Hey, I"m trying to work out a path for a War Mage. He's a High Elf, Str 8, Dex 15, Con 14, Int 16, Wis 12, Cha 10. I'm already 2 levels in. I'm probably going to be on a campaign until about level 12. I'm in a party with a Druid, Thief, Bard, Cleric, Fighter (grappler). Most builds I've seen are front liner builds with Str. I would like to hang back and support with magic and bow. I want to be a resilient wizard that doesn't get knocked unconscious or controlled too often.
I have Ray of Frost, Minor ill, Message, Prestidigitation, Sleep, MM, Shield, Familar, Dectect Magic, Silent Image.
1) Should I get Mage Armor? I feel like with Arcane Deflect I'll be okay at low levels, but as we climb, I will probably need it.
2) Should I dip 1 or 2 into Fight and take Archery and get armor and reach for Action Surge to get that sweet double spell?
3) At ability time, should bump Dex to get +3? Or get that Fey Teleport sooner?
"1) Should I get Mage Armor? I feel like with Arcane Deflect I'll be okay at low levels, but as we climb, I will probably need it."
Yes. Always. No wizard should be without this.
It's basically the equivalent of Leather +2 or Studded Leather +1 armour, except you get it right away and don't have to bother getting armour - and you could even have it active while you sleep (as you generally cant take long rests in armour). Plus, you're normally not proficient with armour anyway. It also stacks with other AC-boosting spells and magic items like Bracers of Defense.
It's +3 to AC for 8 hours. With this and Shield spell - you're well and truly protected. Arcane Deflection is worthless to rely on : it's +2 to AC vs 1 attack and then nerfs your spellcasting for next turn. **** that. Leave your AC defense to Mage Armor and Shield (+3 for whole battle, +5 for whole round). Arcane Deflection is best saved for Saving Throws (and even then, Absorb Elements would be better).
As a 1st level spell it's rather easy and cheap to make scrolls of it in downtime so even better for saving spell slots. It can also be cast on others, so it can help your Familiar or an NPC you need to protect. So even if you end up getting armour proficiencies and find armour that is better, the spell still remains quite useful.
"2) Should I dip 1 or 2 into Fight and take Archery and get armor and reach for Action Surge to get that sweet double spell?"
Archery only affects weapons. You're a spell slinger, it would have no benefit. Defense (+1 AC) would be a better option. You can certainly do this, but it is a cost of 4 free spells and being able to cast 6th level spells, since you're expecting to only go to 12th level. So a 2 level dip is very costly. Personally, I'd favour the 6th level spells. There's a lot of choices and you can do a lot with them. They're powerful and varied. Disintegrate and Chain Lightning are great offensive spells, Arcane Gate has amazing tactical uses, Eyebite can take out multiple enemies and without dealing damage, Mind Sliver paired with Flesh to Stone is amazing, Globe of Invulnerability is brilliant against enemy mages, and so on. So many good choices. The 6th level slot is also useful for upcasted spells from your basic 11d6 fireball to you and 3 more creatures with 60ft flight speed. And 6th level spells means you can at least do something against an enemy like a Rakshasa if your DM is mean enough to pit you against one.
"3) At ability time, should bump Dex to get +3? Or get that Fey Teleport sooner?"
4th: +1 Dex, +1 Int
8th: Feat - Fey-touched (int). (Free cast of Misty, can cast with spell slots without needing it book or prepped, and same with 1st level enchantment/divination spell of choice (like Hex for that disadvantage to ability checks (target strength so your grappler can have an easier time, or dex before you start combat to affect their initiative roll) and +1d6 on attacks). And you'll go up to 18 (+4) for Int to improve spell save DC and extra spell you can prep.
12th: +2 Int. So that's +5 int mod, for better spell save DC and extra spell you can prep.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
this is a crappy guide I wrote about things I noticed after having played a war wizard. I’m still actually playing the character.
I often find myself casting greater invisibility on my first turn when I can’t use an AOE or control spell due to tight quarters. Second turn I cast steel wind strike. Greater invisibility gives the benefit of offense through advantage on attack rolls. It also gives defense by imposing disadvantage on attack rolls against you and making you unable to be targeted by features that require sight like counterspell. The next turn I usually cast steel wind strike, this means I have advantage on the attack rolls and since I’m invisible I don’t provoke opportunity attacks if I teleport next to one of my targets and move away. You could do the same thing and also make use of elven accuracy.
you’re first turn will always be your most important turn. If you need to use arcane deflection, your leveled spellcasting will be unavailable for atleast the remainder of that one round. Try to focus on a spell selection that offers ongoing effects if you can.
I play a high elf war mage with similar stats, and I think you'll end up dumping the bow for your ranged cantrips if you're using Tasha's Cantrip Formula feature that kicks in at 3rd level.
I managed to get a wand of web and a wand of magic missiles early on and they helped a lot. Lockdown enemies with the web immediately with your high initiative, then pick them off at range.
If you can get your hands on Elven Chain that'll let you dump mage armor, but until then Mage Armor is the way to go.
If you want to mix bows and magic, a wizard will not be the best class, you never get any decent enhancements for your bow, so it gets surpassed at lvl 5 by all your cantrips that enjoy scaling and your probable increases to intelligence.
If you want to lean into the magic archer bit you'd need to go a lot more fighter lvls to gain extra attack at least, possibly eldritch knight to keeps to spells flowing. Alternatively play a rogue for more of that sniper shot feel with sneak attack and take arcane trickster for spells or if you don't care about the wizard spell list per se, ranger or cleric can work (divine strike works with bows as well).
I know you're already 2 lvls into the campaign, just thought I'd give you an overview if you ever really want to play this type of character.
Thanks, I was thinking that too if I wanted to really lean into the archer part, I would be giving up too much of the Wizard. The bow will probably just be supplemental, and used mostly for a walking stick and when none of my spells can help.
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Hey, I"m trying to work out a path for a War Mage. He's a High Elf, Str 8, Dex 15, Con 14, Int 16, Wis 12, Cha 10. I'm already 2 levels in. I'm probably going to be on a campaign until about level 12. I'm in a party with a Druid, Thief, Bard, Cleric, Fighter (grappler). Most builds I've seen are front liner builds with Str. I would like to hang back and support with magic and bow. I want to be a resilient wizard that doesn't get knocked unconscious or controlled too often.
I have Ray of Frost, Minor ill, Message, Prestidigitation, Sleep, MM, Shield, Familar, Dectect Magic, Silent Image.
1) Should I get Mage Armor? I feel like with Arcane Deflect I'll be okay at low levels, but as we climb, I will probably need it.
2) Should I dip 1 or 2 into Fight and take Archery and get armor and reach for Action Surge to get that sweet double spell?
3) At ability time, should bump Dex to get +3? Or get that Fey Teleport sooner?
Thanks for any advice.
"1) Should I get Mage Armor? I feel like with Arcane Deflect I'll be okay at low levels, but as we climb, I will probably need it."
Yes. Always. No wizard should be without this.
It's basically the equivalent of Leather +2 or Studded Leather +1 armour, except you get it right away and don't have to bother getting armour - and you could even have it active while you sleep (as you generally cant take long rests in armour). Plus, you're normally not proficient with armour anyway. It also stacks with other AC-boosting spells and magic items like Bracers of Defense.
It's +3 to AC for 8 hours. With this and Shield spell - you're well and truly protected. Arcane Deflection is worthless to rely on : it's +2 to AC vs 1 attack and then nerfs your spellcasting for next turn. **** that. Leave your AC defense to Mage Armor and Shield (+3 for whole battle, +5 for whole round). Arcane Deflection is best saved for Saving Throws (and even then, Absorb Elements would be better).
As a 1st level spell it's rather easy and cheap to make scrolls of it in downtime so even better for saving spell slots. It can also be cast on others, so it can help your Familiar or an NPC you need to protect. So even if you end up getting armour proficiencies and find armour that is better, the spell still remains quite useful.
"2) Should I dip 1 or 2 into Fight and take Archery and get armor and reach for Action Surge to get that sweet double spell?"
Archery only affects weapons. You're a spell slinger, it would have no benefit. Defense (+1 AC) would be a better option. You can certainly do this, but it is a cost of 4 free spells and being able to cast 6th level spells, since you're expecting to only go to 12th level. So a 2 level dip is very costly. Personally, I'd favour the 6th level spells. There's a lot of choices and you can do a lot with them. They're powerful and varied. Disintegrate and Chain Lightning are great offensive spells, Arcane Gate has amazing tactical uses, Eyebite can take out multiple enemies and without dealing damage, Mind Sliver paired with Flesh to Stone is amazing, Globe of Invulnerability is brilliant against enemy mages, and so on. So many good choices. The 6th level slot is also useful for upcasted spells from your basic 11d6 fireball to you and 3 more creatures with 60ft flight speed. And 6th level spells means you can at least do something against an enemy like a Rakshasa if your DM is mean enough to pit you against one.
"3) At ability time, should bump Dex to get +3? Or get that Fey Teleport sooner?"
4th: +1 Dex, +1 Int
8th: Feat - Fey-touched (int). (Free cast of Misty, can cast with spell slots without needing it book or prepped, and same with 1st level enchantment/divination spell of choice (like Hex for that disadvantage to ability checks (target strength so your grappler can have an easier time, or dex before you start combat to affect their initiative roll) and +1d6 on attacks). And you'll go up to 18 (+4) for Int to improve spell save DC and extra spell you can prep.
12th: +2 Int. So that's +5 int mod, for better spell save DC and extra spell you can prep.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
https://www.dndbeyond.com/forums/class-forums/wizard/100910-war-wizard-guidance
this is a crappy guide I wrote about things I noticed after having played a war wizard. I’m still actually playing the character.
I often find myself casting greater invisibility on my first turn when I can’t use an AOE or control spell due to tight quarters. Second turn I cast steel wind strike. Greater invisibility gives the benefit of offense through advantage on attack rolls. It also gives defense by imposing disadvantage on attack rolls against you and making you unable to be targeted by features that require sight like counterspell. The next turn I usually cast steel wind strike, this means I have advantage on the attack rolls and since I’m invisible I don’t provoke opportunity attacks if I teleport next to one of my targets and move away. You could do the same thing and also make use of elven accuracy.
you’re first turn will always be your most important turn. If you need to use arcane deflection, your leveled spellcasting will be unavailable for atleast the remainder of that one round. Try to focus on a spell selection that offers ongoing effects if you can.
I play a high elf war mage with similar stats, and I think you'll end up dumping the bow for your ranged cantrips if you're using Tasha's Cantrip Formula feature that kicks in at 3rd level.
I managed to get a wand of web and a wand of magic missiles early on and they helped a lot. Lockdown enemies with the web immediately with your high initiative, then pick them off at range.
If you can get your hands on Elven Chain that'll let you dump mage armor, but until then Mage Armor is the way to go.
If you want to mix bows and magic, a wizard will not be the best class, you never get any decent enhancements for your bow, so it gets surpassed at lvl 5 by all your cantrips that enjoy scaling and your probable increases to intelligence.
If you want to lean into the magic archer bit you'd need to go a lot more fighter lvls to gain extra attack at least, possibly eldritch knight to keeps to spells flowing. Alternatively play a rogue for more of that sniper shot feel with sneak attack and take arcane trickster for spells or if you don't care about the wizard spell list per se, ranger or cleric can work (divine strike works with bows as well).
I know you're already 2 lvls into the campaign, just thought I'd give you an overview if you ever really want to play this type of character.
Thanks, I was thinking that too if I wanted to really lean into the archer part, I would be giving up too much of the Wizard. The bow will probably just be supplemental, and used mostly for a walking stick and when none of my spells can help.