My sibling's going to run a steampunk-esque campaign at some point in the future. We're starting at 1st level and I plan on taking a level into Rogue at 2nd level, so it's not too urgent. I'm looking for flavour and utility over combat or minmaxing.
I'm playing a Tiefling (Bloodline of Mephistopheles) Wizard with the Urchin background. My stat array is:
Str 6, Dex 15, Con 15, Int 18, Wis 14, Cha 15
My cantrips are Fire Bolt, Infestation, Mage Hand, and Mending
My 1st-level spells are Alarm, Cause Fear, Detect Magic, Magic Missile, Shield, and Sleep
The party is starting with a feat at 1st level, so I chose Megamagic Adept, with Subtle Spell and Twinned Spell.
In the setting, the entire region (or even world) has been corrupted by some large event, and everyone lives on huge floating islands, using artifice-magic airships. Most magic is heavily feared and shunned, except artifice-magic.
My sibling is allowing the Blood Magic and Onomancy subclasses, so I'm considering one of those, or Bladesinger, Conjuration, or Transmutation. Bladesinging doesn't exist yet in the setting, so my sibling has suggested that my character invented the technique, which could work quite well to conceal my character's spellcasting, considering the setting. The setting is also why I plan to multiclass to Rogue.
Given the setting, I might lean toward Transmutation, if only because it gives you a way to fake being some kind of artificer with its alchemy aspects. It also fits well with the Metamagic Adept, as you can essentially "transmute" spells as you cast them
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Given the setting, I might lean toward Transmutation, if only because it gives you a way to fake being some kind of artificer with its alchemy aspects. It also fits well with the Metamagic Adept, as you can essentially "transmute" spells as you cast them
Transmutation sounds good. The transmuter's stone would work well with the playstyle I'm going for.
I'm still looking at Onomancy, too. I love the theme of the subclass but it seems like it might be overpowered.
Bladesinging also looks good, as it would work nicely with my planned Rogue multiclass, but I'm mainly taking utility/non-damage spells.
I know you asked about subclass, but, I'd suggest swapping one of your cantrips for either green-flame blade or better yet booming blade. Since you're also going rogue, it'll help with your fighting vibe to really hit hard when you smack folks. Running in a booming blade-ing someone and disengaging and walking off is pretty fun.
(also seconding bladesinger I spose, it fits rogue super well)
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I know you asked about subclass, but, I'd suggest swapping one of your cantrips for either green-flame blade or better yet booming blade. Since you're also going rogue, it'll help with your fighting vibe to really hit hard when you smack folks. Running in a booming blade-ing someone and disengaging and walking off is pretty fun.
(also seconding bladesinger I spose, it fits rogue super well)
That could definitely work. The DM uses the variant class features from Tasha's, so I could feasibly swap out a couple of cantrips. It would work story-wise, too. My only concern is that I'm playing a utility-based Wizard, but I guess a couple of swapped cantrips won't change much.
I'm switching roles from DM to player in 1-2 session with my local group, and I'll be playing a wizard using the Order of Scribes sub-class. I really like it on paper, and really the only other one that sparked any interest was Divination.
I'm switching roles from DM to player in 1-2 session with my local group, and I'll be playing a wizard using the Order of Scribes sub-class. I really like it on paper, and really the only other one that sparked any interest was Divination.
Order of Scribes and Divination are both really good, the latter mostly because of Portent. I'm playing a less bookish wizard, and a more I-grew-up-on-the-streets wizard
I'm currently playing a Bladesinger. I highly recommend that subclass. It fits perfectly with your I-grew-up-on-the-streets type wizard. I also recommend taking Green-Flame Blade. I use that cantrip more than any other.
I'm currently playing a Bladesinger. I highly recommend that subclass. It fits perfectly with your I-grew-up-on-the-streets type wizard. I also recommend taking Green-Flame Blade. I use that cantrip more than any other.
I'm currently playing a Bladesinger. I highly recommend that subclass. It fits perfectly with your I-grew-up-on-the-streets type wizard. I also recommend taking Green-Flame Blade. I use that cantrip more than any other.
I'll probably be a Bladesinger
Welcome to the club! Bladesingers are mighty fun to play. More melee, less squish with all that wizard magic.
They all sound fun. You can't go wrong based on whatever flavor you want to go for. I have been thinking about creating a Bladesinger Arcane Trickster recently! The only thing I would suggest is starting with Rogue and then taking your Wizard levels. You get so many more proficiencies and expertise! You can also start with a rapier for your Bladesinging. A starting wizard doesn't get a martial weapon or leather armor, which you would want as a Bladesinger too. The extra proficiencies are a bonus for all Wizard subclasses too!
Its probably a bit late but with your charisma if you have a couple social skills like persuasion and deception enchanter may be a really solid option.
They all sound fun. You can't go wrong based on whatever flavor you want to go for. I have been thinking about creating a Bladesinger Arcane Trickster recently! The only thing I would suggest is starting with Rogue and then taking your Wizard levels. You get so many more proficiencies and expertise! You can also start with a rapier for your Bladesinging. A starting wizard doesn't get a martial weapon or leather armor, which you would want as a Bladesinger too. The extra proficiencies are a bonus for all Wizard subclasses too!
Starting as a Rogue would have technically been better optimisation-wise, but story-wise it made more sense to start as a Wizard. I don't typically optimise my characters, instead opting to just choose whichever options fit, unless those options are downright crippling (such as the Berserker Barbarian subclass). And if my character choices are actually optimal, then that's just a bonus.
Its probably a bit late but with your charisma if you have a couple social skills like persuasion and deception enchanter may be a really solid option.
My character isn't hugely Charsima-focused. Their Charisma score is 15, so they're pretty good, but the only Charisma skill they're proficient in is Deception. I like the Enchantment subclass, but it isn't really what I was looking for.
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My sibling's going to run a steampunk-esque campaign at some point in the future. We're starting at 1st level and I plan on taking a level into Rogue at 2nd level, so it's not too urgent. I'm looking for flavour and utility over combat or minmaxing.
I'm playing a Tiefling (Bloodline of Mephistopheles) Wizard with the Urchin background. My stat array is:
Str 6, Dex 15, Con 15, Int 18, Wis 14, Cha 15
My cantrips are Fire Bolt, Infestation, Mage Hand, and Mending
My 1st-level spells are Alarm, Cause Fear, Detect Magic, Magic Missile, Shield, and Sleep
The party is starting with a feat at 1st level, so I chose Megamagic Adept, with Subtle Spell and Twinned Spell.
In the setting, the entire region (or even world) has been corrupted by some large event, and everyone lives on huge floating islands, using artifice-magic airships. Most magic is heavily feared and shunned, except artifice-magic.
My sibling is allowing the Blood Magic and Onomancy subclasses, so I'm considering one of those, or Bladesinger, Conjuration, or Transmutation. Bladesinging doesn't exist yet in the setting, so my sibling has suggested that my character invented the technique, which could work quite well to conceal my character's spellcasting, considering the setting. The setting is also why I plan to multiclass to Rogue.
[REDACTED]
Given the setting, I might lean toward Transmutation, if only because it gives you a way to fake being some kind of artificer with its alchemy aspects. It also fits well with the Metamagic Adept, as you can essentially "transmute" spells as you cast them
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Transmutation sounds good. The transmuter's stone would work well with the playstyle I'm going for.
I'm still looking at Onomancy, too. I love the theme of the subclass but it seems like it might be overpowered.
Bladesinging also looks good, as it would work nicely with my planned Rogue multiclass, but I'm mainly taking utility/non-damage spells.
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I like the idea of a bladesinging rogue.
Unsolicited update: just played the first session; Bladesinger is definitely a strong contender.
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nice. never played bladesinger myself, but definitely a very cool class.
I know you asked about subclass, but, I'd suggest swapping one of your cantrips for either green-flame blade or better yet booming blade. Since you're also going rogue, it'll help with your fighting vibe to really hit hard when you smack folks. Running in a booming blade-ing someone and disengaging and walking off is pretty fun.
(also seconding bladesinger I spose, it fits rogue super well)
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
That could definitely work. The DM uses the variant class features from Tasha's, so I could feasibly swap out a couple of cantrips. It would work story-wise, too. My only concern is that I'm playing a utility-based Wizard, but I guess a couple of swapped cantrips won't change much.
[REDACTED]
I'm switching roles from DM to player in 1-2 session with my local group, and I'll be playing a wizard using the Order of Scribes sub-class. I really like it on paper, and really the only other one that sparked any interest was Divination.
Order of Scribes and Divination are both really good, the latter mostly because of Portent. I'm playing a less bookish wizard, and a more I-grew-up-on-the-streets wizard
[REDACTED]
I'm currently playing a Bladesinger. I highly recommend that subclass. It fits perfectly with your I-grew-up-on-the-streets type wizard. I also recommend taking Green-Flame Blade. I use that cantrip more than any other.
I'll probably be a Bladesinger
[REDACTED]
Welcome to the club! Bladesingers are mighty fun to play. More melee, less squish with all that wizard magic.
They all sound fun. You can't go wrong based on whatever flavor you want to go for. I have been thinking about creating a Bladesinger Arcane Trickster recently! The only thing I would suggest is starting with Rogue and then taking your Wizard levels. You get so many more proficiencies and expertise! You can also start with a rapier for your Bladesinging. A starting wizard doesn't get a martial weapon or leather armor, which you would want as a Bladesinger too. The extra proficiencies are a bonus for all Wizard subclasses too!
Its probably a bit late but with your charisma if you have a couple social skills like persuasion and deception enchanter may be a really solid option.
I've already made my character, and the party levelled up at the end of the first session.
Starting as a Rogue would have technically been better optimisation-wise, but story-wise it made more sense to start as a Wizard. I don't typically optimise my characters, instead opting to just choose whichever options fit, unless those options are downright crippling (such as the Berserker Barbarian subclass). And if my character choices are actually optimal, then that's just a bonus.
My character isn't hugely Charsima-focused. Their Charisma score is 15, so they're pretty good, but the only Charisma skill they're proficient in is Deception. I like the Enchantment subclass, but it isn't really what I was looking for.
[REDACTED]