Playing around with the idea of a Psi Warrior that dips into War Magic Wizard for those sweet level 2 features. Let's go off the assumption that this character will start at level 1. My question is this, at what level should I invest the levels into wizard? Should I do it right out of the gate once I hit level 2 or maybe wait till I get to level 3 fighter to get the Psi Warrior subclass?
No recommendations past a total level of 7, meaning taking the dip after fighter level 5. Mainly because I've never played a campaign that lasted longer than that and I trying to optimize for a level 20 character is unrealistic for me.
I am doing something similar right now where I am planning out playing a Wild Magic Barbarian + 2-4 levels of War Magic Wizard.
Right now, my plan is to get to at least level 3 in Barb so I can pick up the Wild Magic subclass. I could definitely see the argument that you would want to wait until after level 5 so you can pick up Extra Attack rather than delay it. Damage wise, it is probably the better choice but I think that if you wanted to pick up War Magic earlier than that, the use of Booming Blade or Green Flame Blade could help to make up the damage difference until you eventually pick up levels in fighter again. This latter option is my choice right now (I am not really playing this character to optimize my damage, so I dont mind falling a little behind by delaying getting extra attack)
The other issue to wrestle with is also delaying ASIs. If you start multiclassing at level 3 you wont get your first ASI until level 6 at the soonest (assuming you wait to return to fighter until you get both wizard levels). Im not too worried about this with my barb because I rolled good enough for my two most primary stats that it wont hurt me too much to wait to increase my scores. Depending on your scores, it could be worth going as far as 4 in fighter before multiclassing
Get four lvls of psi warrior, then dip. Now, what I'd do....
I'd consider getting telekinetic as a feat. This is purely because it alleviates pressure off some of your psi dice, and because it could synergize in increasing your INT to help both war magic's initiative or your psi warrior features.
Come lvl 5 when you do dip into wizard, you'll really want to take booming blade at that point. Then your damage will keep up as you'll be casting booming blade to get that extra d8 from the initial attack, and you'll be using your bonus action to telekinetically push yourself away and create distance, for which the likelyhood of booming blade's secondary damage will greatly increase.
Honestly, you'll do pretty good damage with that set up. Compared to a greatsword fighter with great weapon fighting, who took STR at lvl 4 and extra attack at lvl 5, they'd do (8.3+4)x2, or 24.5 damage. A longsword+shield fighter with dueling fighting style, if they consistently proc BB's full damage (easily done with telekinetic), will do about 13.5 (3d8 avg BB)+3 (STR mod)+ 2 (dueling) + 4.5 (d8 longsword avg), or 23 damage a round. Sure, my suggested build does 1.5 less damage per turn. But, it has more AC which in turn means it benefits more from war magic's AC bump. This means that it will use less psi dice on reducing damage over the course of the adventuring day than the greatsword user. Becuase of telekinetic, you'll use less psi dice on moving objects. In turn, my suggested build will get to use more psi dice on increasing their damage compared to the lvl 5 psi warrior, and certainly last longer.
Get four lvls of psi warrior, then dip. Now, what I'd do....
I'd consider getting telekinetic as a feat. This is purely because it alleviates pressure off some of your psi dice, and because it could synergize in increasing your INT to help both war magic's initiative or your psi warrior features.
Come lvl 5 when you do dip into wizard, you'll really want to take booming blade at that point. Then your damage will keep up as you'll be casting booming blade to get that extra d8 from the initial attack, and you'll be using your bonus action to telekinetically push yourself away and create distance, for which the likelyhood of booming blade's secondary damage will greatly increase.
Honestly, you'll do pretty good damage with that set up. Compared to a greatsword fighter with great weapon fighting, who took STR at lvl 4 and extra attack at lvl 5, they'd do (8.3+4)x2, or 24.5 damage. A longsword+shield fighter with dueling fighting style, if they consistently proc BB's full damage (easily done with telekinetic), will do about 13.5 (3d8 avg BB)+3 (STR mod)+ 2 (dueling) + 4.5 (d8 longsword avg), or 23 damage a round. Sure, my suggested build does 1.5 less damage per turn. But, it has more AC which in turn means it benefits more from war magic's AC bump. This means that it will use less psi dice on reducing damage over the course of the adventuring day than the greatsword user. Becuase of telekinetic, you'll use less psi dice on moving objects. In turn, my suggested build will get to use more psi dice on increasing their damage compared to the lvl 5 psi warrior, and certainly last longer.
You actually can't use Telekinetic to move yourself. You have to use it on the enemy you are fighting.
Get four lvls of psi warrior, then dip. Now, what I'd do....
I'd consider getting telekinetic as a feat. This is purely because it alleviates pressure off some of your psi dice, and because it could synergize in increasing your INT to help both war magic's initiative or your psi warrior features.
Come lvl 5 when you do dip into wizard, you'll really want to take booming blade at that point. Then your damage will keep up as you'll be casting booming blade to get that extra d8 from the initial attack, and you'll be using your bonus action to telekinetically push yourself away and create distance, for which the likelyhood of booming blade's secondary damage will greatly increase.
Honestly, you'll do pretty good damage with that set up. Compared to a greatsword fighter with great weapon fighting, who took STR at lvl 4 and extra attack at lvl 5, they'd do (8.3+4)x2, or 24.5 damage. A longsword+shield fighter with dueling fighting style, if they consistently proc BB's full damage (easily done with telekinetic), will do about 13.5 (3d8 avg BB)+3 (STR mod)+ 2 (dueling) + 4.5 (d8 longsword avg), or 23 damage a round. Sure, my suggested build does 1.5 less damage per turn. But, it has more AC which in turn means it benefits more from war magic's AC bump. This means that it will use less psi dice on reducing damage over the course of the adventuring day than the greatsword user. Becuase of telekinetic, you'll use less psi dice on moving objects. In turn, my suggested build will get to use more psi dice on increasing their damage compared to the lvl 5 psi warrior, and certainly last longer.
You actually can't use Telekinetic to move yourself. You have to use it on the enemy you are fighting.
I really like this idea. I love that feat. I just theory crafted an aberrant mind sorcerer with it the other day. Trying to roleplay a psychic character: telekinesis, telepathy, pyrokinesis, etc. This would make sense for rp purposes with this character as well, just say that the psi warrior is getting more control over their psionics. Even though ThelonelyMagi is right, I still like the idea of booming blade and could roleplay it as additional psionic force with each attack, just use the shove on enemies with partial success. These are really good suggestions people!
I have a Fire Genasi Psi Warrior 7 / War Mage 3 that I am having a blast with. I set out to create a character that would fulfill my childhood fantasy of being a Jedi Knight and the character is so far living up to expectations.
I took my dip at Level 5, so I could get the extra attack first. I took the next 3 levels in Wizard and plan on going Fighter the rest of the way. My spells are mostly buff or utility spells (Detect Thought, Suggestion for that Jedi flavor). Since I'm not using spells in combat, I use arcane deflection all the time. I also picked up the telekinetic feat to add on to the psi flavor. Shoving the opponent out of melee range hasn't been as useful as often as I had hoped, but it is fun when it hits. And invisible mage hand has so many fun uses out of combat.
If you don't want to wait until after Fighter 5, I would at least wait until you get Fighter 3 so you get the Psi Warrior subclass. If you are setting out to build a Psi Warrior who dabbles in a bit of magic, I'm not sure it makes sense to hold off on getting those first Psi abilities. If you didn't roll well, I think waiting until after 4 for that first ASI to bump your primary stats might also make sense.
Depending on how high the campaign goes but if you're going above 8 levels I wouldn't multiclass earlier than level 8. Also, don't take more than two levels of war mage. Especially if you go to higher levels.
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Playing around with the idea of a Psi Warrior that dips into War Magic Wizard for those sweet level 2 features. Let's go off the assumption that this character will start at level 1. My question is this, at what level should I invest the levels into wizard? Should I do it right out of the gate once I hit level 2 or maybe wait till I get to level 3 fighter to get the Psi Warrior subclass?
No recommendations past a total level of 7, meaning taking the dip after fighter level 5. Mainly because I've never played a campaign that lasted longer than that and I trying to optimize for a level 20 character is unrealistic for me.
I am doing something similar right now where I am planning out playing a Wild Magic Barbarian + 2-4 levels of War Magic Wizard.
Right now, my plan is to get to at least level 3 in Barb so I can pick up the Wild Magic subclass. I could definitely see the argument that you would want to wait until after level 5 so you can pick up Extra Attack rather than delay it. Damage wise, it is probably the better choice but I think that if you wanted to pick up War Magic earlier than that, the use of Booming Blade or Green Flame Blade could help to make up the damage difference until you eventually pick up levels in fighter again. This latter option is my choice right now (I am not really playing this character to optimize my damage, so I dont mind falling a little behind by delaying getting extra attack)
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I completely forgot about those cantrips, that's definitely something to consider.
The other issue to wrestle with is also delaying ASIs. If you start multiclassing at level 3 you wont get your first ASI until level 6 at the soonest (assuming you wait to return to fighter until you get both wizard levels). Im not too worried about this with my barb because I rolled good enough for my two most primary stats that it wont hurt me too much to wait to increase my scores. Depending on your scores, it could be worth going as far as 4 in fighter before multiclassing
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Get four lvls of psi warrior, then dip. Now, what I'd do....
I'd consider getting telekinetic as a feat. This is purely because it alleviates pressure off some of your psi dice, and because it could synergize in increasing your INT to help both war magic's initiative or your psi warrior features.
Come lvl 5 when you do dip into wizard, you'll really want to take booming blade at that point. Then your damage will keep up as you'll be casting booming blade to get that extra d8 from the initial attack, and you'll be using your bonus action to telekinetically push yourself away and create distance, for which the likelyhood of booming blade's secondary damage will greatly increase.
Honestly, you'll do pretty good damage with that set up. Compared to a greatsword fighter with great weapon fighting, who took STR at lvl 4 and extra attack at lvl 5, they'd do (8.3+4)x2, or 24.5 damage. A longsword+shield fighter with dueling fighting style, if they consistently proc BB's full damage (easily done with telekinetic), will do about 13.5 (3d8 avg BB)+3 (STR mod)+ 2 (dueling) + 4.5 (d8 longsword avg), or 23 damage a round. Sure, my suggested build does 1.5 less damage per turn. But, it has more AC which in turn means it benefits more from war magic's AC bump. This means that it will use less psi dice on reducing damage over the course of the adventuring day than the greatsword user. Becuase of telekinetic, you'll use less psi dice on moving objects. In turn, my suggested build will get to use more psi dice on increasing their damage compared to the lvl 5 psi warrior, and certainly last longer.
You actually can't use Telekinetic to move yourself. You have to use it on the enemy you are fighting.
I really like this idea. I love that feat. I just theory crafted an aberrant mind sorcerer with it the other day. Trying to roleplay a psychic character: telekinesis, telepathy, pyrokinesis, etc. This would make sense for rp purposes with this character as well, just say that the psi warrior is getting more control over their psionics. Even though ThelonelyMagi is right, I still like the idea of booming blade and could roleplay it as additional psionic force with each attack, just use the shove on enemies with partial success. These are really good suggestions people!
I have a Fire Genasi Psi Warrior 7 / War Mage 3 that I am having a blast with. I set out to create a character that would fulfill my childhood fantasy of being a Jedi Knight and the character is so far living up to expectations.
I took my dip at Level 5, so I could get the extra attack first. I took the next 3 levels in Wizard and plan on going Fighter the rest of the way. My spells are mostly buff or utility spells (Detect Thought, Suggestion for that Jedi flavor). Since I'm not using spells in combat, I use arcane deflection all the time. I also picked up the telekinetic feat to add on to the psi flavor. Shoving the opponent out of melee range hasn't been as useful as often as I had hoped, but it is fun when it hits. And invisible mage hand has so many fun uses out of combat.
If you don't want to wait until after Fighter 5, I would at least wait until you get Fighter 3 so you get the Psi Warrior subclass. If you are setting out to build a Psi Warrior who dabbles in a bit of magic, I'm not sure it makes sense to hold off on getting those first Psi abilities. If you didn't roll well, I think waiting until after 4 for that first ASI to bump your primary stats might also make sense.
Good luck with the character.
Depending on how high the campaign goes but if you're going above 8 levels I wouldn't multiclass earlier than level 8. Also, don't take more than two levels of war mage. Especially if you go to higher levels.