Hello! I have made a mage (planned to be a necromancer) in AL. The first session I get a headband of intelligence, that give a wearer int 19. The character will not go past tier 2 play, at I do not think it would be worth putting both ability score ugrades / feats to get to int 20, when I allready have int 19. If I understand it correctly, I will not get any less int even if I reroll to an orc mage. Therefor I am tempted to remake the character (as I am below level 5) to something not seen as often.
Do anyone have suggestions of something that would be memorable and fun to meet in an AL game?
I don't think you will get much use from being an orc though.
Goblin could make a good necromancer. You can make them paranoid that someone will take the band from them. BA hide and disengage are useful for wizard and fury of the small can power up a spell that didn't quite kill.
You don't see too many halfling wizards. So you could consider a halfling divination wizard who controls die rolls and re-rolls 1's. Add the Lucky feat somewhere down the road for even more abilities in this direction. A halfling necromancer might also be breaking sterotype a bit too :)
One thing to keep in mind though is that you still have to have at least a 13 in intelligence to play a wizard at all. Magic items do not count towards satisfying the base mutliclass requirements (so you can't create a wizard with 8 int when not wearing the headband).
You don't see too many halfling wizards. So you could consider a halfling divination wizard who controls die rolls and re-rolls 1's. Add the Lucky feat somewhere down the road for even more abilities in this direction. A halfling necromancer might also be breaking sterotype a bit too :)
It is true that I haven't seen many halfling wizards, but when I do they are always diviners. Just saying.
One thing to keep in mind though is that you still have to have at least a 13 in intelligence to play a wizard at all. Magic items do not count towards satisfying the base mutliclass requirements (so you can't create a wizard with 8 int when not wearing the headband).
This is true but only if you multiclass. You could be a single classed wizard with 8 INT, but can't multiclass unless it is naturally 13.
You don't see too many halfling wizards. So you could consider a halfling divination wizard who controls die rolls and re-rolls 1's. Add the Lucky feat somewhere down the road for even more abilities in this direction. A halfling necromancer might also be breaking sterotype a bit too :)
It is true that I haven't seen many halfling wizards, but when I do they are always diviners. Just saying.
One thing to keep in mind though is that you still have to have at least a 13 in intelligence to play a wizard at all. Magic items do not count towards satisfying the base mutliclass requirements (so you can't create a wizard with 8 int when not wearing the headband).
This is true but only if you multiclass. You could be a single classed wizard with 8 INT, but can't multiclass unless it is naturally 13.
Yep ... true on both counts. I think folks choose diviner halfling wizards just to do dice manipulation. However, since the OP was looking at a necromancer ... that would tend to work great for an unexpected halfling wizard. Also correct on the stat. You could go with an 8 int and just use the headband throughout the character's life. The main issue is flexibility.
1) If you somehow lose the headband then your spell DCs will drop a lot. If you have a 13 int then they would only drop 3 rather than 5. I mention this since I know of at least one AL adventure in which all the characters magic items stop working as part of the plot line.
2) Having an 8 locks you in to always being a wizard. Nothing wrong with this but it tends to mean the character will have some higher secondary stats that will mostly just affect skills and it leaves out the possibility of future multiclassing. For example, a halfling necromancer wizard with 1-3 levels of rogue might be fun but isn't an option without 13 int.
Goblins can be really fun if you want to play up the gobliny-ness of them. Fury of the small, and disengage and hide as bonus actions at level 1 are great.
Fire genasi could be interesting if you want to play a beefier wizard, since they get +con and +int.
Hobgoblins could be a fun one as well, and you get free light armor proficiency. Mountain Dwarves can give you free medium armor proficiency and hill dwarves give you more hitpoints. Duergar give you more strength, advantage against charm and illusions, and innate spellcasting.
Yuan-ti or dragonborn may be fun if you want to play an evil race with +CHA. A black or white dragonborn necromancer could be visually very cool, and Yuan-ti make great mutliclass for wizard/sorcerers or wizard/warlocks. Be a necromancer who twins animate dead!
There are some good necromancy spells only available in Xanathar's so I would recommend sticking with a PHB race to make Xanathar's your +1. That being said, I think Dwarf, Half-Orc, or Dragonborn would be great unconventional mage races. Dwarves get armor proficiency. Half-Orcs can get the prodigy feat, which I'm quite partial to. Dragonborn have access to the dragon fear feat which I think would be thematically awesome on a necromancer.
There are some good necromancy spells only available in Xanathar's so I would recommend sticking with a PHB race to make Xanathar's your +1. That being said, I think Dwarf, Half-Orc, or Dragonborn would be great unconventional mage races. Dwarves get armor proficiency. Half-Orcs can get the prodigy feat, which I'm quite partial to. Dragonborn have access to the dragon fear feat which I think would be thematically awesome on a necromancer.
Fun fact about wizards! They can scribe a spell scroll from any book, (PHB, EE, XGtE) into their spellbook if they find it, purchase it or have it shared with them by another wizard. And it's adventurers league legal!
There are some good necromancy spells only available in Xanathar's so I would recommend sticking with a PHB race to make Xanathar's your +1. That being said, I think Dwarf, Half-Orc, or Dragonborn would be great unconventional mage races. Dwarves get armor proficiency. Half-Orcs can get the prodigy feat, which I'm quite partial to. Dragonborn have access to the dragon fear feat which I think would be thematically awesome on a necromancer.
Fun fact about wizards! They can scribe a spell scroll from any book, (PHB, EE, XGtE) into their spellbook if they find it, purchase it or have it shared with them by another wizard. And it's adventurers league legal!
Good point. I hadn't considered that. Ever since my players found night caller, I've been planning a necromancer too. You can't get the cantrips (mold earth and toll the dead are great picks) and you still will need to budget your limited gold for it. How much does a 5th level scroll cost anyways?
Hello!
I have made a mage (planned to be a necromancer) in AL. The first session I get a headband of intelligence, that give a wearer int 19. The character will not go past tier 2 play, at I do not think it would be worth putting both ability score ugrades / feats to get to int 20, when I allready have int 19. If I understand it correctly, I will not get any less int even if I reroll to an orc mage. Therefor I am tempted to remake the character (as I am below level 5) to something not seen as often.
Do anyone have suggestions of something that would be memorable and fun to meet in an AL game?
I don't think you will get much use from being an orc though.
Goblin could make a good necromancer. You can make them paranoid that someone will take the band from them. BA hide and disengage are useful for wizard and fury of the small can power up a spell that didn't quite kill.
You don't see too many halfling wizards. So you could consider a halfling divination wizard who controls die rolls and re-rolls 1's. Add the Lucky feat somewhere down the road for even more abilities in this direction. A halfling necromancer might also be breaking sterotype a bit too :)
One thing to keep in mind though is that you still have to have at least a 13 in intelligence to play a wizard at all. Magic items do not count towards satisfying the base mutliclass requirements (so you can't create a wizard with 8 int when not wearing the headband).
It is true that I haven't seen many halfling wizards, but when I do they are always diviners. Just saying.
This is true but only if you multiclass. You could be a single classed wizard with 8 INT, but can't multiclass unless it is naturally 13.
Yep ... true on both counts. I think folks choose diviner halfling wizards just to do dice manipulation. However, since the OP was looking at a necromancer ... that would tend to work great for an unexpected halfling wizard. Also correct on the stat. You could go with an 8 int and just use the headband throughout the character's life. The main issue is flexibility.
1) If you somehow lose the headband then your spell DCs will drop a lot. If you have a 13 int then they would only drop 3 rather than 5. I mention this since I know of at least one AL adventure in which all the characters magic items stop working as part of the plot line.
2) Having an 8 locks you in to always being a wizard. Nothing wrong with this but it tends to mean the character will have some higher secondary stats that will mostly just affect skills and it leaves out the possibility of future multiclassing. For example, a halfling necromancer wizard with 1-3 levels of rogue might be fun but isn't an option without 13 int.
Goblins can be really fun if you want to play up the gobliny-ness of them. Fury of the small, and disengage and hide as bonus actions at level 1 are great.
Fire genasi could be interesting if you want to play a beefier wizard, since they get +con and +int.
Hobgoblins could be a fun one as well, and you get free light armor proficiency. Mountain Dwarves can give you free medium armor proficiency and hill dwarves give you more hitpoints. Duergar give you more strength, advantage against charm and illusions, and innate spellcasting.
Yuan-ti or dragonborn may be fun if you want to play an evil race with +CHA. A black or white dragonborn necromancer could be visually very cool, and Yuan-ti make great mutliclass for wizard/sorcerers or wizard/warlocks. Be a necromancer who twins animate dead!
There are some good necromancy spells only available in Xanathar's so I would recommend sticking with a PHB race to make Xanathar's your +1. That being said, I think Dwarf, Half-Orc, or Dragonborn would be great unconventional mage races. Dwarves get armor proficiency. Half-Orcs can get the prodigy feat, which I'm quite partial to. Dragonborn have access to the dragon fear feat which I think would be thematically awesome on a necromancer.
Fun fact about wizards! They can scribe a spell scroll from any book, (PHB, EE, XGtE) into their spellbook if they find it, purchase it or have it shared with them by another wizard. And it's adventurers league legal!
Good point. I hadn't considered that. Ever since my players found night caller, I've been planning a necromancer too. You can't get the cantrips (mold earth and toll the dead are great picks) and you still will need to budget your limited gold for it. How much does a 5th level scroll cost anyways?