In the current campaign I'm in, I'm playing a 3rd level Wizard with a knack for strategy and trickery. She's a 10 year old Devil's Tongue tiefling who went off adventuring because her teacher/guardian got arrest for using forbidden necromancy magic. Basically I'm trying to get a nice balance between RP and Battle Strategy. I'm tempted to multiclass two levels into Warlock after the ASI at level 4 wizard. In the end, I'd be a level 18 necromancy wizard/ level 2 celestial warlock (pretty opposite specialties but makes sense for the campaign and for my character). I would still get the benefit of 18th level wizard with the 1st and 2nd spell that I can cast at will. I would only lose the last ASI and the 20th level wizard bonus 3rd/4th level spells once per long rest. From a Battle Strategy side, I'd be able to get mage armor permanently from eldritch invocations as well as one more (possibly devil's sight) as well as guiding bolt from the celestial patron. I think I've thought this through pretty well, but I wanted to make sure I didn't miss any major setbacks to this build????
I think it's a great idea, from a RP and mechanics. I personally hate running out of spell slots. With a short rest giving you back 2 level 1 slots and also half your level slots back means you don't just sit there using your cantrips for the rest of the day when you run out.
I personally wouldn't use up an invocation for mage armor, I'd just use a warlock spell slot which you will get back in short rest. I like the idea of Fiendish Vigor, the extra 8 HP could be useful for a squishy wizard.
It's not a bad idea by any means. You're only missing out on a few features of the wizard and the Pact Types of the warlock. If you think a pact type is more useful than 1st and 2nd level spell at will, go 17 Wizard 3 warlock, but its your choice
I'm trying to keep it at 18th level wizard because then I can have a 1st and 2nd level spell that are basically cantrips. I was thinking of taking misty step as the second level spell because then I have constant bonus action teleportation ability. Then for the first level I was contemplating taking an attack spell so i have a better damage cantrip so running out of spellslots isnt as bad.
"the 20th level wizard bonus 3rd/4th level spells once per long rest"
2x 3rd level once each per long rest.
"Then for the first level I was contemplating taking an attack spell so i have a better damage cantrip so running out of spellslots isnt as bad."
Cantrips quickly out-damage most 1st level spells. Relying on the 1st level spell means you'll be dealing less damage by this point. The highest damaging 1st level is chromatic orb at 3d8 damage. But, by 18th level wizard, you have cantrips like firebolt doing 4d10, toll the dead doing up to 4d12, ray of frost doing 4d8, and others. Even the lower ones doing 4d6 will match or exceed that output. If you get Eldritch Blast and the Agonising Blast invocation you're doing 4d10+20. So save your 1st level spell mastery for something more useful, like the already suggested Shield spell for +5 ac whenever you need it.
To make better use of the grim harvest feature your primary consistent damage output would be the 4d12 necro damage cantrip toll the dead for save types or 4d8 + nulls healing cantrip Chill Touch.
Use the pact slots for Mage Armour. and shield in spell mastery. All the protection with no loss of slots for later tougher fights.
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If you are going Warlock 2 (after taking Wizard 1), you are basically getting:
2 extra hitpoints on average
Light Armor
Eldritch blast and 2 invocations (I suggest you get Agonizing Blast)
1 other Warlock Cantrip and 3 1st level Warlock spells.
Your first level Patron stuff (Celestial is some cantrips, cure light wounds, Guiding Bolt and 3d6 of extra healing.
None of this is really worth it at any point in your evolution. Better to have taken a level of Cleric. Better hitpoints, better armor, you give up on the Eldritch blast (but you could take that via the Magic Initiative) better healing via spells, and most importantly your spell slots stack, even if the knowledge of the spells do not. Or go with fighter and get Action Surge, which makes your Wizard a LOT more powerful 1/day.
What you got is a pure roleplaying build. Nothing wrong with that, but there is zero need to ask for help, it's all about the role playing. Just pick what sounds cool, if you want this build.
Addendum: A possible alternative to Shield for spell mastery would be Cure Wounds which you can access as a celestial warlock. Infinite 1d8+cha healing is, useful.
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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.
The level 19 ASI is huge for a Wizard, lvl 20 not so much, 18 is the biggest gain with the unlimited level 1 and 2 spell slot you can change on a long rest. I dipped into rogue at 20 for my Abjuration Wizard to get expertise in investigation so his passive is 33. Losing an ASI at 19 is pretty huge and you'll be MAD with adding Charisma to you ability scores so either your Con or Dex will have to suffer since you will be wanting to max out your Int.
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In the current campaign I'm in, I'm playing a 3rd level Wizard with a knack for strategy and trickery. She's a 10 year old Devil's Tongue tiefling who went off adventuring because her teacher/guardian got arrest for using forbidden necromancy magic. Basically I'm trying to get a nice balance between RP and Battle Strategy. I'm tempted to multiclass two levels into Warlock after the ASI at level 4 wizard. In the end, I'd be a level 18 necromancy wizard/ level 2 celestial warlock (pretty opposite specialties but makes sense for the campaign and for my character). I would still get the benefit of 18th level wizard with the 1st and 2nd spell that I can cast at will. I would only lose the last ASI and the 20th level wizard bonus 3rd/4th level spells once per long rest. From a Battle Strategy side, I'd be able to get mage armor permanently from eldritch invocations as well as one more (possibly devil's sight) as well as guiding bolt from the celestial patron. I think I've thought this through pretty well, but I wanted to make sure I didn't miss any major setbacks to this build????
I think it's a great idea, from a RP and mechanics. I personally hate running out of spell slots. With a short rest giving you back 2 level 1 slots and also half your level slots back means you don't just sit there using your cantrips for the rest of the day when you run out.
I personally wouldn't use up an invocation for mage armor, I'd just use a warlock spell slot which you will get back in short rest. I like the idea of Fiendish Vigor, the extra 8 HP could be useful for a squishy wizard.
It's not a bad idea by any means. You're only missing out on a few features of the wizard and the Pact Types of the warlock. If you think a pact type is more useful than 1st and 2nd level spell at will, go 17 Wizard 3 warlock, but its your choice
-Anders
I'm trying to keep it at 18th level wizard because then I can have a 1st and 2nd level spell that are basically cantrips. I was thinking of taking misty step as the second level spell because then I have constant bonus action teleportation ability. Then for the first level I was contemplating taking an attack spell so i have a better damage cantrip so running out of spellslots isnt as bad.
My preference is Shield and Suggestion. Block attacks and do Jedi mind tricks at will...
-Anders
Some corrections:
"the 20th level wizard bonus 3rd/4th level spells once per long rest"
2x 3rd level once each per long rest.
"Then for the first level I was contemplating taking an attack spell so i have a better damage cantrip so running out of spellslots isnt as bad."
Cantrips quickly out-damage most 1st level spells. Relying on the 1st level spell means you'll be dealing less damage by this point. The highest damaging 1st level is chromatic orb at 3d8 damage. But, by 18th level wizard, you have cantrips like firebolt doing 4d10, toll the dead doing up to 4d12, ray of frost doing 4d8, and others. Even the lower ones doing 4d6 will match or exceed that output. If you get Eldritch Blast and the Agonising Blast invocation you're doing 4d10+20. So save your 1st level spell mastery for something more useful, like the already suggested Shield spell for +5 ac whenever you need it.
To make better use of the grim harvest feature your primary consistent damage output would be the 4d12 necro damage cantrip toll the dead for save types or 4d8 + nulls healing cantrip Chill Touch.
Use the pact slots for Mage Armour. and shield in spell mastery. All the protection with no loss of slots for later tougher fights.
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.
If you are going Warlock 2 (after taking Wizard 1), you are basically getting:
None of this is really worth it at any point in your evolution. Better to have taken a level of Cleric. Better hitpoints, better armor, you give up on the Eldritch blast (but you could take that via the Magic Initiative) better healing via spells, and most importantly your spell slots stack, even if the knowledge of the spells do not. Or go with fighter and get Action Surge, which makes your Wizard a LOT more powerful 1/day.
What you got is a pure roleplaying build. Nothing wrong with that, but there is zero need to ask for help, it's all about the role playing. Just pick what sounds cool, if you want this build.
Addendum: A possible alternative to Shield for spell mastery would be Cure Wounds which you can access as a celestial warlock. Infinite 1d8+cha healing is, useful.
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.
The level 19 ASI is huge for a Wizard, lvl 20 not so much, 18 is the biggest gain with the unlimited level 1 and 2 spell slot you can change on a long rest. I dipped into rogue at 20 for my Abjuration Wizard to get expertise in investigation so his passive is 33. Losing an ASI at 19 is pretty huge and you'll be MAD with adding Charisma to you ability scores so either your Con or Dex will have to suffer since you will be wanting to max out your Int.