So I've got a 7th level wizard, with 2 armor-related feats, and spells focused on summoning, and story events handed him a 20 wisdom. How should I best take advantage of this?
Ignoring the oddity of a Wizard taking armor feats, I wouldn't do anything about it. Multi-classing would be a trap, and competing casting stats isn't going to do you much good. Enjoy being a wizard with good perception and saves.
Looking at it more, I have to agree multiclassing is less appealing than I thought it would be. I originally took the armor feats because the group is two wizards and a sorcerer. Magic Initiate looks like a good idea, though I think I may use thornwhip. With the summoning spells I tend to use, it might get us a lot of opportunity attacks.
What's a wizard without Intelligence ??? I guess you've created a wizard with low INT, which it means he/she cannot do much damage than hurting enemies using staves or daggers, right ?? I know Wisdom here is much important for the wizard, too but, let the clerics be enough wisers to allow buffing you with the necessary Godity blessings. At least you should get enough DEX to evade most of the attack incommings to you. Just take out some armor feats, and raise DEX. Just DEX. And since you are closer to get higher levels, you should take a look at the Inspiring leader Feat, if you have yet CHA 13. It's preety funny how a wizard can be a Leader of masses in the midst of a battle's flavour.
Why would you assume the character doesn't have high Int? As I explained above, story events gave him the 20 Wisdom, and as the game's started, I can't really unselect the feats. I wouldn't want to either, since this character ends up the group's only functional tank.
The one casting area that the wizard cant cover even in the slightest is healing, so I recommend a 1 or 2 level into cleric/druid. Also a tanky wizard can be great, especially an abjuration wizard. My dwarven abjurerer is pretty great when it comes to the support tank role.
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Looking at it more, I have to agree multiclassing is less appealing than I thought it would be. I originally took the armor feats because the group is two wizards and a sorcerer. Magic Initiate looks like a good idea, though I think I may use thornwhip. With the summoning spells I tend to use, it might get us a lot of opportunity attacks.
Thornwhip creates forced movement.
Forced movement doesn't create any attacks of opportunity.
I do agree multiclassing is a trap. Magic Init for Cleric or Druid and get Cure Wounds, it may not be a lot of healing, but it's some. Healing potions are a thing. One of you could use downtime training to get herbalism kit proficiency : you can craft healing potions in a day for 25 gp using XGTE rules.
I don't like to multiclass Wizards. The higher spells are too good. If you took a 2 level dip you lose: 4 free spells, a 7th level spell slot, and Spell Mastery which lets you choose two spells of 3rd level that are always prepped without taking up your limited prep space and you get to cast them for free once each every short rest.
If you know in advance you'll never be that high level, then sure maybe consider it, but otherwise you're giving up a hell of a lot for very little in return.
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Looking at it more, I have to agree multiclassing is less appealing than I thought it would be. I originally took the armor feats because the group is two wizards and a sorcerer. Magic Initiate looks like a good idea, though I think I may use thornwhip. With the summoning spells I tend to use, it might get us a lot of opportunity attacks.
Thornwhip creates forced movement.
Forced movement doesn't create any attacks of opportunity.
I do agree multiclassing is a trap. Magic Init for Cleric or Druid and get Cure Wounds, it may not be a lot of healing, but it's some. Healing potions are a thing. One of you could use downtime training to get herbalism kit proficiency : you can craft healing potions in a day for 25 gp using XGTE rules.
I don't like to multiclass Wizards. The higher spells are too good. If you took a 2 level dip you lose: 4 free spells, a 7th level spell slot, and Spell Mastery which lets you choose two spells of 3rd level that are always prepped without taking up your limited prep space and you get to cast them for free once each every short rest.
If you know in advance you'll never be that high level, then sure maybe consider it, but otherwise you're giving up a hell of a lot for very little in return.
Personally I don't see multiclassing for Wizards as a trap. The main drawbacks to a Wizard is their small hitpool and general lower AC. A multiclass of just 1 lvl can help remedy both those issues. A great example would be the Fighter. Just a 1 lvl dip gets you medium armor and a shield, the defense fighting style and slightly more HP. This will help your survivability tremendously so you can actually make it to those higher lvls without meeting a premature demise. If you start Fighter at lvl 1 you get CON saves as the icing on top.
I tend to not want to dip on wizards either, but I don't think there is some hard and fast rule about it. There are certainly builds that get a lot out of their dip.
The one multiclass that really speaks to me here is Twilight Cleric. Since you're summoning focused, the temp hp will be really nice for keeping them going as well as your rather squishy party. If your DM is cool with retraining your armor feats because Twilight already grants heavy armor, then this seems like an interesting option. If they don't allow retraining I wouldn't bother.
Besides Twilight with a kind DM, I agree with keeping it single class. Magic Initiate seems awesome for picking up some wisdom based cantrip game. I also like Skill Expert here a lot. Increase whatever other stat needs it, but focus on wisdom skills.
Personally I don't see multiclassing for Wizards as a trap. The main drawbacks to a Wizard is their small hitpool and general lower AC. A multiclass of just 1 lvl can help remedy both those issues. A great example would be the Fighter. Just a 1 lvl dip gets you medium armor and a shield, the defense fighting style and slightly more HP. This will help your survivability tremendously so you can actually make it to those higher lvls without meeting a premature demise. If you start Fighter at lvl 1 you get CON saves as the icing on top.
Or.... you could simply take that extra level of Wizard, get 2 free spells, which can be Mage Armor and Shield, which is better than a Chain Shirt(Medium Armor), and lets the Wizard bump their AC up to 18+ in a pinch, plus you'll have access to higher level spells, which will let you end encounters sooner. ("The best defense is a strong offense.")
For a Wizard, a 1 level dip into Artificer will net almost all of the benefits of Fighter, but without sacrificing spell slots. Or, they could take the Moderately Armored/Fighting Initiate feats.
Well, I already have moderate armor on the character. Between a magic shield and armor, and dex, this character has a 20 AC. No reason for Mage Armor or Shield.
Personally I don't see multiclassing for Wizards as a trap. The main drawbacks to a Wizard is their small hitpool and general lower AC. A multiclass of just 1 lvl can help remedy both those issues. A great example would be the Fighter. Just a 1 lvl dip gets you medium armor and a shield, the defense fighting style and slightly more HP. This will help your survivability tremendously so you can actually make it to those higher lvls without meeting a premature demise. If you start Fighter at lvl 1 you get CON saves as the icing on top.
Or.... you could simply take that extra level of Wizard, get 2 free spells, which can be Mage Armor and Shield, which is better than a Chain Shirt(Medium Armor), and lets the Wizard bump their AC up to 18+ in a pinch, plus you'll have access to higher level spells, which will let you end encounters sooner. ("The best defense is a strong offense.")
For a Wizard, a 1 level dip into Artificer will net almost all of the benefits of Fighter, but without sacrificing spell slots. Or, they could take the Moderately Armored/Fighting Initiate feats.
Hate to break this to you but a 1 level dip in Artificer still makes you makes you lose spell slots. Also you can cast Shield on top of wearing armor and holding a shield. This is better than just casting Shield over Mage Armor. The one thing I agree with you is that a pure wizard do not have their spell progression delayed by 1 level.
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
An artificer 1/ wizard x is behind in spell level known. They have the same spell slots as a full wizard.
Hate to break this to you but a 1 level dip in Artificer still makes you makes you lose spell slots. Also you can cast Shield on top of wearing armor and holding a shield. This is better than just casting Shield over Mage Armor. The one thing I agree with you is that a pure wizard do not have their spell progression delayed by 1 level.
Artificers are special. While the Wizard will lose spell levels, they won't lose spell slots with a single dip:
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
And yes, while stacking the Shield on top of armor is a best of both scenario, it's overkill. Generally speaking, a Wizard shouldn't be putting themselves in a position where they will need all day protection. If they are, the party either has composition issues, or collaboration issues.
Wizards in 5e aren't nearly as squishy as they were in previous editions.
Separately, there is also the matter of Bladesinging.
If a Wizard wants to be more tanky, they already have an option that will give them a massive boost. Mage Armor(Dex +2) + Bladesinging (Int +3) = AC18 at level 2, and can be raised to AC23 by maxing Dex and Int. This is ignoring the Shield entirely.
This path may have been more mechanically optimal for the OP, given his current progression, but often isn't an ideal choice for RP reasons.
Separately, there is also the matter of Bladesinging.
If a Wizard wants to be more tanky, they already have an option that will give them a massive boost. Mage Armor(Dex +2) + Bladesinging (Int +3) = AC18 at level 2, and can be raised to AC23 by maxing Dex and Int. This is ignoring the Shield entirely.
This path may have been more mechanically optimal for the OP, given his current progression, but often isn't an ideal choice for RP reasons.
The one thing I do not like about Bladesingers is that you need to max both Dex and Int to fulfill its potential. That's 4 out of your 5 ASI's gone, leaving you with very little room to customize.
The one thing I do not like about Bladesingers is that you need to max both Dex and Int to fulfill its potential. That's 4 out of your 5 ASI's gone, leaving you with very little room to customize.
That's a common complaint for Monks and Barbarians as well, but the underlying truth is that "fulfilling potential" was never the point.
Adding a new Modifier to AC is meant to compensate for a lack of armor. The fact that it can be exploited to unreasonable heights is just a side effect. An average array would give a Wizard a +2 Dex and a +3 Int, which means that they'd have AC18, which is the same as Chainmail and a Shield. If the Wizard maximized their Dex and INT, then they'd be blowing past +1 Plate and a +1 Shield, which is in the upper echelon of what a normal tank would be able to hope for, before other class features.
Bladesinging makes Wizards competitive in that arena, but it shouldn't let them overshadow other classes specifically designed for that purpose. If they want to be both the tank and the wizard, then yes, it's going to require a little bit of investment.
Wizards already have the capacity to outshine other classes through their spells. By raising the bar for AC, and then letting them selfishly support themselves with Haste, Greater Invisibility, and other such spells, traditional tanks can't do much other than shrug.
So I've got a 7th level wizard, with 2 armor-related feats, and spells focused on summoning, and story events handed him a 20 wisdom. How should I best take advantage of this?
Ignoring the oddity of a Wizard taking armor feats, I wouldn't do anything about it. Multi-classing would be a trap, and competing casting stats isn't going to do you much good. Enjoy being a wizard with good perception and saves.
Take Magic Initiate (Druid) to pick up Shillelagh to go melee with your Booming and Green Flame Blades :)
Looking at it more, I have to agree multiclassing is less appealing than I thought it would be. I originally took the armor feats because the group is two wizards and a sorcerer. Magic Initiate looks like a good idea, though I think I may use thornwhip. With the summoning spells I tend to use, it might get us a lot of opportunity attacks.
What's a wizard without Intelligence ??? I guess you've created a wizard with low INT, which it means he/she cannot do much damage than hurting enemies using staves or daggers, right ??
I know Wisdom here is much important for the wizard, too but, let the clerics be enough wisers to allow buffing you with the necessary Godity blessings. At least you should get enough DEX to evade most of the attack incommings to you. Just take out some armor feats, and raise DEX. Just DEX.
And since you are closer to get higher levels, you should take a look at the Inspiring leader Feat, if you have yet CHA 13. It's preety funny how a wizard can be a Leader of masses in the midst of a battle's flavour.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Why would you assume the character doesn't have high Int? As I explained above, story events gave him the 20 Wisdom, and as the game's started, I can't really unselect the feats. I wouldn't want to either, since this character ends up the group's only functional tank.
The one casting area that the wizard cant cover even in the slightest is healing, so I recommend a 1 or 2 level into cleric/druid. Also a tanky wizard can be great, especially an abjuration wizard. My dwarven abjurerer is pretty great when it comes to the support tank role.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Thornwhip creates forced movement.
Forced movement doesn't create any attacks of opportunity.
I do agree multiclassing is a trap. Magic Init for Cleric or Druid and get Cure Wounds, it may not be a lot of healing, but it's some. Healing potions are a thing. One of you could use downtime training to get herbalism kit proficiency : you can craft healing potions in a day for 25 gp using XGTE rules.
I don't like to multiclass Wizards. The higher spells are too good. If you took a 2 level dip you lose: 4 free spells, a 7th level spell slot, and Spell Mastery which lets you choose two spells of 3rd level that are always prepped without taking up your limited prep space and you get to cast them for free once each every short rest.
If you know in advance you'll never be that high level, then sure maybe consider it, but otherwise you're giving up a hell of a lot for very little in return.
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.
Personally I don't see multiclassing for Wizards as a trap. The main drawbacks to a Wizard is their small hitpool and general lower AC. A multiclass of just 1 lvl can help remedy both those issues. A great example would be the Fighter. Just a 1 lvl dip gets you medium armor and a shield, the defense fighting style and slightly more HP. This will help your survivability tremendously so you can actually make it to those higher lvls without meeting a premature demise. If you start Fighter at lvl 1 you get CON saves as the icing on top.
I tend to not want to dip on wizards either, but I don't think there is some hard and fast rule about it. There are certainly builds that get a lot out of their dip.
The one multiclass that really speaks to me here is Twilight Cleric. Since you're summoning focused, the temp hp will be really nice for keeping them going as well as your rather squishy party. If your DM is cool with retraining your armor feats because Twilight already grants heavy armor, then this seems like an interesting option. If they don't allow retraining I wouldn't bother.
Besides Twilight with a kind DM, I agree with keeping it single class. Magic Initiate seems awesome for picking up some wisdom based cantrip game. I also like Skill Expert here a lot. Increase whatever other stat needs it, but focus on wisdom skills.
Or.... you could simply take that extra level of Wizard, get 2 free spells, which can be Mage Armor and Shield, which is better than a Chain Shirt(Medium Armor), and lets the Wizard bump their AC up to 18+ in a pinch, plus you'll have access to higher level spells, which will let you end encounters sooner. ("The best defense is a strong offense.")
For a Wizard, a 1 level dip into Artificer will net almost all of the benefits of Fighter, but without sacrificing spell slots. Or, they could take the Moderately Armored/Fighting Initiate feats.
Well, I already have moderate armor on the character. Between a magic shield and armor, and dex, this character has a 20 AC. No reason for Mage Armor or Shield.
Hate to break this to you but a 1 level dip in Artificer still makes you makes you lose spell slots. Also you can cast Shield on top of wearing armor and holding a shield. This is better than just casting Shield over Mage Armor. The one thing I agree with you is that a pure wizard do not have their spell progression delayed by 1 level.
From Multiclassing as an Artificer:
An artificer 1/ wizard x is behind in spell level known. They have the same spell slots as a full wizard.
Artificers are special. While the Wizard will lose spell levels, they won't lose spell slots with a single dip:
And yes, while stacking the Shield on top of armor is a best of both scenario, it's overkill. Generally speaking, a Wizard shouldn't be putting themselves in a position where they will need all day protection. If they are, the party either has composition issues, or collaboration issues.
Wizards in 5e aren't nearly as squishy as they were in previous editions.
LOL Memnosyne we typed practically the same thing at the exact same time. I love it.
Ah I stand corrected thank you. I haven't played any Artificer multiclasses yet to realize their slots round up. Its nice to learn something new :)
Always good to learn. :)
Separately, there is also the matter of Bladesinging.
If a Wizard wants to be more tanky, they already have an option that will give them a massive boost. Mage Armor(Dex +2) + Bladesinging (Int +3) = AC18 at level 2, and can be raised to AC23 by maxing Dex and Int. This is ignoring the Shield entirely.
This path may have been more mechanically optimal for the OP, given his current progression, but often isn't an ideal choice for RP reasons.
The one thing I do not like about Bladesingers is that you need to max both Dex and Int to fulfill its potential. That's 4 out of your 5 ASI's gone, leaving you with very little room to customize.
That's a common complaint for Monks and Barbarians as well, but the underlying truth is that "fulfilling potential" was never the point.
Adding a new Modifier to AC is meant to compensate for a lack of armor. The fact that it can be exploited to unreasonable heights is just a side effect. An average array would give a Wizard a +2 Dex and a +3 Int, which means that they'd have AC18, which is the same as Chainmail and a Shield. If the Wizard maximized their Dex and INT, then they'd be blowing past +1 Plate and a +1 Shield, which is in the upper echelon of what a normal tank would be able to hope for, before other class features.
Bladesinging makes Wizards competitive in that arena, but it shouldn't let them overshadow other classes specifically designed for that purpose. If they want to be both the tank and the wizard, then yes, it's going to require a little bit of investment.
Wizards already have the capacity to outshine other classes through their spells. By raising the bar for AC, and then letting them selfishly support themselves with Haste, Greater Invisibility, and other such spells, traditional tanks can't do much other than shrug.