Probably discussed before, but sharing my experience anyway. In my quest to create an ‘every-caster’ class character, I thought I'd share what I’m calling the Ultimate Utility Build. I usually play in a full group of 6-7 players so damage really isn’t a concern (besides, waiting 10 minutes for my turn and then just saying 'I attack and do 18 damage'...then wait another 10 minutes just isn't that much fun).
Over 40 spells (at level 3!!) to use for whatever comes your party’s way, and a full complement of spell slots (4 level one and 2 level two slots).
~11 spells in your head.
~8 cantrips to cast whenever you feel the urge.
~5 spells in your Ritual Book.
~17 scroll spells in your pocket.
7 Proficient/Expert Skills
10 Languages
4 Bonus Action options
3 Reaction options
Some build notes:
Because Clerics and Druids can rest and prep any spell on their list, they can then scribe them to scrolls (at the cost of 25gp of course). When it comes to scribing scrolls, I exclude combat spells (higher use and therefore gets expensive) as well as Bonus Action and Reaction spells (RAW, you can cast bonus action / reaction spells from scrolls, but I personally think that's silly so I don't do it). I try to focus on scribing the situational spells...ones you only use every few games at most.
This really isn’t optimized for combat or the ‘Librarian’ RP role, although probably leans towards RP with my choice of Feat and Cleric Domain. The exact number of spells you have / have prepped will move a little depending on what Race, ability scores, and Cleric Domain you pick.
For Wizard spell choices, I tried to stay focused on Ritual spells to get them into my spellbook, but had to do some obligatory combat and Reaction spells. You’ll actually see 7 spells in my spellbook (vs. starting 6)...every class knows Detect Magic, so the Druid in me prepped it one night and the Wizard in me wrote it into my spell book. This also excludes any Wizard spells found along the way (although my character hasn't found any yet).
For prepared Cleric and Druid spells I try to focus on Bonus Action and Reaction spells...anything that didn’t make sense to put on a scroll.
For scrolls, keep in mind they cost downtime and gold (25gp and 1 day per scroll)...so they’re not cheap but pretty much every spell has a clutch use so may be worth having one in your pocket just in case. Using a scroll to help kill a mob that's going to die anyway may not be worth 25gp...but using a scroll to help prevent a character death might be worth 25gp, imo.
I nerdified the shield and Goggles of Night for the toon (just changed the name, no stat mods).
Other notes:
I consider this a jumping off point for advancement. I wouldn't actually recommend going another class, the additional benefit is minuscule. From level 3, I’d focus on one of the three classes and advance from there.
If you do try an 'every-caster' toon, just skip Warlock and do 5 classes. That Pact slot just doesn't scale with the other spell slots so you gimp yourself pretty hard. Plus you already have a ton of spells/cantrips so the synergies aren't worth it imo.
If you’re an optimizer, even at just these three classes, you’re going to spend a mountain of time just exploring options – maybe more than actual play time :o .
My actual toon is a Firbolg...was trying to make a Hagrid (does a lot of stuff, but not really awesome at anything)...but I tweaked it for the Combat Librarian idea.
To me at least, it doesn't make sense to carry this concept on to 2nd level spells...as you'd need to get each class to level 3, plus scribing a 2nd level spell scroll is 250gp and 3 days.
There's plenty of utility that a caster can provide in combat focusing on helpful party spells, or battle map manipulation, that never require spell saves or attack rolls against enemies. From the moment you start designing a split-stat caster, I think you might as well lean into that and multi more to pick up a broader scope of spells and skills. That Wisdom 16 can be lowered to 14 to give you Con 14 and Cha 13. This lets you consider some multi splashes to make you as versatile with skills as you are with spells/rituals:
Multi bard to get one more skill, and an instrument (two levels gives you Jack of All trades to reduce need for other multi's, or three gets you Expertise, choosing Lore at 3 gets you even more skills)?
Multi warlock 2 to get Deception and Persuasion invocation, freeing those proficiency slots up for two other skills (three gets you B.O.A.S., possibly a superior ritual collection device option instead of more levels in Wizard depending on how you plan to level up)?
Multi Rogue to get one more skill, thieves tools, and expertise (Scout at 3 would get you two more skills as well, further gets you more expertise)?
Multi Ranger to get one more skill?
Prodigy instead of Linguist, to get another skill and another proficiency for two less languages?
You kind of have a choice to make about what your main caster class will be.... but no matter which you pick, I'd recommend tanking Con to 8 to bump that single stat up higher to max. Wizard, to have a huge selection of spells and rituals? Warlock or Bard, to only ever really have to use Eldritch Blast for baseline attacks, and focus all other spells on Utility (warlocks have a superior ability to be a ritual caster to the Wizard, but only if you commit to piling on some Warlock levels instead of just splashing, which isn't warlock's strength)? Cleric or Druid, to have access to more non-save buff-type spells, but have objectively the crappiest ability to be a ritual caster? I can see any one of the three working out...
yeah, my firbolg has 13 for all wis/int/cha so he could get bard and sorcerer...just found even more options doesn't add all that much value for me. even with 3 classes, going through all the options is feat.
but anyway, the build is a starting point idea...if you want to go keep adding classes, go for it.
Probably discussed before, but sharing my experience anyway. In my quest to create an ‘every-caster’ class character, I thought I'd share what I’m calling the Ultimate Utility Build. I usually play in a full group of 6-7 players so damage really isn’t a concern (besides, waiting 10 minutes for my turn and then just saying 'I attack and do 18 damage'...then wait another 10 minutes just isn't that much fun).
THE COMBAT LIBRARIAN (Wizard 1 / Cleric 1 / Druid 1)
Some build notes:
Other notes:
Guide to the Five Factions (PWYW)
Deck of Decks
There's plenty of utility that a caster can provide in combat focusing on helpful party spells, or battle map manipulation, that never require spell saves or attack rolls against enemies. From the moment you start designing a split-stat caster, I think you might as well lean into that and multi more to pick up a broader scope of spells and skills. That Wisdom 16 can be lowered to 14 to give you Con 14 and Cha 13. This lets you consider some multi splashes to make you as versatile with skills as you are with spells/rituals:
You kind of have a choice to make about what your main caster class will be.... but no matter which you pick, I'd recommend tanking Con to 8 to bump that single stat up higher to max. Wizard, to have a huge selection of spells and rituals? Warlock or Bard, to only ever really have to use Eldritch Blast for baseline attacks, and focus all other spells on Utility (warlocks have a superior ability to be a ritual caster to the Wizard, but only if you commit to piling on some Warlock levels instead of just splashing, which isn't warlock's strength)? Cleric or Druid, to have access to more non-save buff-type spells, but have objectively the crappiest ability to be a ritual caster? I can see any one of the three working out...
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
yeah, my firbolg has 13 for all wis/int/cha so he could get bard and sorcerer...just found even more options doesn't add all that much value for me. even with 3 classes, going through all the options is feat.
but anyway, the build is a starting point idea...if you want to go keep adding classes, go for it.
Guide to the Five Factions (PWYW)
Deck of Decks