Also, I may need to pick one or the other ( like only elf and only wizard) since this is my first game. Which one?
Wizards are great. They have a huge pool of spells to choose from, have decent fire power, and utility, but they die easy and are a bit complicated to run for newbies.
Fighters vary a lot depending on subclass. I think this class is the most dependant on purchases because the the free subclass is merely "okay" and fighters get a lot of ASIs to get feats (which are not free).
Honestly, if you want to have a fun role play character that is easy to play, consider monk (wood elf). If you want a spellcaster that can melee and has decent survivability, play cleric (wood elf). For a more versatile spellcaster that can still outlive the Wizard, go bard (half-elf).
But if you ready to read your class features thoroughly and rise to the challenge, go with Wizard high elf.
I agree, start fighter, go 3 levels of fighter, then multiclass into wizard, go however far you want, but eventually end up with level 7 fighter, level 13 wizard.
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Well, I've given about the best advice I can manage in my other comments. If you find out what books you have to choose from, we can maybe give better subclass selection advice.
I don't recommend going 7 levels into fighter if you want to be a powerful caster, or if you only have the champion fighter subclass (Stop at just 2 levels). If you want to be a more martial force and have the PHB, then 11 levels battle master or eldritch knight will rock the battle field and still have 9 levels wizard for very influential spells.
You generally get random encounters in travel, but some DM's like to skip the slog of travel and you basically teleport. Horses are useful for travel, you'll need food and torches.
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Would a donkey/mule work? We just started and my dm might let us wait a second so I can go to the store really quick but that's all I can afford. Anything else?
Traveling from place to place can be as simple or complicated as the DM and players need it to be.
If there is no time pressure from events, as a DM I usually just reduce travel down to "You leave Waterdeep and arrive at Baldur's Gate" Sometimes the DM wants to spice things up a little, and there could be a "random encounter" like a bandit ambush or a monster to fight. Othertimes it can get pretty complicated. My players were trying to escape from the Underdark while being chased by a [Tooltip Not Found]. So there was a series of skill tests where each failure resulted in damage to the characters.
I wouldn't worry about a donkey / mule right now. Unless you are using the optional partial encumberance rules (most don't), you don't have enough stuff that you won't be able to carry it all.
As for Wizard / Fighter multiclasses, managing spells is one of the more complicated facets of D&D. As long as you don't mind reading through the choices and doing some planning ahead to think about which spell you would use in certain situations, it is manageable though.
If it is your first time playing, I would suggest staying to a single class. If someone has a PHB you can access, the Eldritch Knight, a Fighter subclass, would be the best bet I think.
At the earliest levels (1-2), you are a regular fighter. So you can get familiar with the basics (initiative, combat order, attacks rolls, skill checks, etc) Then at level 3 is when you first get spellcasting. It is much reduced from a full wizard, but enough to still be a threat.
DxJxC and LeviRocks both have good points. Which do you think is better?
Also, should I start as a wizard and then add fighter after then?
Wizards are great. They have a huge pool of spells to choose from, have decent fire power, and utility, but they die easy and are a bit complicated to run for newbies.
Fighters vary a lot depending on subclass. I think this class is the most dependant on purchases because the the free subclass is merely "okay" and fighters get a lot of ASIs to get feats (which are not free).
Honestly, if you want to have a fun role play character that is easy to play, consider monk (wood elf). If you want a spellcaster that can melee and has decent survivability, play cleric (wood elf). For a more versatile spellcaster that can still outlive the Wizard, go bard (half-elf).
But if you ready to read your class features thoroughly and rise to the challenge, go with Wizard high elf.
If you plan to multiclass, start fighter. The CON saves and armor proficiencies are more useful.
I agree, start fighter, go 3 levels of fighter, then multiclass into wizard, go however far you want, but eventually end up with level 7 fighter, level 13 wizard.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Also, if I do multiclass my dad wanted me to do wizard since its my first time even though I know you said to start as a fighter. Help?
I think you should be an elf! I think anyone would have fun being something other than the human race!😊
Please help with this! What should I do?
Well, I've given about the best advice I can manage in my other comments. If you find out what books you have to choose from, we can maybe give better subclass selection advice.
I don't recommend going 7 levels into fighter if you want to be a powerful caster, or if you only have the champion fighter subclass (Stop at just 2 levels). If you want to be a more martial force and have the PHB, then 11 levels battle master or eldritch knight will rock the battle field and still have 9 levels wizard for very influential spells.
Hi again! I'm back, but now with new questions and more advice! Please help!
After all this, my dm advised me to be a mountain Dwarf Wizard since it was my first time. Anyone know about Pandalin? Advice?
:)
I will have most entries here but go to my other thread for more and comment.
Please comment here if you want to know more and press the little arrow if you see this! Thanks!
What do you need to travel long distances? Do they summarize it out do we actually get to do things?
I think that the dm just said that they traveled from place to place unless there is something that happened while traveling.
Also, could you also go to my thread! As a warning,this is my first time playing!
You generally get random encounters in travel, but some DM's like to skip the slog of travel and you basically teleport. Horses are useful for travel, you'll need food and torches.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Would a donkey/mule work? We just started and my dm might let us wait a second so I can go to the store really quick but that's all I can afford. Anything else?
Mounts/vehicles are mostly useful for carrying extra supplies and loot. You will probably be fine without for just starting.
Traveling from place to place can be as simple or complicated as the DM and players need it to be.
If there is no time pressure from events, as a DM I usually just reduce travel down to "You leave Waterdeep and arrive at Baldur's Gate"
Sometimes the DM wants to spice things up a little, and there could be a "random encounter" like a bandit ambush or a monster to fight.
Othertimes it can get pretty complicated. My players were trying to escape from the Underdark while being chased by a [Tooltip Not Found]. So there was a series of skill tests where each failure resulted in damage to the characters.
I wouldn't worry about a donkey / mule right now. Unless you are using the optional partial encumberance rules (most don't), you don't have enough stuff that you won't be able to carry it all.
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As for Wizard / Fighter multiclasses, managing spells is one of the more complicated facets of D&D. As long as you don't mind reading through the choices and doing some planning ahead to think about which spell you would use in certain situations, it is manageable though.
If it is your first time playing, I would suggest staying to a single class. If someone has a PHB you can access, the Eldritch Knight, a Fighter subclass, would be the best bet I think.
At the earliest levels (1-2), you are a regular fighter. So you can get familiar with the basics (initiative, combat order, attacks rolls, skill checks, etc)
Then at level 3 is when you first get spellcasting. It is much reduced from a full wizard, but enough to still be a threat.
Site Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
My Homebrew: Races | Subclasses | Backgrounds | Feats | Spells | Magic Items
Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ