I want a wizard with expertise in investigation and persuasion, as well as, lots of cantrips. I also want him to be able to make lots of contacts and schmooze. Does anybody have any advise for the initial survivability of my character? Gameplay styles, weapons, etc
I am concerned since I haven't seen anything like this build anywhere online, and wonder if the if there is a good reason for it
skip sorcerer and go druid or cleric....exponentially more utility as you can scribe ALL their 1-2nd level spells to scrolls (assuming you have the money, which you probably will by the time you're 3rd level)...lets you walk around with a pocket full of those very situational spells that you never want to take up a preparation slot for, plus giving you heals.
expertise in arcana is probably over-rated (and investigation too unless your DM uses it a lot)...you'd get WAY more mileage out of expertise in perception.
I use investigation for searching and perception for noticing things. Both are equally important when I DM and a lot of modules are written that way too.
I use investigation for searching and perception for noticing things. Both are equally important when I DM and a lot of modules are written that way too.
good point...i'd just replace arcana with perception.
I plan on using my charisma for moving and shaking in the magical world, buying/selling scrolls, making connections, etc. So sorcerer is a better fit, especially since I'm looking for more cantrips as opposed to first level spells. That is a good suggestion though, I really appreciate it.
Maybe I should give more detail, because I am not changing the build, especially since I'm looking more for advice using the build. So he is a soon to be wizard, from a old, powerful, and well respected family of spellcasters. His mother is a powerful wizard and his father a respected Eldritch Knight. He is about to graduate wizard school, but his father feels he is too reliant on magic and wants him to prove he can overcome a challenge without it. Hence, one level rogue. Once he does this the magic he was born with will return (sorcerer one).
unless you're making homebrew rules, i don't believe Arcana has any effect on counterspell.
Using XGE's "Identify a Spell" rules: Arcana allows helps you identify a spell (but that's it).
Snap. I've been mistaking the ability check in counter spell for an arcana check. Did I mention this is my first wizard lol? Well, I guess I have some rethinking to do.
That CON 8 (-1)........ it gonna be pretty hilarious how your character could manage it to avoid being poisoned, or how he/she could success casting spells with Concentration spell requirements.
That CON 8 (-1)........ it gonna be pretty hilarious how your character could manage it to avoid being poisoned, or how he/she could success casting spells with Concentration spell requirements.
I guess you missed something important there.....
probably my most epic character ever was a rogue with 8 CON. The party spent a remarkable amount of timing focused on keeping him alive....or bringing him back from the dead.
Most of my characters are pretty delicate, I just gotta be tricky. What I am rethinking though is expertise in arcana and instead going for persuasion.
Maybe I should give more detail, because I am not changing the build, especially since I'm looking more for advice using the build. So he is a soon to be wizard, from a old, powerful, and well respected family of spellcasters. His mother is a powerful wizard and his father a respected Eldritch Knight. He is about to graduate wizard school, but his father feels he is too reliant on magic and wants him to prove he can overcome a challenge without it. Hence, one level rogue. Once he does this the magic he was born with will return (sorcerer one).
Also, I want the high arcana for better counterspells with lower level spell slots
I wouldn't dump con if the majority of your HP comes from d6 hit die. You're taking a -20hp than an already squishy wizard. You will have a hard time concentrating on spells with a low con. Honestly you aren't getting anything from one level sorcerer. You can take it all as Wizard and describe it as you were a prodigy who was able to understand the fundamentals of magic without a teacher. If you are for sure wanting to dip sorcerer then at least take 2 or 3 levels so you have font of magic and metamagic options. This will allow you to convert spell slots to sorcerer points and you can use the metamagic on the wizard spells. I also suggest not building for a level 20 build and aim for what the build will look like at level 10. Dipping into other classes delays spell slot progression in the case of taking rogue level and/or delays your spells known such as taking sorcerer levels. At level 10 if you had 2 levels sorcerer and 8 levels wizard you would have 5th level spell slots but you wouldn't know any 5th level spells. My suggestion would be to swap CHA with CON and take 1st level rogue and the rest wizard if that is what you are wanting to do.
if you're looking for advice but not willing to change anything...i'd say just stay in the back and just cast support spells...forget about weapons.
I think you have the right of it, I should have asked if anyone has had experience with the sort of build, or had thoughts on strategies using this sort of character.
Maybe I should give more detail, because I am not changing the build, especially since I'm looking more for advice using the build. So he is a soon to be wizard, from a old, powerful, and well respected family of spellcasters. His mother is a powerful wizard and his father a respected Eldritch Knight. He is about to graduate wizard school, but his father feels he is too reliant on magic and wants him to prove he can overcome a challenge without it. Hence, one level rogue. Once he does this the magic he was born with will return (sorcerer one).
Maybe I should give more detail, because I am not changing the build, especially since I'm looking more for advice using the build. So he is a soon to be wizard, from a old, powerful, and well respected family of spellcasters. His mother is a powerful wizard and his father a respected Eldritch Knight. He is about to graduate wizard school, but his father feels he is too reliant on magic and wants him to prove he can overcome a challenge without it. Hence, one level rogue. Once he does this the magic he was born with will return (sorcerer one).
Also, I want the high arcana for better counterspells with lower level spell slots
I wouldn't use Lightning Lure as my only attack cantrip, especially with an 8 con. You'll want to be far away from creatures to limit the amount of attacks you'll take, not within 5 ft of them (the only way that they take damage otherwise it's just moves them 5 ft closer). Booming Blade would be better since you could at least move away and they might stay.
Another consideration for the sorcerer level, go rogue 3 instead. The proving period does go an extra level and all of your spells run off intelligence. It doesn't have as many cantrips though. However, it'll net you 2 additional HP on average and you'll want that with the 8 con. Also, always take the average HP and don't roll for HP. If you roll a 1, your -1 con modifier will eliminate it. Average for a d6 would be 3.5 rounded up to 4, then subtract the 1. That gives you 3 more HP per level.
Or fighter 1 instead of rogue. Con save proficiency to help make up for poor con modifier, an extra 2 hp to start, defensive fighting style to bump your AC while wearing armor, and second wind to explain your pre-Captain America Steve Rogers being able to "do this all day". With medium armor, you can max your dex at 14. You do lose sneak attack and the 2 extra proficiencies along with expertise.
Or hexblade warlock instead of rogue/sorcerer. Just use your melee attacks for the first round, use the 1 spell slot that you have on false life as a boon from your father to give you some much needed HP. Gains an extra d8 over your previous build and does gain medium armor proficiency so you can max dex at 14 and have solid AC. Not as many cantrips, but invocations at 2 can sort of act like cantrips, depending on what you go with. Even just warlock hexblade over rogue could help, giving your melee attacks the ability to use charisma instead, meaning that you only have to bump intellect and maybe charisma (assuming that you are adamant about the 8 con) going forward, since you get your AC from medium armor in this case.
Finally, maybe bard instead of wizard? Charisma becomes your spellcasting stat across the board, you use the rhythm of your music, prose, or whatever to help you remember your spells, have a d8 instead of all the d6s from wizard, and magical secrets can get you the spells that you want from wizard. College of Lore even gets you one earlier. The fact that the intellect factored so heavily into the parents magical abilities could explain why they were willing to force the kid to prove something first, since they were disgusted in the fact that the kid had to resort to meter to memorize instead of straight memorization. You can still play the character as a "wizard" much like Gandalf who happens to remember his spells through song and poetry because that's how he remembers. Bonus points, you can keep keen mind to flavor that memory or switch to inspiring leader to give yourself 4 temp HP at level 1 (plus up to 5 others in the party). It'll grow each level by 1 and your charisma modifier also makes it improve. Finally you can move some of that intellect into Con and make all of us cringe a touch less at someone sneezing on you for torture.
If you are set on your build. Abjuration for your wizard levels. Something else takes the punishment before you. Maybe Draconic Bloodline to get your base AC at 13+dex and improve your HP by 1 per level, mitigating that con modifier. Get a ranged cantrip so that you have something to cast at range. Arrows are nice, but you may as well put those higher mental scores to use. Lightning Lure is still my suggestion. I'd also consider changing one other cantrip to Booming Blade, Frostbite, or Shocking Grasp for those moments when the horde selects you as their target. Something to reliably get temp HP. Inspiring Leader and False Life are the ones I'd grab. Also, find a nice lower level abjuration spell to help replenish your ward. Alarm works fine at the start of the day as a ritual and can play into some paranoia about being chased for RP reasons. Something else for in combat would be nice as well. Outside of that, it sounds like you're going to be primarily a support character. Concentration spells are the staple of support characters and your con save will be terrible. Warcaster and Resilient Con will help with that down the line. Changing rogue for fighter will, too.
Feel free to mix and match ideas within and most of all, have fun with your character!
Maybe I should give more detail, because I am not changing the build, especially since I'm looking more for advice using the build. So he is a soon to be wizard, from a old, powerful, and well respected family of spellcasters. His mother is a powerful wizard and his father a respected Eldritch Knight. He is about to graduate wizard school, but his father feels he is too reliant on magic and wants him to prove he can overcome a challenge without it. Hence, one level rogue. Once he does this the magic he was born with will return (sorcerer one).
Also, I want the high arcana for better counterspells with lower level spell slots
I suggest to change this build stats into those:
STR : 8 (-1)
DEX : 14 (+2)
CON : 10 (0) <----------- I add those 2 points here
INT : 16 (+3)
WIS : 11 (0) <--------- I take 1 point from here
CHA : 15 (+2) <---------- I take 1 point from here
Instead of taking the Human Variant charisma point and the point buy wisdom point, just take a point buy charisma point. You'll have a net of +1 to wisdom (both score and modifier) and everything else will be the same since it takes 2 point buy points to go from 14 to 15.
Those are great suggestions, but they are different characters. The delicacy, choice of feat, and the skills are all baked into this character. I was more wondering if anyone has any ideas on how to survive with a character like this. I'm going for divination wizard, btw. Also, you make a good point about lightning lure, I'll switch that for Ray of Frost.
Honestly, you're not giving us much to work with. You will be the glassiest of glass cannons, except you won't have much oomph. Let's look at our assets.
Level 1-Rogue https://ddb.ac/characters/23208399/tu81gW 7 HP, 13 AC, a reasonable dex save. The good news is that Wizards and Sorcerers are often in the same boat at level one, if not in worse shape. The bad news is that they have more options available to help them out. Stick to your Shortbow for attacks, try to stay stealthy as much as possible, start your schmoozing with your party. If they don't like you, you'll be dead quick. I'm not sure what your skills are going to look like outside of your desire to have expertise in investigation and persuasion. I went with the Noble Background for the connections aspect that you were talking about. If that doesn't fit your picture, there are a few others that have some features that help out with making connections; Far Traveler, possibly Charlatan or Criminal, maybe something like Mercenary Veteran or Urban Bounty Hunter. It's mainly fluff plus skill proficiencies, so pick what's going to fit your character the most. Noble gave me history and normally Persuasion for skill proficiencies. It also gives you a very nice 25 gp to start. This will give you more leeway in upgrading your armor if you choose not to go Mage Armor or Draconic Bloodline Sorcerer. Insight will give you the ability to read people a little better, which is great for schmoozers in general but also great for people who can't take a punch or might die if someone sneezes in their direction. Perception to help keep that head on a swivel, trying to determine where the threats are coming from. Stealth because the best way for you to survive a battle is for no one to realize that you were there. Survival, mainly because that's where my thoughts were, but going Acrobatics or Animal Handling could help out, particularly Acrobatics with preventing fall damage.
I suggest Draconic Bloodline for the baked in 13+dex AC (giving you 15 if you don't touch dex again, on par with Mage Armor but without requiring the spell slot). This will be better than anything that you will get until you get a +2 studded leather Armor. 15 AC isn't terrible for a ranged player. The extra HP is only for when you take a sorcerer level, so it will only help this level. Even with that extra HP, you'll already have fallen behind a Wizard or Sorcerer with a 12 con (+1 modifier)
Level your build Average Health con mod -1 hp gained total hp
1 rogue 1d8 8 at first level - 1=7==>7 wizard 1d6 6 at first level + 1 = 7==>7
Continuing, at sixth level, you'll have 23 Max HP while a wizard with a +1 con mod would have 32. If you happen to roll for you HP instead, you could roll a one which your negative con mod would eat. Don't roll for your HP. You stand to gain a 2 more HP with a max roll of 6 but losing 3 HP with a min roll of 1.
Otherwise, Divine Soul has Favored by the Gods to help with your saving throws. I'd suggest going with Lawful for Bless to give you an extra buff for your heavy hitters. Chaos for Bane is almost as good, but since we're trying to put hostiles down and keep allies up, you'll get more bang for your buck with Bless. Neutral for Protection from Evil and Good is nice if your campaign is against aberrations, celestials, elementals, fey, fiends, and undead. Except that it uses your concentration. Cure Wounds from good would give you a heal spell that doesn't count against your spells, but it's not a good fit for your character. I say this since it's range is touch, it uses an action, and you're fairly flimsy. The bonus is that you can use it on yourself. Evil for Inflict wounds is the attack version of Cure wounds, but at least it puts out 16.5 average damage at 1st level. If you aren't planning on maxing your Charisma, stick to your wizard spells for attack, since I'm fairly certain you are planning on maxing Intelligence. Otherwise, this isn't a terrible option. I'd stick with Bless. Healing Word is a much better healing option as one of your sorcerer spells. It can be cast at range and is a bonus action to cast. This means that you can take the dodge action, cast a cantrip, attack, hide, disengage, or anything else that isn't casting another leveled spell or bonus action and still keep someone from making death saves. Other Cleric spells that would be nice as Sorcerer Spells: Sanctuary or Shield of Faith. Both are bonus actions to cast. Sanctuary does force a wisdom saving throw, which isn't a bad save to force, but it'll trigger off of your Charisma. A 13 DC isn't terrible but it isn't great. It will scale with your proficiency up to 17 eventually, but those extra two from Charisma would be helpful. Shield of Faith is similar to Protection from Evil and Good, except it isn't limited to working against certain types of creatures (well, it doesn't help against saving throws... so I guess that's debatable), it does work off of a bonus action instead of a regular action, and it does cast at range. It also doesn't consume its material components, which may or may not matter for your table. You'll have some good options from the normal sorcerer spell list if these don't tickle your fancy.
Strength of the Grave from Shadow Magic might actually help you out quite a bit. Since you're a human, the Eyes of the Dark will also be quite helpful, even with it never giving you more than the 1st level bonus.
Storm Sorcery could give you a way to escape from melee combat, but doesn't seem practical enough, while Wild Magic has too many things that can go wrong if your DM remembers it and doesn't provide enough benefit if the DM forgets it.
I'd probably stick with one of the first 3. If you don't go Draconic Bloodline, Mage Armor is a good spell to get. Other defensive spells, Absorb Elements, Shield, False Life, and Fog Cloud. Charm Person fits with your schmoozing plans, especially if you went Charlatan and have a disguise kit to avoid any backlash from the humanoid knowing that it was charmed by you. If you go Divine Soul, I'd get one of those here if you get one of the cleric spells.
Arcane Recovery at Wizard 1 will get you a spell slot back for much of this range on a short rest. If you went Draconic Bloodline or if you're tempting fate with that leather armor, that could represent any number of spells. If you didn't, it could represent your Mage Armor Spell.
I'd probably consider another cantrip instead of Mending, perhaps Toll the Dead or Shocking Grasp for another attack option. Both can be used in melee and Toll has the bonus of being a good blaster spell on creatures missing hit points. You've already got a heady selection of Utility cantrips. As for 1st level spells, any of the spells that I mentioned in the Sorcerer section that also show up on the wizard spell list are great options. Also consider grabbing Magic Missile, Expeditious Retreat, a ritual spell, and another buff or control spell. If you aren't having to bribe your party members to protect you, you'll be able to add more to your spellbook in addition to the ones you get at level up.
At second level, you'll get your Portents. My guess is that you'll probably keep high ones to replace critical attack rolls for your party or critical save rolls for yourself, while keeping those low rolls for the enemies. Considering that you only get two per long rest, you aren't going to see as much protection from it. I'd only use the high ones on saves if it will prevent a TPK. You'll likely save more HP in the long run by ensuring that an enemy (especially a boss level enemy) is closer to being dead. I'd probably play the low rolls in the opposite fashion, replacing the successful saves instead of trying to prevent attacks. There is certainly more leeway on this side, though, since you'll probably have a better idea where everyone is at from the attack standpoint.
You'll get more spells at third and finally an ASI at Wizard 4 (character 6). I'd be tempted to tell you to get constitution, but you probably should just embrace it at this point. +2 Intelligence. If you get to Wizard 8 then you could look at something like Warcaster or Spell Sniper, with a possibility of getting Resilient (Con) if you're having difficulty keeping your concentration spells. Alternatively, you could go with Skulker, particularly if you are going to try to keep attacking with a bow.
At this point, I'd probably start battles by buffing your party members, trying to arrange a defensive position through use of Mold Earth, Minor Illusion, Fog Cloud, etc., or trying to pick off creatures as they come into range of your attack cantrips. Ray of Frost is a good spell for the fast movers and does reasonable damage.
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I want a wizard with expertise in investigation and persuasion, as well as, lots of cantrips. I also want him to be able to make lots of contacts and schmooze. Does anybody have any advise for the initial survivability of my character? Gameplay styles, weapons, etc
I am concerned since I haven't seen anything like this build anywhere online, and wonder if the if there is a good reason for it
skip sorcerer and go druid or cleric....exponentially more utility as you can scribe ALL their 1-2nd level spells to scrolls (assuming you have the money, which you probably will by the time you're 3rd level)...lets you walk around with a pocket full of those very situational spells that you never want to take up a preparation slot for, plus giving you heals.
expertise in arcana is probably over-rated (and investigation too unless your DM uses it a lot)...you'd get WAY more mileage out of expertise in perception.
Guide to the Five Factions (PWYW)
Deck of Decks
I use investigation for searching and perception for noticing things. Both are equally important when I DM and a lot of modules are written that way too.
Professional computer geek
good point...i'd just replace arcana with perception.
Guide to the Five Factions (PWYW)
Deck of Decks
I plan on using my charisma for moving and shaking in the magical world, buying/selling scrolls, making connections, etc. So sorcerer is a better fit, especially since I'm looking for more cantrips as opposed to first level spells. That is a good suggestion though, I really appreciate it.
Maybe I should give more detail, because I am not changing the build, especially since I'm looking more for advice using the build. So he is a soon to be wizard, from a old, powerful, and well respected family of spellcasters. His mother is a powerful wizard and his father a respected Eldritch Knight. He is about to graduate wizard school, but his father feels he is too reliant on magic and wants him to prove he can overcome a challenge without it. Hence, one level rogue. Once he does this the magic he was born with will return (sorcerer one).
STR: 8(-1)
DEX: 14(+2)
CON: 8(-1)
INT: 16(+3)
WIS: 12(+1)
CHA: 16(+3)
Sorcerer 1 cantrips: Mage Hand, Mold Earth, Prestidigitation, Message
Wizard1: Minor Illusion, Mending, Lightning Lore
Variant Human: Keen Mind
Also, I want the high arcana for better counterspells with lower level spell slots
unless you're making homebrew rules, i don't believe Arcana has any effect on counterspell.
Using XGE's "Identify a Spell" rules: Arcana allows helps you identify a spell (but that's it).
Guide to the Five Factions (PWYW)
Deck of Decks
Snap. I've been mistaking the ability check in counter spell for an arcana check. Did I mention this is my first wizard lol? Well, I guess I have some rethinking to do.
That CON 8 (-1)........ it gonna be pretty hilarious how your character could manage it to avoid being poisoned, or how he/she could success casting spells with Concentration spell requirements.
I guess you missed something important there.....
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
probably my most epic character ever was a rogue with 8 CON. The party spent a remarkable amount of timing focused on keeping him alive....or bringing him back from the dead.
Guide to the Five Factions (PWYW)
Deck of Decks
Most of my characters are pretty delicate, I just gotta be tricky. What I am rethinking though is expertise in arcana and instead going for persuasion.
I wouldn't dump con if the majority of your HP comes from d6 hit die. You're taking a -20hp than an already squishy wizard. You will have a hard time concentrating on spells with a low con. Honestly you aren't getting anything from one level sorcerer. You can take it all as Wizard and describe it as you were a prodigy who was able to understand the fundamentals of magic without a teacher. If you are for sure wanting to dip sorcerer then at least take 2 or 3 levels so you have font of magic and metamagic options. This will allow you to convert spell slots to sorcerer points and you can use the metamagic on the wizard spells. I also suggest not building for a level 20 build and aim for what the build will look like at level 10. Dipping into other classes delays spell slot progression in the case of taking rogue level and/or delays your spells known such as taking sorcerer levels. At level 10 if you had 2 levels sorcerer and 8 levels wizard you would have 5th level spell slots but you wouldn't know any 5th level spells. My suggestion would be to swap CHA with CON and take 1st level rogue and the rest wizard if that is what you are wanting to do.
Your secret is safe with my indifference - Percy
if you're looking for advice but not willing to change anything...i'd say just stay in the back and just cast support spells...forget about weapons.
Guide to the Five Factions (PWYW)
Deck of Decks
I think you have the right of it, I should have asked if anyone has had experience with the sort of build, or had thoughts on strategies using this sort of character.
I suggest to change this build stats into those:
STR : 8 (-1)
DEX : 14 (+2)
CON : 10 (0) <----------- I add those 2 points here
INT : 16 (+3)
WIS : 11 (0) <--------- I take 1 point from here
CHA : 15 (+2) <---------- I take 1 point from here
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
If you look at the PhB and DMG. You don’t just “know” what spells are being cast against you, to counterspell.
by rule, you’re able to “as a reaction” do an arcana check, to recognize the spell being cast by someone else.
this often gets home brewed out of it. Because “if you use your reaction to identify it you can’t counter it!” Gets argued.
people forget they work in teams of people and can free action communicate in short message bursts during combat. 🤷🏼♂️
Blank
I wouldn't use Lightning Lure as my only attack cantrip, especially with an 8 con. You'll want to be far away from creatures to limit the amount of attacks you'll take, not within 5 ft of them (the only way that they take damage otherwise it's just moves them 5 ft closer). Booming Blade would be better since you could at least move away and they might stay.
Another consideration for the sorcerer level, go rogue 3 instead. The proving period does go an extra level and all of your spells run off intelligence. It doesn't have as many cantrips though. However, it'll net you 2 additional HP on average and you'll want that with the 8 con. Also, always take the average HP and don't roll for HP. If you roll a 1, your -1 con modifier will eliminate it. Average for a d6 would be 3.5 rounded up to 4, then subtract the 1. That gives you 3 more HP per level.
Or fighter 1 instead of rogue. Con save proficiency to help make up for poor con modifier, an extra 2 hp to start, defensive fighting style to bump your AC while wearing armor, and second wind to explain your pre-Captain America Steve Rogers being able to "do this all day". With medium armor, you can max your dex at 14. You do lose sneak attack and the 2 extra proficiencies along with expertise.
Or hexblade warlock instead of rogue/sorcerer. Just use your melee attacks for the first round, use the 1 spell slot that you have on false life as a boon from your father to give you some much needed HP. Gains an extra d8 over your previous build and does gain medium armor proficiency so you can max dex at 14 and have solid AC. Not as many cantrips, but invocations at 2 can sort of act like cantrips, depending on what you go with. Even just warlock hexblade over rogue could help, giving your melee attacks the ability to use charisma instead, meaning that you only have to bump intellect and maybe charisma (assuming that you are adamant about the 8 con) going forward, since you get your AC from medium armor in this case.
Finally, maybe bard instead of wizard? Charisma becomes your spellcasting stat across the board, you use the rhythm of your music, prose, or whatever to help you remember your spells, have a d8 instead of all the d6s from wizard, and magical secrets can get you the spells that you want from wizard. College of Lore even gets you one earlier. The fact that the intellect factored so heavily into the parents magical abilities could explain why they were willing to force the kid to prove something first, since they were disgusted in the fact that the kid had to resort to meter to memorize instead of straight memorization. You can still play the character as a "wizard" much like Gandalf who happens to remember his spells through song and poetry because that's how he remembers. Bonus points, you can keep keen mind to flavor that memory or switch to inspiring leader to give yourself 4 temp HP at level 1 (plus up to 5 others in the party). It'll grow each level by 1 and your charisma modifier also makes it improve. Finally you can move some of that intellect into Con and make all of us cringe a touch less at someone sneezing on you for torture.
If you are set on your build. Abjuration for your wizard levels. Something else takes the punishment before you. Maybe Draconic Bloodline to get your base AC at 13+dex and improve your HP by 1 per level, mitigating that con modifier. Get a ranged cantrip so that you have something to cast at range. Arrows are nice, but you may as well put those higher mental scores to use. Lightning Lure is still my suggestion. I'd also consider changing one other cantrip to Booming Blade, Frostbite, or Shocking Grasp for those moments when the horde selects you as their target. Something to reliably get temp HP. Inspiring Leader and False Life are the ones I'd grab. Also, find a nice lower level abjuration spell to help replenish your ward. Alarm works fine at the start of the day as a ritual and can play into some paranoia about being chased for RP reasons. Something else for in combat would be nice as well. Outside of that, it sounds like you're going to be primarily a support character. Concentration spells are the staple of support characters and your con save will be terrible. Warcaster and Resilient Con will help with that down the line. Changing rogue for fighter will, too.
Feel free to mix and match ideas within and most of all, have fun with your character!
Instead of taking the Human Variant charisma point and the point buy wisdom point, just take a point buy charisma point. You'll have a net of +1 to wisdom (both score and modifier) and everything else will be the same since it takes 2 point buy points to go from 14 to 15.
Those are great suggestions, but they are different characters. The delicacy, choice of feat, and the skills are all baked into this character. I was more wondering if anyone has any ideas on how to survive with a character like this. I'm going for divination wizard, btw. Also, you make a good point about lightning lure, I'll switch that for Ray of Frost.
Honestly, you're not giving us much to work with. You will be the glassiest of glass cannons, except you won't have much oomph. Let's look at our assets.
Level 1-Rogue https://ddb.ac/characters/23208399/tu81gW 7 HP, 13 AC, a reasonable dex save. The good news is that Wizards and Sorcerers are often in the same boat at level one, if not in worse shape. The bad news is that they have more options available to help them out. Stick to your Shortbow for attacks, try to stay stealthy as much as possible, start your schmoozing with your party. If they don't like you, you'll be dead quick. I'm not sure what your skills are going to look like outside of your desire to have expertise in investigation and persuasion. I went with the Noble Background for the connections aspect that you were talking about. If that doesn't fit your picture, there are a few others that have some features that help out with making connections; Far Traveler, possibly Charlatan or Criminal, maybe something like Mercenary Veteran or Urban Bounty Hunter. It's mainly fluff plus skill proficiencies, so pick what's going to fit your character the most. Noble gave me history and normally Persuasion for skill proficiencies. It also gives you a very nice 25 gp to start. This will give you more leeway in upgrading your armor if you choose not to go Mage Armor or Draconic Bloodline Sorcerer. Insight will give you the ability to read people a little better, which is great for schmoozers in general but also great for people who can't take a punch or might die if someone sneezes in their direction. Perception to help keep that head on a swivel, trying to determine where the threats are coming from. Stealth because the best way for you to survive a battle is for no one to realize that you were there. Survival, mainly because that's where my thoughts were, but going Acrobatics or Animal Handling could help out, particularly Acrobatics with preventing fall damage.
Level 2-Sorcerer https://ddb.ac/characters/23209427/eatzmc
I suggest Draconic Bloodline for the baked in 13+dex AC (giving you 15 if you don't touch dex again, on par with Mage Armor but without requiring the spell slot). This will be better than anything that you will get until you get a +2 studded leather Armor. 15 AC isn't terrible for a ranged player. The extra HP is only for when you take a sorcerer level, so it will only help this level. Even with that extra HP, you'll already have fallen behind a Wizard or Sorcerer with a 12 con (+1 modifier)
Level your build Average Health con mod -1 hp gained total hp
1 rogue 1d8 8 at first level - 1=7==>7 wizard 1d6 6 at first level + 1 = 7==>7
2 sorcerer 1d6 4-1+1(from draconic bloodline)=4==>11 1d6 4+1=5==>12
Continuing, at sixth level, you'll have 23 Max HP while a wizard with a +1 con mod would have 32. If you happen to roll for you HP instead, you could roll a one which your negative con mod would eat. Don't roll for your HP. You stand to gain a 2 more HP with a max roll of 6 but losing 3 HP with a min roll of 1.
Otherwise, Divine Soul has Favored by the Gods to help with your saving throws. I'd suggest going with Lawful for Bless to give you an extra buff for your heavy hitters. Chaos for Bane is almost as good, but since we're trying to put hostiles down and keep allies up, you'll get more bang for your buck with Bless. Neutral for Protection from Evil and Good is nice if your campaign is against aberrations, celestials, elementals, fey, fiends, and undead. Except that it uses your concentration. Cure Wounds from good would give you a heal spell that doesn't count against your spells, but it's not a good fit for your character. I say this since it's range is touch, it uses an action, and you're fairly flimsy. The bonus is that you can use it on yourself. Evil for Inflict wounds is the attack version of Cure wounds, but at least it puts out 16.5 average damage at 1st level. If you aren't planning on maxing your Charisma, stick to your wizard spells for attack, since I'm fairly certain you are planning on maxing Intelligence. Otherwise, this isn't a terrible option. I'd stick with Bless. Healing Word is a much better healing option as one of your sorcerer spells. It can be cast at range and is a bonus action to cast. This means that you can take the dodge action, cast a cantrip, attack, hide, disengage, or anything else that isn't casting another leveled spell or bonus action and still keep someone from making death saves. Other Cleric spells that would be nice as Sorcerer Spells: Sanctuary or Shield of Faith. Both are bonus actions to cast. Sanctuary does force a wisdom saving throw, which isn't a bad save to force, but it'll trigger off of your Charisma. A 13 DC isn't terrible but it isn't great. It will scale with your proficiency up to 17 eventually, but those extra two from Charisma would be helpful. Shield of Faith is similar to Protection from Evil and Good, except it isn't limited to working against certain types of creatures (well, it doesn't help against saving throws... so I guess that's debatable), it does work off of a bonus action instead of a regular action, and it does cast at range. It also doesn't consume its material components, which may or may not matter for your table. You'll have some good options from the normal sorcerer spell list if these don't tickle your fancy.
Strength of the Grave from Shadow Magic might actually help you out quite a bit. Since you're a human, the Eyes of the Dark will also be quite helpful, even with it never giving you more than the 1st level bonus.
Storm Sorcery could give you a way to escape from melee combat, but doesn't seem practical enough, while Wild Magic has too many things that can go wrong if your DM remembers it and doesn't provide enough benefit if the DM forgets it.
I'd probably stick with one of the first 3. If you don't go Draconic Bloodline, Mage Armor is a good spell to get. Other defensive spells, Absorb Elements, Shield, False Life, and Fog Cloud. Charm Person fits with your schmoozing plans, especially if you went Charlatan and have a disguise kit to avoid any backlash from the humanoid knowing that it was charmed by you. If you go Divine Soul, I'd get one of those here if you get one of the cleric spells.
Level 3-6 Wizard https://ddb.ac/characters/23211021/9z7WK3
Arcane Recovery at Wizard 1 will get you a spell slot back for much of this range on a short rest. If you went Draconic Bloodline or if you're tempting fate with that leather armor, that could represent any number of spells. If you didn't, it could represent your Mage Armor Spell.
I'd probably consider another cantrip instead of Mending, perhaps Toll the Dead or Shocking Grasp for another attack option. Both can be used in melee and Toll has the bonus of being a good blaster spell on creatures missing hit points. You've already got a heady selection of Utility cantrips. As for 1st level spells, any of the spells that I mentioned in the Sorcerer section that also show up on the wizard spell list are great options. Also consider grabbing Magic Missile, Expeditious Retreat, a ritual spell, and another buff or control spell. If you aren't having to bribe your party members to protect you, you'll be able to add more to your spellbook in addition to the ones you get at level up.
At second level, you'll get your Portents. My guess is that you'll probably keep high ones to replace critical attack rolls for your party or critical save rolls for yourself, while keeping those low rolls for the enemies. Considering that you only get two per long rest, you aren't going to see as much protection from it. I'd only use the high ones on saves if it will prevent a TPK. You'll likely save more HP in the long run by ensuring that an enemy (especially a boss level enemy) is closer to being dead. I'd probably play the low rolls in the opposite fashion, replacing the successful saves instead of trying to prevent attacks. There is certainly more leeway on this side, though, since you'll probably have a better idea where everyone is at from the attack standpoint.
You'll get more spells at third and finally an ASI at Wizard 4 (character 6). I'd be tempted to tell you to get constitution, but you probably should just embrace it at this point. +2 Intelligence. If you get to Wizard 8 then you could look at something like Warcaster or Spell Sniper, with a possibility of getting Resilient (Con) if you're having difficulty keeping your concentration spells. Alternatively, you could go with Skulker, particularly if you are going to try to keep attacking with a bow.
At this point, I'd probably start battles by buffing your party members, trying to arrange a defensive position through use of Mold Earth, Minor Illusion, Fog Cloud, etc., or trying to pick off creatures as they come into range of your attack cantrips. Ray of Frost is a good spell for the fast movers and does reasonable damage.