If you want to continue wizard, theres opportunities to role play level ups. I have a white Dragonborn red dragon draconic sorcerer, and he only recently found snow, so he learned Snilloc's Snowball Swarm. He also recently met his first white dragon, so the next level he get's I'm gonna take dragon breath for a spell. Also getting a level in wizard would give you a subclass which is fun for role play, and making a stronger character.
Looking at your stats, it looks like your DM allows unrestricted multiclassing. Normally you'd need at least 13 int to multi into/out of wizard. It would also help to know what fighter archetype you took.
Taking a level in fighter grants you an ASI, which is always good. Taking a level in wizard gets you two 1st level spells in your book, another 1st level slot and a specialization. Each one gives you a cool feature to add to your toolbox, but given your 5 levels in fighter, most of your damage should come from your Attack action. I'd focus on utility spells like fog cloud or silent image. Your more creative spells are mold earth and find familiar. Building a dirt house, digging a trench, undermining an orc camp, the list goes on.
Sounds like you're doing okay for combat; divide and conquer is a strong go-to for understaffed parties. I'd think taking control of the other party members wouldn't hurt, but getting to that point is going to be hard, given that they already don't like your character. Don't be afraid to run and hide, though.
RP-wise, you'll need to play your guy as his stats recommend; he's kinda smart, and he's not stupid. Somewhat weak personality strength can hurt, though. Ask to make checks often, and try to roleplay social encounters rather than rollplay.
Unearthed Arcana touched on a ship-related topic, Waterborne Adventures. It likely involves lots of Acrobatics checks to stay standing on a rocking ship and Athletics to swim if you get knocked overboard (Con saves to not be seasick). Also expect ocean-themed encounters like nereids, merfolk, sharks and maybe even a giant octopus. Navigator's tools and Vehicle (water) proficiencies will be very helpful.
Is your character near any large bodies of water? I'd imagine it'd be hard to set up a pirate ship in a desert. If he doesn't have proficiency in carpenter's tools, he may have to either buy a ship or commission one, both of which will be expensive (and warrant going on another adventure!).
You should definitely raise INT. 12 is too low to multiclass wizard without DM approval, and you can only prepare 2 out of 4 if your non-ritual spells.
I can tell you are not an eldritch knight (you'd have more spells), so what is your fighter subclass?
The ghosts of saltmarsh adventure book has not only rules for crewing and controlling a ship and naval combat, but also a port setting and short coastal adventures as well as one shot sea encounters, sunken ruins, etc. Worth the purchase if a pirate adventure is what you want.
Try issuing commands to allies during combat (simply orders are free, more complicated instruction may cost an action). Roleplay teaching tactics outside of battle and during downtime. Ask the DM when/if they trust you and if you can control them during combat after training them.
As for Wizard levels and subclass: you probably want 5 levels wizard overall for level 3 spells. Many of the most useful utility spells are level 3. As long as you dont plan to go over level 5 Wizard, war mage may be the best option for subclass. If you do plan to go to level 6 or higher (I don't recommend going over level 9 for your build), evocation or abjuration are pretty good. Evocation is the school with all the attack spells (fireball, lightning bolt, etc). Abjuration is used for protection (shield, counterspell, etc), and probably the way to go for a melee build (bonus HP ability, and doesnt need high INT).
N/A
Have you considered the Eldritch Knight subclass instead of multiclassing?
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If you want to continue wizard, theres opportunities to role play level ups. I have a white Dragonborn red dragon draconic sorcerer, and he only recently found snow, so he learned Snilloc's Snowball Swarm. He also recently met his first white dragon, so the next level he get's I'm gonna take dragon breath for a spell. Also getting a level in wizard would give you a subclass which is fun for role play, and making a stronger character.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
Looking at your stats, it looks like your DM allows unrestricted multiclassing. Normally you'd need at least 13 int to multi into/out of wizard. It would also help to know what fighter archetype you took.
Taking a level in fighter grants you an ASI, which is always good. Taking a level in wizard gets you two 1st level spells in your book, another 1st level slot and a specialization. Each one gives you a cool feature to add to your toolbox, but given your 5 levels in fighter, most of your damage should come from your Attack action. I'd focus on utility spells like fog cloud or silent image. Your more creative spells are mold earth and find familiar. Building a dirt house, digging a trench, undermining an orc camp, the list goes on.
Sounds like you're doing okay for combat; divide and conquer is a strong go-to for understaffed parties. I'd think taking control of the other party members wouldn't hurt, but getting to that point is going to be hard, given that they already don't like your character. Don't be afraid to run and hide, though.
RP-wise, you'll need to play your guy as his stats recommend; he's kinda smart, and he's not stupid. Somewhat weak personality strength can hurt, though. Ask to make checks often, and try to roleplay social encounters rather than rollplay.
Unearthed Arcana touched on a ship-related topic, Waterborne Adventures. It likely involves lots of Acrobatics checks to stay standing on a rocking ship and Athletics to swim if you get knocked overboard (Con saves to not be seasick). Also expect ocean-themed encounters like nereids, merfolk, sharks and maybe even a giant octopus. Navigator's tools and Vehicle (water) proficiencies will be very helpful.
Is your character near any large bodies of water? I'd imagine it'd be hard to set up a pirate ship in a desert. If he doesn't have proficiency in carpenter's tools, he may have to either buy a ship or commission one, both of which will be expensive (and warrant going on another adventure!).
You should definitely raise INT. 12 is too low to multiclass wizard without DM approval, and you can only prepare 2 out of 4 if your non-ritual spells.
I can tell you are not an eldritch knight (you'd have more spells), so what is your fighter subclass?
The ghosts of saltmarsh adventure book has not only rules for crewing and controlling a ship and naval combat, but also a port setting and short coastal adventures as well as one shot sea encounters, sunken ruins, etc. Worth the purchase if a pirate adventure is what you want.
Try issuing commands to allies during combat (simply orders are free, more complicated instruction may cost an action). Roleplay teaching tactics outside of battle and during downtime. Ask the DM when/if they trust you and if you can control them during combat after training them.
As for Wizard levels and subclass: you probably want 5 levels wizard overall for level 3 spells. Many of the most useful utility spells are level 3. As long as you dont plan to go over level 5 Wizard, war mage may be the best option for subclass. If you do plan to go to level 6 or higher (I don't recommend going over level 9 for your build), evocation or abjuration are pretty good. Evocation is the school with all the attack spells (fireball, lightning bolt, etc). Abjuration is used for protection (shield, counterspell, etc), and probably the way to go for a melee build (bonus HP ability, and doesnt need high INT).
N/A
N/A
You can always ask your DM if you can respec.
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