I rolled high (putting a 17 in INT) and playing human variant. Additionally, the DM is allowing a level 1 additional feat. I have been struggling to pick cantrips.
I can see how prestidigitation, firebolt, minor illusion, mage hand, and message are all incredible spells and I want them all. So here's the ask. If I have an 18 in INT without using either of my feat choices to get 20 (Observant and Keen Mind) that both give +1 INT for 20 is it worth it to forgo getting 20 INT to pickup magic initiate and another +1 INT feat and just wait until level 4 to pickup 20 INT? I feel like it might be but I'm new to the class. If you think it's unwise to wait until lvl 4 to get extra cantrips or w/e, which 3 cantrips would you take at 1?
TLDR: 20 INT @ lvl 1 or pickup extra cantrips and wait until 4. If you think I'm way off tell me what you would do in my situation. Thanks :D
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It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
For low levels a +3 mod is decent and you can hold off a +5 until end levels. You'll be starting with +4, as I assume you'll be increasing it with racial ASI.
I'd say use a feat for Magic Initiate and Spell Sniper. That's 6 cantrips and the range of all attack spells will be doubled and you can ignore half and 3/4 cover.
You can use your 4th level ASI to get +5 mod, and still be ahead of the game (as the game is designed for you having a +3 or +4 by this point).
My recommendations:
3 Wiz Cantrips: Mending, Minor Illusion, Message. 1 Spell Sniper Cantrip: Firebolt (blaster/damage focus) or Ray of Frost (battle-control focus) 2 Magic Initiate Cantrips: Mage Hand, Prestidigitation
1st Level Spell 1/Day - Magic Initiate: Mage Armor (you're typically only adventuring for like 8 hours a day anyway, so this is +3 AC without worrying about your spell slots).
At some point pick up a "save" based cantrip like Toll the Dead, Frostbite or Acid Splash. Not only does it give you versatility against enemies with high ACs but also alternative damage types to get around resistant/immune enemies.
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In my experience playing a celestial warlock with pact of the tome, don’t grab too many cantrips at first level. Once you get past the first couple of levels you’ll find that you’ll end up with a cantrip or three that you’ll never use. I ended up with 2 or 3 cantrips that I didn’t use once by the time I hit 8th or 9th level and I was playing a warlock which is primarily a cantrip caster with a couple of spell slots. Yes, they look great, but you’ll fall back on a couple of them all of the time and never use the rest.
I would get your intelligence up to 20 as fast as possible. As a wizard that will let you prepare more spells and wizards tend to use their spells most of the time and fall back on cantrips when they don’t have a spell that’s a better option.
The real thing to do with cantrips is, rather than loading up on every kind of damage-dealing option you can, is to make sure that after you've got a couple bases covered for offense and then go for utility options- Prestidigitation, Mage Hand, Minor Illusion, Mending. Having those around might not be useful in combat (except for Minor Illusion), but they're useful.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The real thing to do with cantrips is, rather than loading up on every kind of damage-dealing option you can, is to make sure that after you've got a couple bases covered for offense and then go for utility options- Prestidigitation, Mage Hand, Minor Illusion, Mending. Having those around might not be useful in combat (except for Minor Illusion), but they're useful.
yeah, the ones I listed previously are the ones I feel like are super strong. I don't feel like I need more than 5 but I'm kinda tempted to grab them anyway. The only thing i'm really weighing is should I forgo a half-feat that increases my INT by 1 right now to pickup Mage initiate? I feel like if I ever did it Level 1 would be the time to do it. (cantrips +free lvl1 spellcast is extremely strong at level 1) rather than at 4
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It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
Depending on the DM, don't have to worry about setting the house you're in on fire and killing yourself and all your friends...or burning down the entire tinder-dry forest you're in the middle of.
The chill touch hand makes mage hand look like a mickey-mouse knockoff - in a thumbwrestle-mage-duel-showdown to resolve epic disputes amongst wizardly party members, the chill touch hand has a coolness advantage.
The real thing to do with cantrips is, rather than loading up on every kind of damage-dealing option you can, is to make sure that after you've got a couple bases covered for offense and then go for utility options- Prestidigitation, Mage Hand, Minor Illusion, Mending. Having those around might not be useful in combat (except for Minor Illusion), but they're useful.
yeah, the ones I listed previously are the ones I feel like are super strong. I don't feel like I need more than 5 but I'm kinda tempted to grab them anyway. The only thing i'm really weighing is should I forgo a half-feat that increases my INT by 1 right now to pickup Mage initiate? I feel like if I ever did it Level 1 would be the time to do it. (cantrips +free lvl1 spellcast is extremely strong at level 1) rather than at 4
That's not a bad plan. In games where the GM has chosen to give a bonus feat at 1st level I've done that myself and gotten a good payout on it.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
My advice is probably take warcaster and lucky. 17 in your INT and using variant Human bonus put another point in INT to round it out to 18. That's plenty for level 1. At 4 bump it up to 20.
Cantrips:
Minor Illusion - probably my favorite cantrip in the game for its fun factor.
Any Damage cantrip:
Firebolt - best source of damage and not often resisted in the early game.
Ray of Frost - slows the enemy.
Chill Touch - no healing
Booming Blade - this is a must if you're going bladesinger. I'm guessing your DM would be fine with it.
Thunderclap - good for area damage
Mind Sliver - If your DM is allowing UA content. 1d6 psychic damage and 1d4 subtracted to next save before the end of your next turn. Super useful.
My advice is probably take warcaster and lucky. 17 in your INT and using variant Human bonus put another point in INT to round it out to 18. That's plenty for level 1. At 4 bump it up to 20.
Cantrips:
Minor Illusion - probably my favorite cantrip in the game for its fun factor.
Any Damage cantrip:
Firebolt - best source of damage and not often resisted in the early game.
Ray of Frost - slows the enemy.
Chill Touch - no healing
Booming Blade - this is a must if you're going bladesinger. I'm guessing your DM would be fine with it.
Thunderclap - good for area damage
Mind Sliver - If your DM is allowing UA content. 1d6 psychic damage and 1d4 subtracted to next save before the end of your next turn. Super useful.
Mage hand - it's pretty useful.
Prestigitation - at level 4. Also super useful.
I should disclose
* we're doing Out of the Abyss
* Lucky feat is banned * UA content is on case-by-case approval basis but i'm avoiding it.
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It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
I don't know much about Out of the Abyss, but I know its taking you into the Underdark. Have you considered taking a race with darkvision? You really don't need two feats at level 1 especially if lucky is out. You'll get a lot out of darkvision in that campaign. High Elf would get you a free cantrip and darkvision with 18 INT at level 1. That's probably more useful than another feat. With such a high starting INT, you could go an unconventional race for wizard and that might be a lot of fun. We discussed Mountain Dwarf in another thread a few days ago. Darkvision and Medium Armor!
I don't know much about Out of the Abyss, but I know its taking you into the Underdark. Have you considered taking a race with darkvision? You really don't need two feats at level 1 especially if lucky is out. You'll get a lot out of darkvision in that campaign. High Elf would get you a free cantrip and darkvision with 18 INT at level 1. That's probably more useful than another feat. With such a high starting INT, you could go an unconventional race for wizard and that might be a lot of fun. We discussed Mountain Dwarf in another thread a few days ago. Darkvision and Medium Armor!
def. I'm exploring feats because I committed to playing a human for the purposes of roleplay for this character
I decided I wouldn't do the 'optimal' thing such as getting a dark vision race or getting being a dwarf and picking up medium armor because I'm finding that min-maxing can be a toxic addiction and ruins the fun of the roleplay
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It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
In that case, make sure you pick up the Light cantrip.
I was just going to use torches because i feel like using torches is better than light since light has literally one use and as soon as i get continual flame I no longer need light cantrip
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It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
I don't know much about Out of the Abyss, but I know its taking you into the Underdark. Have you considered taking a race with darkvision? You really don't need two feats at level 1 especially if lucky is out. You'll get a lot out of darkvision in that campaign. High Elf would get you a free cantrip and darkvision with 18 INT at level 1. That's probably more useful than another feat. With such a high starting INT, you could go an unconventional race for wizard and that might be a lot of fun. We discussed Mountain Dwarf in another thread a few days ago. Darkvision and Medium Armor!
def. I'm exploring feats because I committed to playing a human for the purposes of roleplay for this character
I decided I wouldn't do the 'optimal' thing such as getting a dark vision race or getting being a dwarf and picking up medium armor because I'm finding that min-maxing can be a toxic addiction and ruins the fun of the roleplay
I don't know much about Out of the Abyss, but I know its taking you into the Underdark. Have you considered taking a race with darkvision? You really don't need two feats at level 1 especially if lucky is out. You'll get a lot out of darkvision in that campaign. High Elf would get you a free cantrip and darkvision with 18 INT at level 1. That's probably more useful than another feat. With such a high starting INT, you could go an unconventional race for wizard and that might be a lot of fun. We discussed Mountain Dwarf in another thread a few days ago. Darkvision and Medium Armor!
def. I'm exploring feats because I committed to playing a human for the purposes of roleplay for this character
I decided I wouldn't do the 'optimal' thing such as getting a dark vision race or getting being a dwarf and picking up medium armor because I'm finding that min-maxing can be a toxic addiction and ruins the fun of the roleplay
I think i've settled on Picking Observant + Prodigy because it gives me expertise in perception which let's me put my higher score in Dex and put a lower stat in wis and i'll still have a 20 in passive perception which is what i really wanted at one. This way i have a 19 in INT but at 4 I can pickup either Keen Mind or Linguist. I'm thinking linguist because Keen Mind seems to be bad unless i'm certain knowing how many hours left in the day is actually important and knowing about which way is north which I doubt.
I also have two barbarians as my companions so I'm thinking I can teach them to ready from 1-3 and @4 I can take linguist and teach them my cipher and we can safely communicate via my familiar verbally and via script with a cipher.
Rollback Post to RevisionRollBack
It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
Depending on the DM, don't have to worry about setting the house you're in on fire and killing yourself and all your friends...or burning down the entire tinder-dry forest you're in the middle of.
The chill touch hand makes mage hand look like a mickey-mouse knockoff - in a thumbwrestle-mage-duel-showdown to resolve epic disputes amongst wizardly party members, the chill touch hand has a coolness advantage.
1. Cold and Poison are resisted more. 2. Yes, can't argue with that. 3. How is there an extra bonus for undead? 4.OotA takes place in the Underdark. No really worry about combat in wooden houses... 5. mage hand is a utility spell, not a combat spell.
Chill Touch gives undead disadvantage on attack rolls against you until the end of your next turn, on top of the damage and prevention of healing (which is generally a fairly weak bonus given how few enemies actually have any sort of healing ability).
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
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I'm making a wizard.
I rolled high (putting a 17 in INT) and playing human variant. Additionally, the DM is allowing a level 1 additional feat. I have been struggling to pick cantrips.
I can see how prestidigitation, firebolt, minor illusion, mage hand, and message are all incredible spells and I want them all. So here's the ask. If I have an 18 in INT without using either of my feat choices to get 20 (Observant and Keen Mind) that both give +1 INT for 20 is it worth it to forgo getting 20 INT to pickup magic initiate and another +1 INT feat and just wait until level 4 to pickup 20 INT? I feel like it might be but I'm new to the class. If you think it's unwise to wait until lvl 4 to get extra cantrips or w/e, which 3 cantrips would you take at 1?
TLDR: 20 INT @ lvl 1 or pickup extra cantrips and wait until 4. If you think I'm way off tell me what you would do in my situation. Thanks :D
It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
For low levels a +3 mod is decent and you can hold off a +5 until end levels. You'll be starting with +4, as I assume you'll be increasing it with racial ASI.
I'd say use a feat for Magic Initiate and Spell Sniper. That's 6 cantrips and the range of all attack spells will be doubled and you can ignore half and 3/4 cover.
You can use your 4th level ASI to get +5 mod, and still be ahead of the game (as the game is designed for you having a +3 or +4 by this point).
My recommendations:
3 Wiz Cantrips: Mending, Minor Illusion, Message.
1 Spell Sniper Cantrip: Firebolt (blaster/damage focus) or Ray of Frost (battle-control focus)
2 Magic Initiate Cantrips: Mage Hand, Prestidigitation
1st Level Spell 1/Day - Magic Initiate: Mage Armor (you're typically only adventuring for like 8 hours a day anyway, so this is +3 AC without worrying about your spell slots).
At some point pick up a "save" based cantrip like Toll the Dead, Frostbite or Acid Splash. Not only does it give you versatility against enemies with high ACs but also alternative damage types to get around resistant/immune enemies.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
doesn't matter - you can pick the other option at level 4 so really doesn't matter.
Guide to the Five Factions (PWYW)
Deck of Decks
lol
he's not wrong
It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
In my experience playing a celestial warlock with pact of the tome, don’t grab too many cantrips at first level. Once you get past the first couple of levels you’ll find that you’ll end up with a cantrip or three that you’ll never use. I ended up with 2 or 3 cantrips that I didn’t use once by the time I hit 8th or 9th level and I was playing a warlock which is primarily a cantrip caster with a couple of spell slots. Yes, they look great, but you’ll fall back on a couple of them all of the time and never use the rest.
I would get your intelligence up to 20 as fast as possible. As a wizard that will let you prepare more spells and wizards tend to use their spells most of the time and fall back on cantrips when they don’t have a spell that’s a better option.
Professional computer geek
The real thing to do with cantrips is, rather than loading up on every kind of damage-dealing option you can, is to make sure that after you've got a couple bases covered for offense and then go for utility options- Prestidigitation, Mage Hand, Minor Illusion, Mending. Having those around might not be useful in combat (except for Minor Illusion), but they're useful.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
yeah, the ones I listed previously are the ones I feel like are super strong. I don't feel like I need more than 5 but I'm kinda tempted to grab them anyway. The only thing i'm really weighing is should I forgo a half-feat that increases my INT by 1 right now to pickup Mage initiate? I feel like if I ever did it Level 1 would be the time to do it. (cantrips +free lvl1 spellcast is extremely strong at level 1) rather than at 4
It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
chill touch > firebolt
Guide to the Five Factions (PWYW)
Deck of Decks
That's not a bad plan. In games where the GM has chosen to give a bonus feat at 1st level I've done that myself and gotten a good payout on it.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Lordy, you're going to be super strong. 2 feats?!
My advice is probably take warcaster and lucky. 17 in your INT and using variant Human bonus put another point in INT to round it out to 18. That's plenty for level 1. At 4 bump it up to 20.
Cantrips:
I should disclose
* we're doing Out of the Abyss
* Lucky feat is banned
* UA content is on case-by-case approval basis but i'm avoiding it.
It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
I don't know much about Out of the Abyss, but I know its taking you into the Underdark. Have you considered taking a race with darkvision? You really don't need two feats at level 1 especially if lucky is out. You'll get a lot out of darkvision in that campaign. High Elf would get you a free cantrip and darkvision with 18 INT at level 1. That's probably more useful than another feat. With such a high starting INT, you could go an unconventional race for wizard and that might be a lot of fun. We discussed Mountain Dwarf in another thread a few days ago. Darkvision and Medium Armor!
def. I'm exploring feats because I committed to playing a human for the purposes of roleplay for this character
I decided I wouldn't do the 'optimal' thing such as getting a dark vision race or getting being a dwarf and picking up medium armor because I'm finding that min-maxing can be a toxic addiction and ruins the fun of the roleplay
It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
In that case, make sure you pick up the Light cantrip.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I was just going to use torches because i feel like using torches is better than light since light has literally one use and as soon as i get continual flame I no longer need light cantrip
It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
Absolutely. I almost typed up something similar.
What kind of wizard are you planning to be?
Divination.
I think i've settled on Picking Observant + Prodigy because it gives me expertise in perception which let's me put my higher score in Dex and put a lower stat in wis and i'll still have a 20 in passive perception which is what i really wanted at one. This way i have a 19 in INT but at 4 I can pickup either Keen Mind or Linguist. I'm thinking linguist because Keen Mind seems to be bad unless i'm certain knowing how many hours left in the day is actually important and knowing about which way is north which I doubt.
I also have two barbarians as my companions so I'm thinking I can teach them to ready from 1-3 and @4 I can take linguist and teach them my cipher and we can safely communicate via my familiar verbally and via script with a cipher.
It doesn't matter how smart you think are you. No one will want to work with you if you're an *******.
Sounds like a plan!
1. Cold and Poison are resisted more.
2. Yes, can't argue with that.
3. How is there an extra bonus for undead?
4.OotA takes place in the Underdark. No really worry about combat in wooden houses...
5. mage hand is a utility spell, not a combat spell.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Chill Touch gives undead disadvantage on attack rolls against you until the end of your next turn, on top of the damage and prevention of healing (which is generally a fairly weak bonus given how few enemies actually have any sort of healing ability).
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.