So I figured I'd try my hand at making a High-Elf Wizard build with just some small ideas here & there. Now while there's spells listed going all the way to 9 those are just to establish a growth path with the character so I can get a better idea of what path they're taking.
And for those who look at the cantrips there's a spell called "Cat Box", and yes. It is exactly as it sounds, I was just messing around with ideas in my head & I came up with this wacky idea of this really girly & shy witch using a magic spell that traps somebody in a plush yet cage like object, with a cartoon-y cat face on it thats FILLED with cats that just muck around in there being cute yet generally annoying. :3
Oh this document is also editable so if anybody seems some glaringly wrong issues then feel free to adjust it to balance it out, I've got the original PDF on hand so once there's a clear cut idea of this character I'll lock it down & give her a shot.
It looks mostly good. With that said, Wizards work a little different than Sorcerers or Warlocks, or even Clerics.
Other magic users have mechanisms to give them access to magic. Clerics have a direct conduit to their deity, sorcerers have an innate understanding of the weave, Warlocks are gifted powers from their dark powers, and even druids have a natural way to manipulate magic. Wizard has none of this.
With Wizards, you don't have the option to really 'prefill' your spellbook, if that makes sense. The only magic you have access to tends to be what you start with, and then what is provided either by the DM or in an agreement between you and your DM on what your character is doing during downtime. For example: my gnome wizard starts at lvl 1 with 20 int. The PHB says a wizard at level 1 starts with 6 spells. Well, my Wizard has 20 int, and 7 spell slots. I don't get 7 spells though - I still only get 6, and then can only learn new ones when I gain a level, spend a long rest studying and preparing AFTER copying a new spell in to my spellbook, which you can only do if you have found that spell somewhere in the game. When a wizard hits 2, they don't just have access to all level 2 spells, typically - they have access to cast level 2 spells and need to find a couple, copy them down, then memorize them before being able to cast.
You might have 3 level 1 spells, 1 lvl 2 & 1 lvl 3 @ level 1. Or you could have 6 level 1 spells. It all depends.
Talk with your DM, discuss what spells you want to start with, and then give the DM a list of spells you may want your character to find in the future - a list roughly 20-30 long split up by spell level can assist your DM in ensuring your character heads in the direction everyone involved wants.
A list of other small things I see:
-You get another language. Sage gives you two, Elf gives you one. Deep Speak, Draconic, Giant, Infernal are good exotic languages to have.
-Min/max concept - consider switching CHA & CON, but that's on you.
-Wizard's can't wear armor without a Feat or Multi-Classing. Consider looking at Mage Armor if you don't think giving up all your 1st level slots for Shield spam is worth it. With that said, your AC with Padded should be 11 unless I'm missing something since you don't have a Dex modifier.
-Proficiency bonus is +2 at level 1 for all classes
Apologies for the wall of text - good luck!
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https://drive.google.com/file/d/0BwYN_oklemgvcUJxWUQ2cFN1M2M/view?usp=sharing
So I figured I'd try my hand at making a High-Elf Wizard build with just some small ideas here & there. Now while there's spells listed going all the way to 9 those are just to establish a growth path with the character so I can get a better idea of what path they're taking.
And for those who look at the cantrips there's a spell called "Cat Box", and yes. It is exactly as it sounds, I was just messing around with ideas in my head & I came up with this wacky idea of this really girly & shy witch using a magic spell that traps somebody in a plush yet cage like object, with a cartoon-y cat face on it thats FILLED with cats that just muck around in there being cute yet generally annoying. :3
Oh this document is also editable so if anybody seems some glaringly wrong issues then feel free to adjust it to balance it out, I've got the original PDF on hand so once there's a clear cut idea of this character I'll lock it down & give her a shot.
Hektor the Human Fighter
It looks mostly good. With that said, Wizards work a little different than Sorcerers or Warlocks, or even Clerics.
Other magic users have mechanisms to give them access to magic. Clerics have a direct conduit to their deity, sorcerers have an innate understanding of the weave, Warlocks are gifted powers from their dark powers, and even druids have a natural way to manipulate magic. Wizard has none of this.
With Wizards, you don't have the option to really 'prefill' your spellbook, if that makes sense. The only magic you have access to tends to be what you start with, and then what is provided either by the DM or in an agreement between you and your DM on what your character is doing during downtime. For example: my gnome wizard starts at lvl 1 with 20 int. The PHB says a wizard at level 1 starts with 6 spells. Well, my Wizard has 20 int, and 7 spell slots. I don't get 7 spells though - I still only get 6, and then can only learn new ones when I gain a level, spend a long rest studying and preparing AFTER copying a new spell in to my spellbook, which you can only do if you have found that spell somewhere in the game. When a wizard hits 2, they don't just have access to all level 2 spells, typically - they have access to cast level 2 spells and need to find a couple, copy them down, then memorize them before being able to cast.
You might have 3 level 1 spells, 1 lvl 2 & 1 lvl 3 @ level 1. Or you could have 6 level 1 spells. It all depends.
Talk with your DM, discuss what spells you want to start with, and then give the DM a list of spells you may want your character to find in the future - a list roughly 20-30 long split up by spell level can assist your DM in ensuring your character heads in the direction everyone involved wants.
A list of other small things I see:
-You get another language. Sage gives you two, Elf gives you one. Deep Speak, Draconic, Giant, Infernal are good exotic languages to have.
-Min/max concept - consider switching CHA & CON, but that's on you.
-Wizard's can't wear armor without a Feat or Multi-Classing. Consider looking at Mage Armor if you don't think giving up all your 1st level slots for Shield spam is worth it. With that said, your AC with Padded should be 11 unless I'm missing something since you don't have a Dex modifier.
-Proficiency bonus is +2 at level 1 for all classes
Apologies for the wall of text - good luck!