Hey, I'm currently creating a Tiefling Divination Wizard for our next campaign (Waterdeep: Dragon Heist). My new character is starting at Level 4 and I want to take a Feat. My first choice was Resilient (Constitution) for the Proficiency in Constitution Saving Throws. But then I saw that one of the other players took an Artificer with the Mind Sharpener Infusion. Now I'm unsure whether I should rely on Mind Sharpener for Concentration or take Resilient (Constitution). Sure, the Proficiency in Constitution Saving Throw has multiple benefits but there are many other interesting Feats I would also love to take (Lucky, Alert etc.).
Is Mind Sharpener enough or to unreliable because of the varying number of charges? What would you take if you had to choose?
Mind Sharpener is super reliable... probably more reliable than having Proficiency in Con saving throws. You do have to play smart, though... if you put yourself directly in danger you'll burn through the charges faster than you can restock them. But if you've got a good team who does a good job of controlling the battlefield and you don't have a DM who's just going to hammer you with Magic Missile attacks then I think you can safely rely on the Mind sharpener and take a different feat that seems more fun to you.
Are you certain that the mind sharpener infusion taken by the artificer is intended for your use? I would not rely on using up another player’s character very limited class ability unless it was explicitly and voluntarily made available to me. It is true that D&D is a team effort and you’ll be pooling resources, more or less, but it’s also true that an artificer only has two infusions per day; using one of them for your character may be a pretty big ask, depending on what the other player has in mind.
That said, I feel like when playing a wizard there are better places to invest your precious resources than prepping to make concentration saves. Most wizards are very fragile and want to do everything under the sun to avoid getting hit at all rather than being capable of withstanding a hit on a regular basis. Unless you expect to be in melee A LOT, I think your best bet is an ASI to raise your Int rather than worrying about concentration saves. On the off chance your Int is already maxed, I’d look at a half-stat feat to round off any odd stats or an ASI to raise your Dex because it’s such high value for any type of character. If none of those are needed/appeal to you in any way, only then would I consider an interesting feat.
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Hey, I'm currently creating a Tiefling Divination Wizard for our next campaign (Waterdeep: Dragon Heist).
My new character is starting at Level 4 and I want to take a Feat.
My first choice was Resilient (Constitution) for the Proficiency in Constitution Saving Throws.
But then I saw that one of the other players took an Artificer with the Mind Sharpener Infusion.
Now I'm unsure whether I should rely on Mind Sharpener for Concentration or take Resilient (Constitution).
Sure, the Proficiency in Constitution Saving Throw has multiple benefits but there are many other interesting Feats I would also love to take (Lucky, Alert etc.).
Is Mind Sharpener enough or to unreliable because of the varying number of charges?
What would you take if you had to choose?
Mind Sharpener is super reliable... probably more reliable than having Proficiency in Con saving throws. You do have to play smart, though... if you put yourself directly in danger you'll burn through the charges faster than you can restock them. But if you've got a good team who does a good job of controlling the battlefield and you don't have a DM who's just going to hammer you with Magic Missile attacks then I think you can safely rely on the Mind sharpener and take a different feat that seems more fun to you.
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Are you certain that the mind sharpener infusion taken by the artificer is intended for your use? I would not rely on using up another player’s character very limited class ability unless it was explicitly and voluntarily made available to me. It is true that D&D is a team effort and you’ll be pooling resources, more or less, but it’s also true that an artificer only has two infusions per day; using one of them for your character may be a pretty big ask, depending on what the other player has in mind.
That said, I feel like when playing a wizard there are better places to invest your precious resources than prepping to make concentration saves. Most wizards are very fragile and want to do everything under the sun to avoid getting hit at all rather than being capable of withstanding a hit on a regular basis. Unless you expect to be in melee A LOT, I think your best bet is an ASI to raise your Int rather than worrying about concentration saves. On the off chance your Int is already maxed, I’d look at a half-stat feat to round off any odd stats or an ASI to raise your Dex because it’s such high value for any type of character. If none of those are needed/appeal to you in any way, only then would I consider an interesting feat.