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General Tabletop Discussion
Character Builds & Optimization
Oz, The Great and Powerful ( Trickery Cleric 2/Illusion Wizard 18/Feats ) - The Invincible Mage
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<blockquote data-quote="Blue" data-source="post: 7155651" data-attributes="member: 20564"><p>You have a nice high-level trick that will help a great deal during a few combats a day at the cost of some very high level slots. Great when you're prepared for a huge combat, harder to judge when facing a number of combat. </p><p></p><p>Of course, it can backfire spectacularly if a foe teleports inside the cage with you, and at character level 15 when you are learnign you first 7th level wizard spells (delayed because of the 2 levels of cleric), I would expect that teleport, misty step, or the like is available to the foes in a decent percentage of combats. That said, even without the listed perfect selection of very rare and legendary items that would probably end up int he hands of a melee character first, you still have a good AC for your level and great INT save. (Yes, WIS and CHR do also have advantage, but without proficiency and especially with -1 CHR those saves are still more likely to fail agaisnt a save DC fo equal level to you at 15th or higher.)</p><p></p><p>Even without Forcecage, being able to hide around corners and cast is always good, though context dependent if it's worth the opportunity cost of your Concentration considering a high level spell list. It's only once per short rest, so you need to chose when to use it carefully - if you use it on a hard combat, you won't have ti for later combats until you get a short rest. For a wizard it's pretty easy to get a safe space to rest, but other factors may prevent taking an hour.</p><p></p><p>I think you miss counted your ASIs. A Clr 2/Wiz 18 will have 4 total. I count one raising your INT, and then 6 feats taken with your remaining three ... so you need to rework that some. If you don't take Observant you'll need another way to boost your INT.</p><p></p><p>Eldritch Blast, gained through Spell Sniper, will be based on you 8 CHR (last bullet point of the feat). With -1 to hit it's nigh useless.</p><p></p><p>Tiny Flight is a nifty idea. I'd allow it at my table. A more RAW DM will note that a mage hand has a very specific list of things it may do, and none of them allow it to manipulate a creature. You can get around this by having it grab a harness you are wearing, since "manipulate an object" is allowed. Careful, the total weight including gear needs to be 10 lbs or less after the 1/8thing of Enlarge/Reduce, but since the PHB says gnomes weigh 40-45 lbs this shouldn't be an obstacle.</p><p></p><p>While you can heal using higher level slots, it's not particularly efficient in the action economy. Healing Word would let you use a cantrip during your action, but with EB shown to have a really bad chance to hit I'm not sure any of the others are worth the time at the levels all of this comes together.</p><p></p><p>Your use of Illusionary Reality is spot on, but requires an illusion-creating spell of 1st level or higher. Are there any that don't require Concentration, since that would be incompatible with your main trick. If there is one without concentration you can also encase yourself in it when Forcecage is not available.</p></blockquote><p></p>
[QUOTE="Blue, post: 7155651, member: 20564"] You have a nice high-level trick that will help a great deal during a few combats a day at the cost of some very high level slots. Great when you're prepared for a huge combat, harder to judge when facing a number of combat. Of course, it can backfire spectacularly if a foe teleports inside the cage with you, and at character level 15 when you are learnign you first 7th level wizard spells (delayed because of the 2 levels of cleric), I would expect that teleport, misty step, or the like is available to the foes in a decent percentage of combats. That said, even without the listed perfect selection of very rare and legendary items that would probably end up int he hands of a melee character first, you still have a good AC for your level and great INT save. (Yes, WIS and CHR do also have advantage, but without proficiency and especially with -1 CHR those saves are still more likely to fail agaisnt a save DC fo equal level to you at 15th or higher.) Even without Forcecage, being able to hide around corners and cast is always good, though context dependent if it's worth the opportunity cost of your Concentration considering a high level spell list. It's only once per short rest, so you need to chose when to use it carefully - if you use it on a hard combat, you won't have ti for later combats until you get a short rest. For a wizard it's pretty easy to get a safe space to rest, but other factors may prevent taking an hour. I think you miss counted your ASIs. A Clr 2/Wiz 18 will have 4 total. I count one raising your INT, and then 6 feats taken with your remaining three ... so you need to rework that some. If you don't take Observant you'll need another way to boost your INT. Eldritch Blast, gained through Spell Sniper, will be based on you 8 CHR (last bullet point of the feat). With -1 to hit it's nigh useless. Tiny Flight is a nifty idea. I'd allow it at my table. A more RAW DM will note that a mage hand has a very specific list of things it may do, and none of them allow it to manipulate a creature. You can get around this by having it grab a harness you are wearing, since "manipulate an object" is allowed. Careful, the total weight including gear needs to be 10 lbs or less after the 1/8thing of Enlarge/Reduce, but since the PHB says gnomes weigh 40-45 lbs this shouldn't be an obstacle. While you can heal using higher level slots, it's not particularly efficient in the action economy. Healing Word would let you use a cantrip during your action, but with EB shown to have a really bad chance to hit I'm not sure any of the others are worth the time at the levels all of this comes together. Your use of Illusionary Reality is spot on, but requires an illusion-creating spell of 1st level or higher. Are there any that don't require Concentration, since that would be incompatible with your main trick. If there is one without concentration you can also encase yourself in it when Forcecage is not available. [/QUOTE]
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Oz, The Great and Powerful ( Trickery Cleric 2/Illusion Wizard 18/Feats ) - The Invincible Mage
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