I want to play a wild magic wizard. He is an excellent card player (will probably use charlatan background). I want to play V-human probably with prodigy (for expertise with some sort of skill that helps with cards) or Lucky (I feel like a jerk for using this but I think I'd only use it for cards). I rolled a 17/15/14/12/11/8. Subtle spell seems obvious but I don't know what to do in the long run.
Mute by choice or is an actual mute? As in can't talk at all be it a trauma or physical injury? the issue with a mute is that most spells in the game are Verbal so it might be a problem. and also can be challenging to RP. Hope you do well with it..
Stats wise
Highest to lowest
Cha > Con > Dex > Wis < Can be swapped depending on how you view your character> Int > Strength.
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Not being able to use verbal components of spells means I'd probably want to find an alternate line of work. Although if the DM is fine with forgoing them for RP reasons, I'd say go for it.
I'd agree with Arlong's stat priority except switch Int and Wis for Arcana training.
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I realise that, I'll mostly stick to non verbal spells to be able to consistently cast spells. I'll have to use subtle spell for vocal spells. I realize I'll be at a disadvantage for being a caster (which makes it more fun). His reason for being mute is physical.
I realise that, I'll mostly stick to non verbal spells to be able to consistently cast spells. I'll have to use subtle spell for vocal spells. I realize I'll be at a disadvantage for being a caster (which makes it more fun). His reason for being mute is physical.
It's probably not worth it... You'll be burning through your Sorcerery points very quickly to use subtle spell and none-verbal spells are very rare and not very powerful (not often at least).
Sure, It feels challenging but you must suffer a lot if you still want to do it then ignore me! Most important part is you having fun. I simply don't want you to be struggling too much. Make sure your party understands what you'll play otherwise they might not have as much as fun as you might. Good luck my friend!
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Nearly half are Cantrips, then a couple of 1st, 2nd, 3rd, a 6th, and a 9th. Mute casters are pretty much impossible without the DM changing the rules of spellcasting.
I went into this knowing I'll be at a disadvantage due to Verbal parts of spells. What I'm mostly asking is what spells would you recommend?
Cantrips:
1. Minor illusion is a good distraction spell (make voices around an opposite corner for a guard/scout to investigate where you are not or make an image of you standing against a wall after you have left, sure when they get closer it looks like a manikin but at more that 15ft its pretty useful to appear where you are not.)
2. Thunderclap is constitution save vs rogues/other dex based enemies and spell casters (only sorcerers have proficiency with con saves naturally), basically your spell caster and you need a reusable attack spell that doesn't burn all your sorcerer points. Its 5ft radius spell so if your surrounded then the time for subtlety is passed and if you position right you can do descent damage and avoid your allies, perhaps if your with a fighter / totem barbarian good con save maybe they take it anyway for half as you could still get more damage to the enemy then the allies. HOWEVER, due to this being melee range and you not having unlimited access to shield/mage armor or any armor proficiencies, you might want to consider the Draconic Origin for Draconic Resilience which provides 13+dex for possible 18AC if you max out dex.
3. Control Flames with a 60ft range will let you turn out the lights or use the camp fire the enemy is standing by as a ranged weapon. Might talk to your GM but I would have no problem with a character using this to duplicate "Create Bonfire" damage within 5ft and understand you can't create the fire itself. Which is useful but all the enemies have to do is move 5ft away. The upside is its not concentration and you can bring oil, torches, or take advantage of another party member who likes using fire. Firebolt and Fireball can both light environment items. You might even take Create Bonfire 60ft as the only concentration damage cantrip that lets you attack once using subtle spell 5-10ft in front of your "party tank" and then use Control Flames each turn to attack enemies 5ft around it engaged with your tank who is blocking the door etc. Since your using 2 cantrips to do what anyone else could do with one attack because of story reason... I would let you do it. It seems weak more than broken compared to firebolt etc, on top of that if you took Draconic Origin Brass, Gold, or Red I see no reason Elemental Affinity would not apply to that fire damage. The subclass and 2 cantrip requirement are still more than a Draconic Origin Brass, Gold, or Red using firebolt for story/style reasons.
4. Create Bonfire as described in #3.
Sorcerers get 4 cantrips at level 1 so that should get you started. After that I would consider spells that might benefit from suble spell. Mage Hand would benefit from being sneaky, Prestidigitation "You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn" could be used to produce a locket with a picture of someone you know, a wanted picture or someone your looking for, or note you "wrote" for quick communication without alerting guards or who ever you are showing it to know its fake.
At level 1: 1. Absorb Elements is at will damage resistance to AoE elemental attacks... could save your bacon regularly. (Additional Dagger/Quarter staff damage for opportunity attacks)
2. Catapult, Dex save descent (but not great) scaling damage, Because it only has a sematic component and you can throw object directionally if you use subtle spell with it you can make attacks standing in front of someone and they don't know if the house is haunted or your both being attacked by an enemy unless they have some reason to think your hostile. Chromatic Orb for example has the same damage but would be fired from you to your target so even with suble spell they know you cast it. Also because Chromatic Orb has a material component someone could counter spell it as well as know you cast it, while their is not prove you cast catapult with subtle spell at all.
At Level 2: Disguise selfwith subtle spell means you just change image without making a noise when you round a corner. Lots of fun there.
At level 3: Misty Stepwith subtle spell lets you escape traps, grapples, and leave an ambush without triggering attacks of opportunity. All life saving. Also, with out the verbal like Disguise self it beomces a ... "what! Where did he go!?!" because you can teleport to a near roof etc after a corner turn without making a sound.
At level 4: Blindness/Deafness with subtle spellnow they can't see or hear you. This is awesome against other casters with "a target you can see" spells. Its also not concentration so it does not impact your Create Bonfire + Control Fames combo if your GM allows it. Always go blind. Deaf is not usually that great since people can still see you for attacks and make hand signals to communicate.
At level 5: Hypnotic Pattern disable an entire enemy patrol with one spell for one minute while your party just...walks away into the city never to be seen again. Or kills them one at time. Really its up to you. Awesome spell.
At level 6: Counterspell
...I could go on but I figure by level 6 you will have an idea of what you want that you have not had. Also, many campaigns don't make it past level 7 they say. Not sure it is true but this is a pretty strong list of spells and a good start to any sorcerer really with the exception of 3 damage cantrips where you might have 1 or 2 otherwise
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
"Most spells require the chanting of mystic words. The words themselves aren't the source of the spells power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion." - PHB 5e pg 203
Your mute character could plausibly cast spells that have a "verbal" component if they know a musical instrument, though your DM might rule that you could only do that at the expense of a somatic component.
Something you could transition into would be Take Warlock up to level 3 for Pact of the Chain and Voice of the Chain Master. This would allow you to speak through the familiar, and since you can already cast spells through them it wouldn't be a stretch to say you can do the verbal components through your familiar using your 'own' voice. Other than that, I feel like it may end up being a chore to figure out what can and cannot be done without spoken words. Perhaps for some spells grunts and other sounds might be enough to get the sorcerous magic in your blood to working. Maybe some high pitched keening that triggers the right spot in the spellweave.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
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I want to play a wild magic wizard. He is an excellent card player (will probably use charlatan background). I want to play V-human probably with prodigy (for expertise with some sort of skill that helps with cards) or Lucky (I feel like a jerk for using this but I think I'd only use it for cards). I rolled a 17/15/14/12/11/8. Subtle spell seems obvious but I don't know what to do in the long run.
Mute by choice or is an actual mute? As in can't talk at all be it a trauma or physical injury? the issue with a mute is that most spells in the game are Verbal so it might be a problem. and also can be challenging to RP. Hope you do well with it..
Stats wise
Highest to lowest
Cha > Con > Dex > Wis < Can be swapped depending on how you view your character> Int > Strength.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Not being able to use verbal components of spells means I'd probably want to find an alternate line of work. Although if the DM is fine with forgoing them for RP reasons, I'd say go for it.
I'd agree with Arlong's stat priority except switch Int and Wis for Arcana training.
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I realise that, I'll mostly stick to non verbal spells to be able to consistently cast spells. I'll have to use subtle spell for vocal spells. I realize I'll be at a disadvantage for being a caster (which makes it more fun). His reason for being mute is physical.
It's probably not worth it... You'll be burning through your Sorcerery points very quickly to use subtle spell and none-verbal spells are very rare and not very powerful (not often at least).
Sure, It feels challenging but you must suffer a lot if you still want to do it then ignore me! Most important part is you having fun. I simply don't want you to be struggling too much. Make sure your party understands what you'll play otherwise they might not have as much as fun as you might. Good luck my friend!
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Keep in mind that for Sorcerers, you have the following spells which do NOT require verbal components: https://www.dndbeyond.com/spells/class/sorcerer?filter-search=&filter-verbal=f&filter-somatic=&filter-material=&filter-concentration=&filter-ritual=&filter-sub-class=
Nearly half are Cantrips, then a couple of 1st, 2nd, 3rd, a 6th, and a 9th. Mute casters are pretty much impossible without the DM changing the rules of spellcasting.
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Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
I went into this knowing I'll be at a disadvantage due to Verbal parts of spells. What I'm mostly asking is what spells would you recommend?
1. Absorb Elements is at will damage resistance to AoE elemental attacks... could save your bacon regularly. (Additional Dagger/Quarter staff damage for opportunity attacks)
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Something else to keep in mind:
"Most spells require the chanting of mystic words. The words themselves aren't the source of the spells power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion." - PHB 5e pg 203
Your mute character could plausibly cast spells that have a "verbal" component if they know a musical instrument, though your DM might rule that you could only do that at the expense of a somatic component.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
Something you could transition into would be Take Warlock up to level 3 for Pact of the Chain and Voice of the Chain Master. This would allow you to speak through the familiar, and since you can already cast spells through them it wouldn't be a stretch to say you can do the verbal components through your familiar using your 'own' voice. Other than that, I feel like it may end up being a chore to figure out what can and cannot be done without spoken words. Perhaps for some spells grunts and other sounds might be enough to get the sorcerous magic in your blood to working. Maybe some high pitched keening that triggers the right spot in the spellweave.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."