In Volo's Guide to Monsters there is a small paragraph about a Goblin in some tribes that has an understanding of magic. However, every spell they cast is accompanied with a Wild Magic Surge from the Wild Magic Sorcerer.
I want to build this as a PC. Is it optimized? Odds are, no. But I'd like to share my build at level 1 anyways.
Point Buy, after racial bonuses:
STR 8. Seemed a perfectly logical stat to dump as a Goblin.
DEX 15. Goblins get a noteable racial bonus here so it seemed a waste.
CON 16. Gonna need this for saves, and again, racial bonus.
INT 8. Again, logical to dump. Goblins don't get a racial bonus to CHA so it seemed necessary to dump 2 stats.
WIS 12. I initially built this as INT 10 and WIS 10, but I figured this build isn't gonna be optimized anyways, so we may as well.
CHA: 15. Absolutely need this to be as high as possible.
Level 4 ASI goes to DEX to get that +3 and CHA to do the same.
Level 8 and beyond I have no plans for. Probably max CHA for the rest of the build to be a somewhat reliable caster in any context. But who am I kidding, I'm a Wild Mage. I'm the exact opposite of reliable in any context.
Absolutely go for area of effect spells over (more efficient) single-target spells. If you have the option of damaging more enemies but catching some friends in the blast then go for it every time. Burn through Tides of Chaos like it is sugar, and remind the GM that he can roll for guaranteed wild magic surges every time you cast a 1st level spell or higher, so you can refresh your Tides of Chaos. For sure, once in a while you'll proc a Fireball on yourself, but other times a mighty Unicorn might show up and save the day. ;)
But AoE spells are saving throws usually, not attack rolls. I can't burn through Tides of Chaos if my spells don't use an attack roll. I will absolutely abuse it tho, with Ray of Frost, Scorching Ray, and other attack roll spells.
If you really want to, you can Surge on your saving throws or ability checks too. "I cast Fireball while trying to remember the words to this nursery rhyme!"
Yes, and I recommend attack cantrips for both creating opportunities to use Tides of Chaos as well as for freeing up spell slots for defense and utility spells. Combined with metamagic, you can squeeze extra power and value from cantrips, reducing the need to take more damage spells in early levels. I prefer Chill Touch, Fire Bolt, or Ray of Frost for attack cantrips.
Chaos Bolt is a good spell (even without metamagic), and if you take it you may not need as many attack cantrips. Spells are a really personal choice. Since you're small, you'll want ways to get in and out of the fray quickly. Misty Step or Expeditious Retreat (concentration!) are good at low levels.
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In Volo's Guide to Monsters there is a small paragraph about a Goblin in some tribes that has an understanding of magic. However, every spell they cast is accompanied with a Wild Magic Surge from the Wild Magic Sorcerer.
I want to build this as a PC. Is it optimized? Odds are, no. But I'd like to share my build at level 1 anyways.
Point Buy, after racial bonuses:
STR 8. Seemed a perfectly logical stat to dump as a Goblin.
DEX 15. Goblins get a noteable racial bonus here so it seemed a waste.
CON 16. Gonna need this for saves, and again, racial bonus.
INT 8. Again, logical to dump. Goblins don't get a racial bonus to CHA so it seemed necessary to dump 2 stats.
WIS 12. I initially built this as INT 10 and WIS 10, but I figured this build isn't gonna be optimized anyways, so we may as well.
CHA: 15. Absolutely need this to be as high as possible.
Level 4 ASI goes to DEX to get that +3 and CHA to do the same.
Level 8 and beyond I have no plans for. Probably max CHA for the rest of the build to be a somewhat reliable caster in any context. But who am I kidding, I'm a Wild Mage. I'm the exact opposite of reliable in any context.
Go for it. Have fun! Wild mages are a blast to play (pun intended) as long as your table has a sense of humor.
Any spells you recommend? Chaos Bolt is very thematically relevant for a Goblin's silliness.
Absolutely go for area of effect spells over (more efficient) single-target spells. If you have the option of damaging more enemies but catching some friends in the blast then go for it every time. Burn through Tides of Chaos like it is sugar, and remind the GM that he can roll for guaranteed wild magic surges every time you cast a 1st level spell or higher, so you can refresh your Tides of Chaos. For sure, once in a while you'll proc a Fireball on yourself, but other times a mighty Unicorn might show up and save the day. ;)
I am one with the Force. The Force is with me.
But AoE spells are saving throws usually, not attack rolls. I can't burn through Tides of Chaos if my spells don't use an attack roll. I will absolutely abuse it tho, with Ray of Frost, Scorching Ray, and other attack roll spells.
If you really want to, you can Surge on your saving throws or ability checks too. "I cast Fireball while trying to remember the words to this nursery rhyme!"
I am one with the Force. The Force is with me.
Yes, and I recommend attack cantrips for both creating opportunities to use Tides of Chaos as well as for freeing up spell slots for defense and utility spells. Combined with metamagic, you can squeeze extra power and value from cantrips, reducing the need to take more damage spells in early levels. I prefer Chill Touch, Fire Bolt, or Ray of Frost for attack cantrips.
Chaos Bolt is a good spell (even without metamagic), and if you take it you may not need as many attack cantrips. Spells are a really personal choice. Since you're small, you'll want ways to get in and out of the fray quickly. Misty Step or Expeditious Retreat (concentration!) are good at low levels.