of the creatures that are immune to fire are also resistant to frost, so you might not be gaining much there. You might be better off picking up a buff or debuff that you can Twin when you are up against creatures that are immune to fire. Haste and Greater Invisibility, for instance, are extremely potent buffs.
As a final note, I will mention that if you're planning on blasting a lot, Empower will likely be a good metamagic option for you. Somewhere floating around on the internet is evidence that it increases your average damage by about 20%, which is nothing to scoff at. Even if it's your level 10 metamagic, I think it's a very efficient and worthwhile pick for a blaster Sorcerer, especially when you consider that it's only one sorcery point, can be used with other metamagics, and can be declared after the fact - so that you can save it for when you really flub the damage rolls.
I recommend you decide to focus on being good at either Boss lock down, AOE mob killer or Social/stealth specialist. You can only be good at one. Sorcs are specialists not adaptable like wizards. We are the very best at one thing but we put everything into that.
Boss lock down: Heighten Metamagic with Spells that force the DM/boss to use their get out of jail cards. DM's hate disadvantage for a round. Use spells that have that effect. Cast cantrips until boss. Dump all sorcerer points into the higher level spell with heighten for 3-4 rounds while your team hits the dragon at advantage. Once you feel the dragon is at under 100 hit points, cast finger of death at heighten. Get a few defence spells and dimension door in case.
AOE killer: Grab careful and empower metamagics. Grab fireball and hypnotic pattern. Just cast cantrips until 3+ mobs fights. Cast fireball when they still range and wont hit your team. Empower bad rolls. Switch to hypnotic pattern when mobs get in melee. Cast it with careful spell so your team saves auto. rinse and repeat. Don't use any other spells other than those two. Cantrips only.
Social/stealth. subtle spell. Mass suggestion. Minor illusion cantrip. Charm. Actor feat. Disguise self. Once you pick up control monster/person. You can take heighten and start having fun with enemies as much as you have been with friendly, NPCs. Gais is cool too with wish spell. ( control someone for a long time with subtle spell so noone even knows it)
I'd drop ice knife and replace it with Chromatic Sphere - you can choose your element with each cast. And if you're taking Ice Knife for the AoE...well...you're a Sorcerer, and the secret Sorcerer's don't tell other spellcasters is that they have sorcery points, and you can chose to have a great many Fireballs in a single day... Go with casting fireballs instead of ice knives and scorching rays. :)
Three of your highest level spells are concentration based, and you can only concentrate on a single spell at a time. So although they're all flavorful, you have the opportunity to swap out one of them (and I'd probably choose Immolation) for a different, non-concentration spell; I'd probably go with Synaptic Static for the psychic flavor (and having an INT save spell in your list can be very valuable).
You have no get out of trouble spells almost at all. Dimensions Door is good, but takes up a 4th lvl slot. Consider Shocking Grasp (cantrip that will let you move without provoking), Absorb Energy for non-fiery dragon's breath and other energy attacks, and Misty Step. I think Magic Missile is a must have as well. Ice Knife is a very poor spell once you have better area of effect damage, and scorching ray requires 3 to hit rolls for fairly poor damage.
For getting out of trouble, OP did say that they want to pick up Quicken Spell, so they could always Disengage while still casting a spell. I'm not sure that OP has room for both Misty Step and Dimension Door, and Shocking Grasp only gives a chance of moving without provoking. Still, they're both good options to consider.
Absorb Elements is a really good point. It can be a lifesaver, so if there are any spells OP isn't 100% on, Absorb Elements is a great choice.
I agree about Ice Knife - OP, while you're trying to diversify damage, Ice Knife isn't spectacular, and see my above comment about fire/cold resistance/immunity coming in tandem. Scorching Ray, on the other hand, does fairly good damage when upcast. In situations where the enemy is engaged with allies and Fireball isn't an option, Scorching Ray can be a good fallback, particularly with the Draconic Sorcerer adding their CHA mod to one of the rays (but not each ray because of Sage Advice). Magic Missile is nice because of the force damage and auto-hit, but the damage is so small that at level 9 I'm not sure it still falls into the "required" category.
I'd drop ice knife and replace it with Chromatic Sphere - you can choose your element with each cast. And if you're taking Ice Knife for the AoE...well...you're a Sorcerer, and the secret Sorcerer's don't tell other spellcasters is that they have sorcery points, and you can chose to have a great many Fireballs in a single day... Go with casting fireballs instead of ice knives and scorching rays. :)
Three of your highest level spells are concentration based, and you can only concentrate on a single spell at a time. So although they're all flavorful, you have the opportunity to swap out one of them (and I'd probably choose Immolation) for a different, non-concentration spell; I'd probably go with Synaptic Static for the psychic flavor (and having an INT save spell in your list can be very valuable).
I picked Ice Knife more because of the synergy with spell sniper than any other reason but you are right, Chromatic Orb is probably a better spell.
And replacing Immolation with Synaptic Static is also a good suggestion.
For getting out of trouble, OP did say that they want to pick up Quicken Spell, so they could always Disengage while still casting a spell. I'm not sure that OP has room for both Misty Step and Dimension Door, and Shocking Grasp only gives a chance of moving without provoking. Still, they're both good options to consider.
Absorb Elements is a really good point. It can be a lifesaver, so if there are any spells OP isn't 100% on, Absorb Elements is a great choice.
I agree about Ice Knife - OP, while you're trying to diversify damage, Ice Knife isn't spectacular, and see my above comment about fire/cold resistance/immunity coming in tandem. Scorching Ray, on the other hand, does fairly good damage when upcast. In situations where the enemy is engaged with allies and Fireball isn't an option, Scorching Ray can be a good fallback, particularly with the Draconic Sorcerer adding their CHA mod to one of the rays (but not each ray because of Sage Advice). Magic Missile is nice because of the force damage and auto-hit, but the damage is so small that at level 9 I'm not sure it still falls into the "required" category.
Chopped Ice Knife and added Absorb Elements. This means all my 1st level spells are reactions. Not sure how I feel about that. I am thinking of picking up a level of Wizard next level up so that might help with 1st level spells.
Also thinking of dropping Spell Sniper. I think the only spell I have that would benefit from it would be Fire Bolt. If I replace Twin Spell with Distant Spell I could boost my range on all my spells if needed. Having both Twin and Quicken might be a little overkill (not always a bad thing).
Looks pretty solid. I might swap out True Seeing for Wish, however. Even with only one 9th level slot, Wish is really hard to pass up for a Sorcerer because it allows you to bypass your spells known limitation once per day. The ability to cast any spell from any list is almost indispensable for a Sorcerer IMO.
People here might notice I am staying away from Wish which on its surface may seem strange. Unfortunately, my DM is the kind of person that thinks Wish is always an opportunity to mess with the players so I'm planning on just steering clear of that possible conflict.
Besides that there are some significant drawbacks with Wish including possibly never being able to cast it again and so permanently loosing my 9th level spell choice.
Also a little surprised no one has lobbied for Meteor Swarm. Choosing between the Meteor Swarm and Psychic Scream was a hard one for me. In the end I opted for the possible stun. (although with distant spell, casting Meteor Swarm two miles away sounds like fun)
I personally would never use Wish to do anything other than duplicate lower level spells. Note that none of the drawbacks of Wish apply when doing so - the DM doesn't get to mess with your intent, you can still cast other spells normally, you don't get necrotic damage, and you don't risk never casting it again. It's the safe option for Wish, and unless the multiverse was ending it's the only option I'd use.
I debated advising Meteor Swarm, but thought it had enough of an overlap with Psychic Scream that one or the other would be the way to go.
Another thought. I have two teleport spells. Dimension Door and Teleport. It's not really part of my theme but I am thinking of replacing Dimension Door with Banishment once I hit 13th level.
I know that it's been said that I don't have enough 'get out of dodge' spells but I think I may have to rely on a magic item for special movement. Maybe Winged Boots or a Flying Carpet.
It's not uncommon for your first level spells to become defense and utility as you level. When you get to medium and higher levels, your cantrips will do better damage than first level spells, and if you really want to pack a punch your higher level spells will be more efficient anyway.
If you wanted, you could even swap out spell sniper for magic initiate. If you pick a class in which you have levels for the feat (sorcerer) you learn the spell in addition to getting a free cast, meaning you can use your spell slots for that spell as well. You'd be picking up two cantrips, a free cast, and a first level spell known. Usually it's more significant at low levels, but it's not nothing at higher levels either. Not sure it's worth delaying a buff to charisma, though.
I might have said it on here before, but a single level of wizard or bard would do wonders for utility, but at the cost of delaying features like your third metamagic known. Your call there.
My top tier metamagics are twin and subtle, followed by quicken and empower. I'm not a huge fan of distant spell because I've found that in actual play, encounters normally don't start more than 100 or so feet apart. Your mileage may vary depending on your DM, of course.
I might have said it on here before, but a single level of wizard or bard would do wonders for utility, but at the cost of delaying features like your third metamagic known. Your call there.
My top tier metamagics are twin and subtle, followed by quicken and empower. I'm not a huge fan of distant spell because I've found that in actual play, encounters normally don't start more than 100 or so feet apart. Your mileage may vary depending on your DM, of course.
Pretty sure at this point I will be taking at least one level of Wizard. I'm thinking that the benefits will far outweigh the negatives. Especially with the Sorcerer.
As for metamagics. I am thinking that Subtle is very specific to a certain kind of play. An Illusionist or Mentalist would greatly benefit from it. Seems like it would be very situation specific otherwise. Twin Spell is pretty awesome and hard to pass up. I may yet go back to it. It's just that our previous games have had a lot of outdoor encounters with the occasional flying opponents. I am getting tired of holding actions for flybys.
Remember you will need at least 13 intelligence to multiclass as a wizard. Depending on exact spells you are looking for, consider Bard or Warlock instead.
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Hello guru's! I am making a half elven sorcerer level 9 (draconic bloodline) for a upcoming campaign and would love some feedback on spell selection. I haven't played a 5E caster very much so all advice would be great.
I am wanting to play the character kinda like Charlie from firestarter without a father. Basically a street urchin with barely controlled arcane powers. My spell selection is focused on fire spells for this reason. I will be taking the Elemental Adept
and Spell Sniper featsto give my spell casting extra umph.Please see my spell list below. I feel like I need a few more utility spells but am having a hard time deciding what to chop.
Metamagic: Distant Spell, Quicken Spell
Cantrips
Create Bonfirefrom Spell SniperMage Hand1st level
Burning HandsIce KnifeMage Armor2nd level
Blur3rd level
4th level
5th level
ImmolationNote: Edited to reflect suggestions given in the thread.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
It looks like there are two spells you could afford to drop.
As for spells you might want to pick up, I'm a huge fan of telekinesis, which you can use your action to repeat on subsequent turns while still quickening other spells. Speaking of, what are your metamagics? With this kind of spell list I might recommend quicken and empower, but twin and subtle are always powerful choices as well - and you'll get the third pick at level 10 anyway, so there's that. The choice of metamagic might influence what spells are particularly good to pick up.
Cut Burning Hands and Mage Armor. Burning Hands is fine at low levels, but between Scorching Ray and Fireball you usually won't have a reason to cast it. Draconic Resilience makes Mage Armor completely pointless to cast on yourself. Having 3 damaging fire cantrips is also a bit much, and I'd postpone Spell Sniper until your CHA is at +5.
You really want a cantrip and noncantrip spell that deals a different type of damage, in case you run into something with immunity to fire. Not sure what your restrictions on using other damage types are, but at least consider spells like Magic Missile, Catapult or Chaos Bolt if you don't want to use something overtly elemental.
The others have covered what I may have brought up in regards to spell changes, so instead, I'll bring up a few other points:
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Great feedback so far! Since everyone was so helpful I am wondering if you'd help with planning to level 20.
Spell list below..****y five more spells to pick. Yeesh, does sorcerer have a limited list. I am actually thinking of taking wizard or bard for my last three levels just to add some spells. Once I get 9th level spells I almost don't need to go any further in sorcerer.
Metamagic: Empower Spell at 10th, Heighten Spell at 17th
Mage Hand
6th level
True Seeing
7th level
8th level
9th level
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Looks pretty solid. I might swap out True Seeing for Wish, however. Even with only one 9th level slot, Wish is really hard to pass up for a Sorcerer because it allows you to bypass your spells known limitation once per day. The ability to cast any spell from any list is almost indispensable for a Sorcerer IMO.
Multiclassing is definitely not a bad idea, though I don't think it's necessary if your character arc doesn't call for it. I will say that the level 18 Draconic Sorcerer ability is pretty good, as it's basically a massive Fear/Charm with the same sorcery point cost as creating a third level spell slot. Even just one level of Bard or Wizard adds a ton, let alone two or three, so I think that this one just comes down to personal preference.
I would also mention that while it's tempting to add cold damage as an alternative to fire damage, most of the creatures that are immune to fire are also resistant to frost, so you might not be gaining much there. You might be better off picking up a buff or debuff that you can Twin when you are up against creatures that are immune to fire. Haste and Greater Invisibility, for instance, are extremely potent buffs.
As a final note, I will mention that if you're planning on blasting a lot, Empower will likely be a good metamagic option for you. Somewhere floating around on the internet is evidence that it increases your average damage by about 20%, which is nothing to scoff at. Even if it's your level 10 metamagic, I think it's a very efficient and worthwhile pick for a blaster Sorcerer, especially when you consider that it's only one sorcery point, can be used with other metamagics, and can be declared after the fact - so that you can save it for when you really flub the damage rolls.
I recommend you decide to focus on being good at either Boss lock down, AOE mob killer or Social/stealth specialist. You can only be good at one. Sorcs are specialists not adaptable like wizards. We are the very best at one thing but we put everything into that.
Boss lock down:
Heighten Metamagic with Spells that force the DM/boss to use their get out of jail cards. DM's hate disadvantage for a round. Use spells that have that effect.
Cast cantrips until boss. Dump all sorcerer points into the higher level spell with heighten for 3-4 rounds while your team hits the dragon at advantage. Once you feel the dragon is at under 100 hit points, cast finger of death at heighten. Get a few defence spells and dimension door in case.
AOE killer:
Grab careful and empower metamagics. Grab fireball and hypnotic pattern.
Just cast cantrips until 3+ mobs fights. Cast fireball when they still range and wont hit your team. Empower bad rolls. Switch to hypnotic pattern when mobs get in melee. Cast it with careful spell so your team saves auto. rinse and repeat. Don't use any other spells other than those two. Cantrips only.
Social/stealth.
subtle spell. Mass suggestion. Minor illusion cantrip. Charm. Actor feat. Disguise self.
Once you pick up control monster/person. You can take heighten and start having fun with enemies as much as you have been with friendly, NPCs. Gais is cool too with wish spell. ( control someone for a long time with subtle spell so noone even knows it)
I'd drop ice knife and replace it with Chromatic Sphere - you can choose your element with each cast. And if you're taking Ice Knife for the AoE...well...you're a Sorcerer, and the secret Sorcerer's don't tell other spellcasters is that they have sorcery points, and you can chose to have a great many Fireballs in a single day... Go with casting fireballs instead of ice knives and scorching rays. :)
Three of your highest level spells are concentration based, and you can only concentrate on a single spell at a time. So although they're all flavorful, you have the opportunity to swap out one of them (and I'd probably choose Immolation) for a different, non-concentration spell; I'd probably go with Synaptic Static for the psychic flavor (and having an INT save spell in your list can be very valuable).
You have no get out of trouble spells almost at all. Dimensions Door is good, but takes up a 4th lvl slot. Consider Shocking Grasp (cantrip that will let you move without provoking), Absorb Energy for non-fiery dragon's breath and other energy attacks, and Misty Step. I think Magic Missile is a must have as well. Ice Knife is a very poor spell once you have better area of effect damage, and scorching ray requires 3 to hit rolls for fairly poor damage.
For getting out of trouble, OP did say that they want to pick up Quicken Spell, so they could always Disengage while still casting a spell. I'm not sure that OP has room for both Misty Step and Dimension Door, and Shocking Grasp only gives a chance of moving without provoking. Still, they're both good options to consider.
Absorb Elements is a really good point. It can be a lifesaver, so if there are any spells OP isn't 100% on, Absorb Elements is a great choice.
I agree about Ice Knife - OP, while you're trying to diversify damage, Ice Knife isn't spectacular, and see my above comment about fire/cold resistance/immunity coming in tandem. Scorching Ray, on the other hand, does fairly good damage when upcast. In situations where the enemy is engaged with allies and Fireball isn't an option, Scorching Ray can be a good fallback, particularly with the Draconic Sorcerer adding their CHA mod to one of the rays (but not each ray because of Sage Advice). Magic Missile is nice because of the force damage and auto-hit, but the damage is so small that at level 9 I'm not sure it still falls into the "required" category.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
I personally would never use Wish to do anything other than duplicate lower level spells. Note that none of the drawbacks of Wish apply when doing so - the DM doesn't get to mess with your intent, you can still cast other spells normally, you don't get necrotic damage, and you don't risk never casting it again. It's the safe option for Wish, and unless the multiverse was ending it's the only option I'd use.
I debated advising Meteor Swarm, but thought it had enough of an overlap with Psychic Scream that one or the other would be the way to go.
Another thought. I have two teleport spells. Dimension Door and Teleport. It's not really part of my theme but I am thinking of replacing Dimension Door with Banishment once I hit 13th level.
I know that it's been said that I don't have enough 'get out of dodge' spells but I think I may have to rely on a magic item for special movement. Maybe Winged Boots or a Flying Carpet.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
It's not uncommon for your first level spells to become defense and utility as you level. When you get to medium and higher levels, your cantrips will do better damage than first level spells, and if you really want to pack a punch your higher level spells will be more efficient anyway.
If you wanted, you could even swap out spell sniper for magic initiate. If you pick a class in which you have levels for the feat (sorcerer) you learn the spell in addition to getting a free cast, meaning you can use your spell slots for that spell as well. You'd be picking up two cantrips, a free cast, and a first level spell known. Usually it's more significant at low levels, but it's not nothing at higher levels either. Not sure it's worth delaying a buff to charisma, though.
I might have said it on here before, but a single level of wizard or bard would do wonders for utility, but at the cost of delaying features like your third metamagic known. Your call there.
My top tier metamagics are twin and subtle, followed by quicken and empower. I'm not a huge fan of distant spell because I've found that in actual play, encounters normally don't start more than 100 or so feet apart. Your mileage may vary depending on your DM, of course.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Remember you will need at least 13 intelligence to multiclass as a wizard. Depending on exact spells you are looking for, consider Bard or Warlock instead.