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Character Builds & Optimization
[5e] Wizard CharOp
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<blockquote data-quote="Zaruthustran" data-source="post: 6410456" data-attributes="member: 1457"><p>There's not much to it. The Wizard is one of the simplest classes in 5e. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The only character choice is at 2nd level, for School. They're all good, all different, and largely boil down to player taste. It's mostly a flavor distinction. With one exception: diviner is very Optimal. </p><p></p><p>The real CharOp tips for a Wizard are actually tips on spells. And there are already threads on that.</p><p></p><p>All that said, here are some personal tips. Again, mostly on spells:</p><p></p><p>1. Diviner is very powerful, but my favorite is Conjuration. Super, super versatile. You can conjure most anything, on-demand. This could save your life, or the adventure. Things you'd rarely need but when you need it, you definitely need that specific thing and it's unlikely to be on anyone's equipment list. Like a siphon. Bellows. Glass rod. Mirror. Manacles. Thieves Tool. Padlock. Bridle. Sieve. Clay crucible. Astrolabe. Tongs. Paddle. Rudder. Butterfly net. Hourglass. Small sled. Wagon wheel. Shovel. Auger. Wood saw. Bucket. Glue. Ladle. Pulley. Rubber chicken.</p><p></p><p>2. Take advantage of rituals. Alarm, Find Familiar, and Unseen Servant are auto-includes.</p><p></p><p>3. Take Prestidigitation. The "clean" aspect, in particular, is very useful--remove dirt, cobwebs, etc without touching the surface in question. It's also a great solution to all that box text that says "this mural/writing is impossible to read, as it is too soiled with age." Combos well with Mending (see below) to restore ruied or soiled things to utility/higher value. Also, being able to instantly light or douse a campfire is very handy as well, especially if you have Darkvision and your torch-bearing targets do not.</p><p></p><p>4. Also consider Mending. Can solve many problems ("the bad guy threatens to smash the priceless thing!" "go ahead"). Really handy for smuggling (slice up whatever it is you're smuggling and use as helmet stuffing, then Mend it later). If you've got a party member fond of using nets in combat, they'll thank you.</p><p></p><p>5. Sleep is an amazing spell, always useful, and a handy combat-ender. </p><p></p><p>6. Try to have multiple sources of elemental damage. Fire is a must. Cold is handy. You can probably skip poison.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 6410456, member: 1457"] There's not much to it. The Wizard is one of the simplest classes in 5e. :) The only character choice is at 2nd level, for School. They're all good, all different, and largely boil down to player taste. It's mostly a flavor distinction. With one exception: diviner is very Optimal. The real CharOp tips for a Wizard are actually tips on spells. And there are already threads on that. All that said, here are some personal tips. Again, mostly on spells: 1. Diviner is very powerful, but my favorite is Conjuration. Super, super versatile. You can conjure most anything, on-demand. This could save your life, or the adventure. Things you'd rarely need but when you need it, you definitely need that specific thing and it's unlikely to be on anyone's equipment list. Like a siphon. Bellows. Glass rod. Mirror. Manacles. Thieves Tool. Padlock. Bridle. Sieve. Clay crucible. Astrolabe. Tongs. Paddle. Rudder. Butterfly net. Hourglass. Small sled. Wagon wheel. Shovel. Auger. Wood saw. Bucket. Glue. Ladle. Pulley. Rubber chicken. 2. Take advantage of rituals. Alarm, Find Familiar, and Unseen Servant are auto-includes. 3. Take Prestidigitation. The "clean" aspect, in particular, is very useful--remove dirt, cobwebs, etc without touching the surface in question. It's also a great solution to all that box text that says "this mural/writing is impossible to read, as it is too soiled with age." Combos well with Mending (see below) to restore ruied or soiled things to utility/higher value. Also, being able to instantly light or douse a campfire is very handy as well, especially if you have Darkvision and your torch-bearing targets do not. 4. Also consider Mending. Can solve many problems ("the bad guy threatens to smash the priceless thing!" "go ahead"). Really handy for smuggling (slice up whatever it is you're smuggling and use as helmet stuffing, then Mend it later). If you've got a party member fond of using nets in combat, they'll thank you. 5. Sleep is an amazing spell, always useful, and a handy combat-ender. 6. Try to have multiple sources of elemental damage. Fire is a must. Cold is handy. You can probably skip poison. [/QUOTE]
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