Variant Human: Magic Initiate (Druid): Shape Water, Produce Flame, and Goodberry
Lv4: Ritual Caster (Wizard): Find Familiar and Invisible Servant
Lv8: Spell Sniper (Druid): Thornwhip
Lv12: War Caster
Lv 16 and 19: ASI: WIS (18 then 20)
So I'm obviously going for fun in having a lot of spells to cast with extra 3 extra cantrips and lv 1 spells, also more possibly with ritual caster. Also boosting spellcasting abilities of damaging and concentration.
I could max WIS and CON, but I want to have fun and end up with 6+ extra spells to cast and some buffs to them by lv 20.
I know most say to max your main stat, in this case for DC, hit, modifier, and spell preparation; but maybe that is my characters flaw.
It's your character, play what is fun for you. Don't worry about the opinion of random internet strangers, don't worry about min/maxing or making your character the best. Concern yourself with having fun with your friends. That's the whole point of the game.
It's your character, play what is fun for you. Don't worry about the opinion of random internet strangers, don't worry about min/maxing or making your character the best. Concern yourself with having fun with your friends. That's the whole point of the game.
I won't worry about the opinion of a random internet stranger, lol. JK, I like your opinion.
Personally, I think you're getting diminished returns stacking so many cantrips. Especially Spell Sniper - boosting one cantrip when you're not focusing on that cantrip seems like a very small upgrade compared to a WIS boost.
Also, Find Familiar and Unseen Servant both kind of cover the same needs in most cases. I'd probably switch US for something you can't already handle with your other tools.
I think this is a case of "looks fun on paper," but when you're actually playing at level 14 and missing when everyone else is hitting, you might feel differently about those ASIs.
Personally, I think you're getting diminished returns stacking so many cantrips. Especially Spell Sniper - boosting one cantrip when you're not focusing on that cantrip seems like a very small upgrade compared to a WIS boost.
Also, Find Familiar and Unseen Servant both kind of cover the same needs in most cases. I'd probably switch US for something you can't already handle with your other tools.
I think this is a case of "looks fun on paper," but when you're actually playing at level 14 and missing when everyone else is hitting, you might feel differently about those ASIs.
The cantrip flexibility gives me more options that are repeatable. Produce flame for light and to catch things on fire, shape water for coverage and fun stuff like walls or bridges, goodberry to combo with life domain for healing outside of battles (40 hp per use) and sustain hunger, find familiar for so much because its find familiar, unseen servant mostly for out of battle fun and trap testing since he doesn't cost gp to recast but definitely not limited to that, and thornwhip to pull enemies into traps like off of high ranged advantage points for fall damage and even save allies by pulling them.
Spell sniper isn't limited to thornwhip, but it does boost its pull range to give some extra fall damage and trickery. Spell Sniper for opportunity attacks is nice with my cantrip flexibility. Double range on attack spells and ignoring all but full cover with any range spell and opportunity attacks with any range spell of single target attack is nice. Cantrip is the cherry on top.
I get your point with unseen servant, but I don't want any other rituals of lv 1 as my two picks. Alarm could be cool, but our group has two elves and a half elf that take turns being on guard while I get rest. So I want a butler to lead the way for dangerous dealings and to do whatever I want him to do while my familiar hopefully lives.
I may change as I level up with hit annoyance, but some of my spells are saves instead of hits and I am more support focused instead of tank or damage focus. Im the guy in the middle or back of the group to support with buffs, healings, coverage, some attacks, and fun alternative stuff.
I'd drop one feat. Getting Wisdom higher is a huge boost and lets you do more with the feats you have. Going all the way to level sixteen with a sixteen in your main stat will be painful. You hit less and and generally do less than your teammates. Having a lot of cantrips can be fun, just not super useful.
Rollback Post to RevisionRollBack
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
I'd drop one feat. Getting Wisdom higher is a huge boost and lets you do more with the feats you have. Going all the way to level sixteen with a sixteen in your main stat will be painful. You hit less and and generally do less than your teammates. Having a lot of cantrips can be fun, just not super useful.
My plan B is to cut War Caster and start Wis at 12 if hit feels off. I will have 4 spells requiring hits, 2 of them cantrips. All 4 are spell level 2 or lower. Although my spellcasting DC may be an issue also, so I may WIS ASI at 12 as a plan B.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Variant Human Life Cleric
STR 13, DEX 14, CON 15, WIS 15, INT 12, CHA 13
Variant Human ASI WIS (16) and CON (16)
Variant Human: Magic Initiate (Druid): Shape Water, Produce Flame, and Goodberry
Lv4: Ritual Caster (Wizard): Find Familiar and Invisible Servant
Lv8: Spell Sniper (Druid): Thornwhip
Lv12: War Caster
Lv 16 and 19: ASI: WIS (18 then 20)
So I'm obviously going for fun in having a lot of spells to cast with extra 3 extra cantrips and lv 1 spells, also more possibly with ritual caster. Also boosting spellcasting abilities of damaging and concentration.
I could max WIS and CON, but I want to have fun and end up with 6+ extra spells to cast and some buffs to them by lv 20.
I know most say to max your main stat, in this case for DC, hit, modifier, and spell preparation; but maybe that is my characters flaw.
It's your character, play what is fun for you. Don't worry about the opinion of random internet strangers, don't worry about min/maxing or making your character the best. Concern yourself with having fun with your friends. That's the whole point of the game.
Personally, i would do the Wis boost first then the rest, but as Beard said, if you find it fun then it is the best choice for you.
I won't worry about the opinion of a random internet stranger, lol. JK, I like your opinion.
Personally, I think you're getting diminished returns stacking so many cantrips. Especially Spell Sniper - boosting one cantrip when you're not focusing on that cantrip seems like a very small upgrade compared to a WIS boost.
Also, Find Familiar and Unseen Servant both kind of cover the same needs in most cases. I'd probably switch US for something you can't already handle with your other tools.
I think this is a case of "looks fun on paper," but when you're actually playing at level 14 and missing when everyone else is hitting, you might feel differently about those ASIs.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
The cantrip flexibility gives me more options that are repeatable. Produce flame for light and to catch things on fire, shape water for coverage and fun stuff like walls or bridges, goodberry to combo with life domain for healing outside of battles (40 hp per use) and sustain hunger, find familiar for so much because its find familiar, unseen servant mostly for out of battle fun and trap testing since he doesn't cost gp to recast but definitely not limited to that, and thornwhip to pull enemies into traps like off of high ranged advantage points for fall damage and even save allies by pulling them.
Spell sniper isn't limited to thornwhip, but it does boost its pull range to give some extra fall damage and trickery. Spell Sniper for opportunity attacks is nice with my cantrip flexibility. Double range on attack spells and ignoring all but full cover with any range spell and opportunity attacks with any range spell of single target attack is nice. Cantrip is the cherry on top.
I get your point with unseen servant, but I don't want any other rituals of lv 1 as my two picks. Alarm could be cool, but our group has two elves and a half elf that take turns being on guard while I get rest. So I want a butler to lead the way for dangerous dealings and to do whatever I want him to do while my familiar hopefully lives.
I may change as I level up with hit annoyance, but some of my spells are saves instead of hits and I am more support focused instead of tank or damage focus. Im the guy in the middle or back of the group to support with buffs, healings, coverage, some attacks, and fun alternative stuff.
I'd drop one feat. Getting Wisdom higher is a huge boost and lets you do more with the feats you have. Going all the way to level sixteen with a sixteen in your main stat will be painful. You hit less and and generally do less than your teammates. Having a lot of cantrips can be fun, just not super useful.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
My plan B is to cut War Caster and start Wis at 12 if hit feels off. I will have 4 spells requiring hits, 2 of them cantrips. All 4 are spell level 2 or lower. Although my spellcasting DC may be an issue also, so I may WIS ASI at 12 as a plan B.