Working on a Level 4 single-class (wizard) character who is trying to understand his infernal ancestry and abilities through intense study (cloistered scholar) and adventuring. He’s a Mephistopheles Tiefling with innate fire-based spellcasting (Burning Hands, Flame Blade). He is especially effective with his fire-based spells and sometimes bursts into flames upon casting them (Flames of Phlegethos). He has chosen the School of War Magic to blast foes with his fire-based spells (either single target or area effects), while protecting himself during combat. Although he’s part of an adventuring party, he is preoccupied with understanding his own abilities, buffing himself, and staying alive.
Here are my questions and concerns ...
(1) My struggle has been figuring out how to assign ability scores. (I’ll be rolling for stats.) He needs high Intelligence for wizard spells, high Charisma for racial spells, high Dexterity for AC, and high Constitution for HP. Which one or two should I prioritize given my character concept?
(2) Should he have a back-up type of damage? Perhaps spells that deal cold damage (nice contrast to fire)? Or something else?
(3) What are the most important spells for war mages to give them high survivability at range and in melee? I’m looking at Shield, Absorb Elements, Blur, Mirror Image, and Misty Step. (But I’ll also rely on Arcane Deflection.)
Would be very interested in guidance for building this character. Seems as though many people only dip war magic wizard or avoid the Tiefling race when making wizards. So I haven’t found much online to help with this specific build. Looking forward to hive mind help!!
Honestly, I believe you would have more benefits from Evocation than War Magic school because of Sculpt spell. Your biggest limitation will be your allies all engaged at melee within the enemies and you will not be able throw some tasty AoE blast spell because of friendly-fire.
(1) Prioritize INT as much as possible. Your highest roll should be here. 14 to DEX and CON are ok. If you manage to roll well, consider CHA as a fourth choice.
(2) Definitely! I suggest the cantrips Toll the Dead and Ray of Frost. Thunderwave and Magic Missile for 1st level spells. Try to not over focus only damage spells. Sleep, Tasha’s Hideous Laugher, Hold Person, Web, Blindness/Deafness and Levitate are good battlefield control spells that can be combined with blasting spells as well. Web + Fireball to finish off the combat is quite good!
(3) You pretty much hit the nail with spell choices. Don’t forget about Protection from Evil & Good, if applicable to your campaign. I just want to reinforce that Arcane Deflection is not really effective for AC, although doesn’t cost resources. It’s much better for saving throws, including Concentration.
Really good choice! Dragon’s Breath + Familiar is one of the most powerful low-level blasting combinations over there.
I would suggest a change over Green-Flame Blade though. Considering your focus over fire, Create Bonfire is a terrific cantrip at low-levels. You can use your Familiar or Unseen Servant (IMHO better than Tenser’s Disk) to drop a flask of oil over a square and lit your Bonfire for 1d8 + 5 (Oil). Create Bonfire causes damage per turn, not per round. So having a good cooperation from your teammates, you can force enemies to cause OA depending on the position. If you have a grappler in the group who can drag creatures around, your Bonfire will really wreak havoc. It’s a very good resourceless way to contribute when you don’t want to spend slots.
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Working on a Level 4 single-class (wizard) character who is trying to understand his infernal ancestry and abilities through intense study (cloistered scholar) and adventuring. He’s a Mephistopheles Tiefling with innate fire-based spellcasting (Burning Hands, Flame Blade). He is especially effective with his fire-based spells and sometimes bursts into flames upon casting them (Flames of Phlegethos). He has chosen the School of War Magic to blast foes with his fire-based spells (either single target or area effects), while protecting himself during combat. Although he’s part of an adventuring party, he is preoccupied with understanding his own abilities, buffing himself, and staying alive.
Here are my questions and concerns ...
(1) My struggle has been figuring out how to assign ability scores. (I’ll be rolling for stats.) He needs high Intelligence for wizard spells, high Charisma for racial spells, high Dexterity for AC, and high Constitution for HP. Which one or two should I prioritize given my character concept?
(2) Should he have a back-up type of damage? Perhaps spells that deal cold damage (nice contrast to fire)? Or something else?
(3) What are the most important spells for war mages to give them high survivability at range and in melee? I’m looking at Shield, Absorb Elements, Blur, Mirror Image, and Misty Step. (But I’ll also rely on Arcane Deflection.)
Would be very interested in guidance for building this character. Seems as though many people only dip war magic wizard or avoid the Tiefling race when making wizards. So I haven’t found much online to help with this specific build. Looking forward to hive mind help!!
Honestly, I believe you would have more benefits from Evocation than War Magic school because of Sculpt spell. Your biggest limitation will be your allies all engaged at melee within the enemies and you will not be able throw some tasty AoE blast spell because of friendly-fire.
(1) Prioritize INT as much as possible. Your highest roll should be here. 14 to DEX and CON are ok. If you manage to roll well, consider CHA as a fourth choice.
(2) Definitely! I suggest the cantrips Toll the Dead and Ray of Frost. Thunderwave and Magic Missile for 1st level spells. Try to not over focus only damage spells. Sleep, Tasha’s Hideous Laugher, Hold Person, Web, Blindness/Deafness and Levitate are good battlefield control spells that can be combined with blasting spells as well. Web + Fireball to finish off the combat is quite good!
(3) You pretty much hit the nail with spell choices. Don’t forget about Protection from Evil & Good, if applicable to your campaign. I just want to reinforce that Arcane Deflection is not really effective for AC, although doesn’t cost resources. It’s much better for saving throws, including Concentration.
Thanks to IrOnsOul, Treantmonk’s videos, and other research, I’ve settled on the following for my Level 4 Mephistopheles Tiefling War Wizard:
Cantrips: Mage Hand (innate), Fire Bolt, Toll the Dead, Frostbite, Green-Flame Blade
1st-Level Spells: Burning Hands (innate), Detect Magic, Find Familiar, Tenser’s Floating Disk, Mage Armor, Shield, Absorb Elements, Magic Missile, Thunderwave
2nd-Level Spells: Dragon’s Breath, Web, Misty Step, Levitate
Level 4 Feat: Flames of Phlegethos (reroll 1s on fire damage for Fire Bolt, Green-Flame Blade, Burning Hands, Dragon’s Breath, and Web)
Planned Level 8 Feat: Elemental Adept (Fire)
Really good choice! Dragon’s Breath + Familiar is one of the most powerful low-level blasting combinations over there.
I would suggest a change over Green-Flame Blade though. Considering your focus over fire, Create Bonfire is a terrific cantrip at low-levels. You can use your Familiar or Unseen Servant (IMHO better than Tenser’s Disk) to drop a flask of oil over a square and lit your Bonfire for 1d8 + 5 (Oil). Create Bonfire causes damage per turn, not per round. So having a good cooperation from your teammates, you can force enemies to cause OA depending on the position. If you have a grappler in the group who can drag creatures around, your Bonfire will really wreak havoc. It’s a very good resourceless way to contribute when you don’t want to spend slots.