Zardnaar
Legend
I disagree with the thread title of Casters generally being disappointing at Level 2 (e.g. absolutely not true for Sorcerers and Warlocks). Level 2 is definitely a weak spot for Wizards, you aren't wrong there. And then Clerics/Druids get powerful core features at Level 2 although you could argue that Channel Divinity / Wildshape aren't very useful until they get Subclasses at Level 3.
I can fully get behind this suggestion of an additional 1st level spellslot at Level 2 for 4 total. The jump in total spellslots available at Level 3 (or at Level 5 for Artificers/Paladins/Rangers) has always looked strange to me. I'd be on board with smoothing that progression out
Warlock pact of nothing. All 3 magic initiate feats or tomelock+all 3 magic initiate feats (1 via race). Level 2.
Waves at wizard. You also pick up +9 cantrips 3 from any class you like. Hows that arcane recovery working out? You can deal around double the damage and force>fire.
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