In the campaign I'm playing in, we've just reached level 8 and now I'm looking to each go for a feat or ASI for my wizard.
I'm playing a variant human wizard of the school of divination.
STR: 8
DEX: 12
CON: 18
INT: 20
WIS: 14
CHA: 12
At the moment I already have the Observant feat and Magic Initiate.
I'm thinking about taking another feat but I'm not too sure what to take.
Now I know there are a few feats which most people recommend on most forums, such as lucky but I've played with this feat before and although powerful, feels cheesey and boring to me.
I'm looking for something extra fun and interesting so I wanted to know if any of you have any good ideas on how I can incorporate a new feat into my build? :)
Doesn't have to be the most optimised choice. It just has to be fun.
War mage is nice for your Concentration saves, as is Resilient (Constitution). Spell Sniper and Dungeon Delver can make your character much more versatile. A good choice would also be to boost your DEX by 2 to increase you AC.
If you just want to have fun, some of my favorites are Actor, Skulker, Healer, and Mobile. These feats really add a fun Element to Wizards.
As post wizards go he is always crazing more knowledge. He's certainly not the most charismatic person on the block and can easily end up digging himself into a whole if he is ever the front of any negotiation.
He's also an impulsive gambler and loves cards and games of chance.
Most of that is just RP related though and I'm not sure what other the best options of either a ASI or a feat at level 8.
He did die in our last session and thankfully the Cleric was able to revive him so I'm thinking his jovial attitude may have changed a bit with that experience.
Having died there's a couple things he could go into kinda like what Dragon said above. War Caster could also represent his desire to stay alive and that death had made him stronger and more wary of foes getting too close, and give him some fun opportunity attacks (ever wanna fireball someone as they run from you?). Adv on concentration checks is also pretty handy.
ASI +2 Dex for the AC. Your current Dex gives you an AC of 11, or 14 with Mage Armour. For the levels you are entering into this means you will be very easy to hit and your opponents are going to start becoming smart enough to take out spellcasters early. Sure, you may have Shield for a moment of AC 19 but relying on this will quickly burn your spell slots and most of the time may not be enough anyway. With the +2 Dex you get to increase your ACs by 1. It's not much but it will help.
ASI +2 Con for the bonus to maintaining concentration on concentration spells. You have a very low AC so you need to realise you will be very easy to hit and the more intelligent enemies will know that if you're using a hold spell on their ally they focus on you to break the spell sooner. Will also get you more health.
War Caster for the reasons already mentioned by previous posters.
Resilient: Constitution to get Con save proficiency to help with concentration.
Tough: the added health may help you survive.
Defensive Duelist: you only need one hand to cast spells so in your other hold a dagger. With your reaction you can now add your proficiency bonus to your AC. There's no limit to uses so this can be a great way to consider yourself to basically have +3 AC for free. Useful if you want to avoid relying on Shield and using slots.
Elemental Adept: if you're the blaster type who loves throwing elemental spells isn't it great to ignore enemy resistances? You shoot fireball. Enemy smarmily goes "how cute, but I have fire resis-" - BOOM. Enemy: "Dafuq?!"
Linguist: know the weirder exotic languages, you never know when it might be useful. Or take it for bragging: nothing screams "I'm smart" like cursing them in half a dozen languages.
Prodigy (XGtE): skill prof, tool prof, skill expertise, and a language. You're almost as much as of a swiss army knife as a rogue.
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Mage Armour does not stack with actual armour and fails if you are wearing any or instantly ends the moment to don any.
You can either go Lightly Armored feat route and get studded leather which gives you an AC of 12 + Dex or AC 13. Or you can keep Mage Armour which is AC 13 + Dex or AC 14. Wizards do not have shield proficiency and Lightly Armored feat does not grant it (Medium version of the feat does).
You could go Lightly Armoured then take the next one at level 12 to get medium armour plus shield. However, this is two feats which is a heavy cost when there are better alternatives. You could have an AC of 20 but still find yourself getting hit more often than not. Focusing more on consttiution means even if you do get hit you have the health to absorb it. There are magic items that help too like bracers of defense, cloak of protection, ring of protection and more. Consider obtaining these rather than spending feats on armour profs. It's also really not "fun" use of them, either.
But of course, this is up to you and your playstyle and the types of encounters you face. Wizards do have ways of protecting themselves from danger, like Blink spell, wall of force, greater invisibility, mirror image, blur, and many others. AC is important but I personally wouldn't consider it enough to waste two ASI/Feats on for. Just start using defensive spells more effectively. A wizard can go 1 vs 1 with a raging barbarian or a fighter of the same level and have a good chance of winning, despite lower AC if you know how to use your spells efficiently.
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Lightly armored would still help a lot. For instance, you gain the ability to wear magic light armor such as Glamoured Leather Armor, or just a set of enhanced +1-3 studded leather.
if you are a compulsive gambler, the skilled feat might work for you, you could take 3 tools, gaming sets like three dragon ante or playing cards. you would be in a great position to lose a fortune at the table!!!
With your Wizards near death experience (and a 14 WIS), maybe he's seen the light and took a level of cleric? You'd get a few caltrops, armor prof and shield prof, and access to guidance, bless, healing word ..
War Caster would work quite well while holding a shield
Hey guys,
In the campaign I'm playing in, we've just reached level 8 and now I'm looking to each go for a feat or ASI for my wizard.
I'm playing a variant human wizard of the school of divination.
STR: 8
DEX: 12
CON: 18
INT: 20
WIS: 14
CHA: 12
At the moment I already have the Observant feat and Magic Initiate.
I'm thinking about taking another feat but I'm not too sure what to take.
Now I know there are a few feats which most people recommend on most forums, such as lucky but I've played with this feat before and although powerful, feels cheesey and boring to me.
I'm looking for something extra fun and interesting so I wanted to know if any of you have any good ideas on how I can incorporate a new feat into my build? :)
Doesn't have to be the most optimised choice. It just has to be fun.
Look forward to your suggestions.
ah.. you already have 2 feats. I would go for the stat boost.
Fierna is the best Duchess of Hell
What's your character like? If we're looking for fun choices, the best way to do it is to play to who the character is.
War mage is nice for your Concentration saves, as is Resilient (Constitution). Spell Sniper and Dungeon Delver can make your character much more versatile. A good choice would also be to boost your DEX by 2 to increase you AC.
If you just want to have fun, some of my favorites are Actor, Skulker, Healer, and Mobile. These feats really add a fun Element to Wizards.
As post wizards go he is always crazing more knowledge. He's certainly not the most charismatic person on the block and can easily end up digging himself into a whole if he is ever the front of any negotiation.
He's also an impulsive gambler and loves cards and games of chance.
Most of that is just RP related though and I'm not sure what other the best options of either a ASI or a feat at level 8.
He did die in our last session and thankfully the Cleric was able to revive him so I'm thinking his jovial attitude may have changed a bit with that experience.
I'm just looking for fun ideas. :)
Hey! After he died he might want to take Healer, so he can also help people when they are in need. You could start RPing him very wary of death.
Having died there's a couple things he could go into kinda like what Dragon said above. War Caster could also represent his desire to stay alive and that death had made him stronger and more wary of foes getting too close, and give him some fun opportunity attacks (ever wanna fireball someone as they run from you?). Adv on concentration checks is also pretty handy.
Sadly the spell for an OA needs to target a single person. :p but I’ll settle for disintegrate.... :D
ASI +2 Dex for the AC. Your current Dex gives you an AC of 11, or 14 with Mage Armour. For the levels you are entering into this means you will be very easy to hit and your opponents are going to start becoming smart enough to take out spellcasters early. Sure, you may have Shield for a moment of AC 19 but relying on this will quickly burn your spell slots and most of the time may not be enough anyway. With the +2 Dex you get to increase your ACs by 1. It's not much but it will help.
ASI +2 Con for the bonus to maintaining concentration on concentration spells. You have a very low AC so you need to realise you will be very easy to hit and the more intelligent enemies will know that if you're using a hold spell on their ally they focus on you to break the spell sooner. Will also get you more health.
War Caster for the reasons already mentioned by previous posters.
Resilient: Constitution to get Con save proficiency to help with concentration.
Tough: the added health may help you survive.
Defensive Duelist: you only need one hand to cast spells so in your other hold a dagger. With your reaction you can now add your proficiency bonus to your AC. There's no limit to uses so this can be a great way to consider yourself to basically have +3 AC for free. Useful if you want to avoid relying on Shield and using slots.
Elemental Adept: if you're the blaster type who loves throwing elemental spells isn't it great to ignore enemy resistances? You shoot fireball. Enemy smarmily goes "how cute, but I have fire resis-" - BOOM. Enemy: "Dafuq?!"
Linguist: know the weirder exotic languages, you never know when it might be useful. Or take it for bragging: nothing screams "I'm smart" like cursing them in half a dozen languages.
Prodigy (XGtE): skill prof, tool prof, skill expertise, and a language. You're almost as much as of a swiss army knife as a rogue.
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.
Great suggestions guys!
I agree with the points regarding AC. I have literally been the pin cushion for javelins as I'm say floating on my magic carpet.
Would the Lightly Armored feat be any good?
"You have trained to master the use of light armor, gaining the following benefits:
This would give me a base AC of 13.
16 with Mage armour, 18 with Shield and a nice 21 with both.
I would choose Dex for the state bump and then I could take an ability score increase later down the line, with +1 dex, +1 con.
Then Resilient for the +1 con and proficiency in saving throws?
Mage Armour does not stack with actual armour and fails if you are wearing any or instantly ends the moment to don any.
You can either go Lightly Armored feat route and get studded leather which gives you an AC of 12 + Dex or AC 13. Or you can keep Mage Armour which is AC 13 + Dex or AC 14. Wizards do not have shield proficiency and Lightly Armored feat does not grant it (Medium version of the feat does).
You could go Lightly Armoured then take the next one at level 12 to get medium armour plus shield. However, this is two feats which is a heavy cost when there are better alternatives. You could have an AC of 20 but still find yourself getting hit more often than not. Focusing more on consttiution means even if you do get hit you have the health to absorb it. There are magic items that help too like bracers of defense, cloak of protection, ring of protection and more. Consider obtaining these rather than spending feats on armour profs. It's also really not "fun" use of them, either.
But of course, this is up to you and your playstyle and the types of encounters you face. Wizards do have ways of protecting themselves from danger, like Blink spell, wall of force, greater invisibility, mirror image, blur, and many others. AC is important but I personally wouldn't consider it enough to waste two ASI/Feats on for. Just start using defensive spells more effectively. A wizard can go 1 vs 1 with a raging barbarian or a fighter of the same level and have a good chance of winning, despite lower AC if you know how to use your spells efficiently.
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.
You are completely correct. I got over zealous with just the thought of being able to wear armour haha.
I think I might go for War Caster so I can zap those who want to run away!
Lightly armored would still help a lot. For instance, you gain the ability to wear magic light armor such as Glamoured Leather Armor, or just a set of enhanced +1-3 studded leather.
if you are a compulsive gambler, the skilled feat might work for you, you could take 3 tools, gaming sets like three dragon ante or playing cards. you would be in a great position to lose a fortune at the table!!!
Jesus Saves!... Everyone else takes damage.
I'm curious to know how you have two feats already at level 8?
Human variant and I took a feat at level 4. :)
With your Wizards near death experience (and a 14 WIS), maybe he's seen the light and took a level of cleric? You'd get a few caltrops, armor prof and shield prof, and access to guidance, bless, healing word ..
War Caster would work quite well while holding a shield
ASI Dex would be my personal choice. With the bounded accuracy of 5E; a +1 is a way bigger improvement than you might think.