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Archmage's Ascension - The Wizard's Handbook (By RuinsFate)
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<blockquote data-quote="Veep" data-source="post: 6708074" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Power Through Diversity: Multiclassing.</strong></span></p><p></p><p>The Wizard is one of the few classes in 4e that can build itself purely with its own options. However, I'd be lying if I said that were the most effective way to do so all of the time. There are several good MCs that can be of very high benefit to your build, and a few others that are nice addons if you don't need a specifc one (Such as if you're not MCing for a certain PP or ED).</p><p></p><p><strong><strong>General Multiclassing Advice:</strong></strong></p><p>[sblock]</p><p>The main reasons to multiclass are for Paragon Paths and Epic Destinies, or certain feats that are of benefit to you. I'll list here the options that are of best benefit to given builds.</p><p></p><p><strong>Any build looking to use weapons as implements:</strong> Swordmage or Sorcerer, as these get you the ability to use Blades as implements (All blades for the SM, daggers for the Sorc).</p><p><strong>Any controller heavy on Will-targetting attacks:</strong> Cleric for the Divine Oracle PP.</p><p><strong>Enchanters:</strong> Warlock for the Entrancing Mystic PP. Always.</p><p><strong>Blasters:</strong> It depends on your elemental focus, if you have one. Swordmage for the Malec-Keth Janissary PP, Warlock for the Storm Scourge PP, or Sorcerer or Warlock just for the entry feat if you are taking a native PP such as Academy Master or Master of Flame.</p><p><strong>Save penalisers (Imposers):</strong> Invoker for the Hammer of Vengeance PP, Warlock for the Entrancing Mystic PP's save penalty aura, Shaman for the Phrenic Master PP, or one of the Will-targetting options, as many good imposer powers do so.</p><p></p><p>If you are taking a native PP, and don't feel any of the above options fit your build, some of the multiclassing entry feats are still worth looking into just for versatility or build options (Bard, Cleric, Sorcerer, Shaman and Warlord especially).[/sblock]</p><p><strong><span style="color: #0000ff"><u>Bard:</u></span></strong></p><p>[sblock]Of best benefit to those who target Will almost or completely exclusively. The main reason to go into Bard is for the <span style="color: #0000ff"><strong>Life Singer</strong></span> PP, with its decent features and good control powers. That said, it does also offer a couple of good skill boosting feats as well in <span style="color: #0000ff"><strong>Bard of All Trades</strong></span></p><p><em>(D383)</em> and <span style="color: #0000ff"><strong>Bardic Knowledge</strong></span></p><p><em>(PHB2)</em> The best way into the class is with <span style="color: #33cccc"><strong>Bardic Dilletante</strong></span>, <em>(PHB2, requires Cha 13)</em> giving you a 1/day heal and access to training in one of a very wide skill list. The other MC feat, <span style="color: #ff0000"><strong>Bardic Ritualist</strong></span></p><p><em>(AP)</em> is largely redundant for you.[/sblock]</p><p><strong><span style="color: #33cccc"><u>Cleric:</u></span></strong></p><p>[sblock]Also of best benefit to those who target Will almost or completely exclusively. The drawcard here is the <span style="color: #33cccc"><strong>Divine Oracle</strong></span> PP, with its double rolls to target Will. <span style="color: #0000ff"><strong>Initiate of the Faith</strong></span></p><p><em>(PHB, requires Wis 13)</em> is the easier entry feat to qualify for, giving you training in a skill you're good at, a 1/day heal and the ability to use Holy Symbols, some of which have some very handy enchantments. That said, if you can qualify for <span style="color: #0000ff"><strong>Divine Healer</strong></span></p><p><em>(DP, requires Wis 15)</em> and your DM supports the interpretation that you can swap Healer's Lore for Battle Cleric's Lore, then that feat becomes superior, if only for the AC boost. It still gives you Holy Symbol proficiency, but the Heal skill training is a mediocre benefit. If you can't make that swap, <span style="color: #ff0000"><strong>avoid it</strong></span>.[/sblock]</p><p><strong><span style="color: #0000ff"><u>Invoker:</u></span></strong></p><p>[sblock]Neither entry feat is particularly great, although <strong>Acolyte of Divine Secrets</strong></p><p><em>(PHB2, requires Wis 13)</em> is the better one, and more usable if you are <span style="color: #0000ff"><strong>Wis-secondary</strong></span>. The <span style="color: #0000ff"><strong>Hammer of Vengeance</strong></span> PP with its save penalty is the main draw for this class. <span style="color: #800080"><strong>Divine Secretkeeper</strong></span></p><p><span style="color: #800080"></span><em>(DP, requires Wis 13)</em>, the other entry feat offers a choice of skill trainings, but you already have ritual casting.[/sblock]</p><p><strong><span style="color: #0000ff"><u>Shaman:</u></span></strong></p><p>[sblock]If you take the <strong>Spirit Talker</strong></p><p><em>(PHB2, requires Wis 13)</em> entry feat, you can then take <span style="color: #0000ff"><strong>Mending Spirit</strong></span></p><p><em>(PrP, requires Spirit Talker)</em> to give you a 1/encounter heal. It also opens up access to the <strong>Animus Predator</strong> and <span style="color: #0000ff"><strong>Phrenic Master</strong></span> PPs. It's not exactly the direction I'd normally suggest taking a Wizard, but summoning a spirit with its own attack and healing abilities do support being reflavoured into a necromancer or bloodmage or something similar. It could fit your RP concept really well. Don't forget the combination of conjurations and Tome expertise either.[/sblock]</p><p><strong><u><span style="color: #800080"><u>Sorc</u></span><span style="color: #0000ff"><u>erer:</u></span></u></strong></p><p>[sblock]Only really for <span style="color: #0000ff"><strong>Blasters</strong></span> who don't need a different MC for a PP. The entry feat <span style="color: #0000ff"><strong>Arcane Prodigy</strong></span></p><p><em>(PHB2, requires Cha 13)</em> gives you daggers as implements, and a 1/encounter damage boost best used on a large AoE for maximum benefit.[/sblock]</p><p><strong><u><span style="color: #800080"><u>Sword</u></span><span style="color: #0000ff"><u>mage:</u></span></u></strong></p><p>[sblock]Like the Sorcerer, this one is primarily for <span style="color: #0000ff"><strong>Blasters,</strong></span> giving access to the <span style="color: #33cccc"><strong>Malec Keth Janissary</strong></span> PP and its elemental damage addition/conversion options. The better of the two entry feats to use is <span style="color: #0000ff"><strong>Blade Initiate</strong></span></p><p><em>(FRPG, requires Int 13 only),</em> which gives you all blades as implements, and a nice defensive 1/day power. The other feat, <span style="color: #800080"><strong>Heart of the Blade</strong></span></p><p><em>(AP, requires Con 13, Int 13)</em> does give other skill options, but you're not that good at either, and the Swordbond feature is mediocre at best.[/sblock]</p><p><strong><u><span style="color: #33cccc"><u>Warlock:</u></span></u></strong></p><p>[sblock]The single best MC for enchanters, due to the amazing <span style="color: #33cccc"><strong>Entrancing Mystic</strong></span> PP. Anyone with a leaning to Charm powers or fond of save penalties will also benefit from that path. The best entry feat is <span style="color: #33cccc"><strong>Binding Initiate</strong></span></p><p><em>(D402)</em> due to having no requirements whatsoever, and giving a decent, if somewhat situational 1/encounter utility and at-will power. Lightning based <span style="color: #0000ff"><strong>Blasters</strong></span> can also consider it for the<span style="color: #0000ff"><strong> Storm Scourge</strong></span> PP, although that requires using the <strong>Pact Initiate</strong> feat <em>(PHB, requires Cha 13)</em> to gain access via the Fey Pact. Any other Blaster can consider the feat <span style="color: #0000ff"><strong>Student of Malediction</strong></span></p><p><em>(AP, requires Con 13, Cha 13)</em> for adding Warlock's Curse to a nova sequence, although they may have to spread a little thin to meet those stat reqs.[/sblock]</p><p><strong><u>Warlord:</u></strong></p><p>[sblock]Only for those who don't need anything else from MCing, due to a very powerful entry feat in <span style="color: #0000ff"><strong>Resourceful Leader</strong></span></p><p><em>(MP2, requires Int or Cha 13)</em>. You qualify for it automatically, and it benefits your allies' AP actions all day, every day. It seems a bit of an odd fit thematically to me, but if you RP your wizard as more of an astute historical tactician/scholar type, it might make sense.[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6708074, member: 6793297"] [CENTER][Size=5][b]Power Through Diversity: Multiclassing.[/b][/size][/CENTER] The Wizard is one of the few classes in 4e that can build itself purely with its own options. However, I'd be lying if I said that were the most effective way to do so all of the time. There are several good MCs that can be of very high benefit to your build, and a few others that are nice addons if you don't need a specifc one (Such as if you're not MCing for a certain PP or ED). [b][b]General Multiclassing Advice:[/b][/b] [sblock] The main reasons to multiclass are for Paragon Paths and Epic Destinies, or certain feats that are of benefit to you. I'll list here the options that are of best benefit to given builds. [b]Any build looking to use weapons as implements:[/b] Swordmage or Sorcerer, as these get you the ability to use Blades as implements (All blades for the SM, daggers for the Sorc). [b]Any controller heavy on Will-targetting attacks:[/b] Cleric for the Divine Oracle PP. [b]Enchanters:[/b] Warlock for the Entrancing Mystic PP. Always. [b]Blasters:[/b] It depends on your elemental focus, if you have one. Swordmage for the Malec-Keth Janissary PP, Warlock for the Storm Scourge PP, or Sorcerer or Warlock just for the entry feat if you are taking a native PP such as Academy Master or Master of Flame. [b]Save penalisers (Imposers):[/b] Invoker for the Hammer of Vengeance PP, Warlock for the Entrancing Mystic PP's save penalty aura, Shaman for the Phrenic Master PP, or one of the Will-targetting options, as many good imposer powers do so. If you are taking a native PP, and don't feel any of the above options fit your build, some of the multiclassing entry feats are still worth looking into just for versatility or build options (Bard, Cleric, Sorcerer, Shaman and Warlord especially).[/sblock][b][/b] [b][COLOR=#0000ff][u]Bard:[/u][/COLOR][/b] [sblock]Of best benefit to those who target Will almost or completely exclusively. The main reason to go into Bard is for the [COLOR=#0000ff][b]Life Singer[/b][/COLOR] PP, with its decent features and good control powers. That said, it does also offer a couple of good skill boosting feats as well in [COLOR=#0000ff][b]Bard of All Trades[/b][/COLOR] [i](D383)[/i] and [COLOR=#0000ff][b]Bardic Knowledge[/b][/COLOR] [i](PHB2)[/i] The best way into the class is with [COLOR=#33cccc][b]Bardic Dilletante[/b][/COLOR], [i](PHB2, requires Cha 13)[/i] giving you a 1/day heal and access to training in one of a very wide skill list. The other MC feat, [COLOR=#ff0000][b]Bardic Ritualist[/b][/COLOR] [i](AP)[/i] is largely redundant for you.[/sblock] [b][COLOR=#33cccc][u]Cleric:[/u][/COLOR][/b] [sblock]Also of best benefit to those who target Will almost or completely exclusively. The drawcard here is the [COLOR=#33cccc][b]Divine Oracle[/b][/COLOR] PP, with its double rolls to target Will. [COLOR=#0000ff][b]Initiate of the Faith[/b][/COLOR] [i](PHB, requires Wis 13)[/i] is the easier entry feat to qualify for, giving you training in a skill you're good at, a 1/day heal and the ability to use Holy Symbols, some of which have some very handy enchantments. That said, if you can qualify for [COLOR=#0000ff][b]Divine Healer[/b][/COLOR] [i](DP, requires Wis 15)[/i] and your DM supports the interpretation that you can swap Healer's Lore for Battle Cleric's Lore, then that feat becomes superior, if only for the AC boost. It still gives you Holy Symbol proficiency, but the Heal skill training is a mediocre benefit. If you can't make that swap, [COLOR=#ff0000][b]avoid it[/b][/COLOR].[/sblock] [b][COLOR=#0000ff][u]Invoker:[/u][/COLOR][/b] [sblock]Neither entry feat is particularly great, although [b]Acolyte of Divine Secrets[/b] [i](PHB2, requires Wis 13)[/i] is the better one, and more usable if you are [COLOR=#0000ff][b]Wis-secondary[/b][/COLOR]. The [COLOR=#0000ff][b]Hammer of Vengeance[/b][/COLOR] PP with its save penalty is the main draw for this class. [COLOR=#800080][b]Divine Secretkeeper[/b] [/COLOR][i](DP, requires Wis 13)[/i], the other entry feat offers a choice of skill trainings, but you already have ritual casting.[/sblock] [b][COLOR=#0000ff][u]Shaman:[/u][/COLOR][/b] [sblock]If you take the [b]Spirit Talker[/b] [i](PHB2, requires Wis 13)[/i] entry feat, you can then take [COLOR=#0000ff][b]Mending Spirit[/b][/COLOR] [i](PrP, requires Spirit Talker)[/i] to give you a 1/encounter heal. It also opens up access to the [b]Animus Predator[/b] and [COLOR=#0000ff][b]Phrenic Master[/b][/COLOR] PPs. It's not exactly the direction I'd normally suggest taking a Wizard, but summoning a spirit with its own attack and healing abilities do support being reflavoured into a necromancer or bloodmage or something similar. It could fit your RP concept really well. Don't forget the combination of conjurations and Tome expertise either.[/sblock] [b][u][COLOR=#800080][u]Sorc[/u][/COLOR][COLOR=#0000ff][u]erer:[/u][/COLOR][/u][/b] [sblock]Only really for [COLOR=#0000ff][b]Blasters[/b][/COLOR] who don't need a different MC for a PP. The entry feat [COLOR=#0000ff][b]Arcane Prodigy[/b][/COLOR] [i](PHB2, requires Cha 13)[/i] gives you daggers as implements, and a 1/encounter damage boost best used on a large AoE for maximum benefit.[/sblock] [b][u][COLOR=#800080][u]Sword[/u][/COLOR][COLOR=#0000ff][u]mage:[/u][/COLOR][/u][/b] [sblock]Like the Sorcerer, this one is primarily for [COLOR=#0000ff][b]Blasters,[/b][/COLOR] giving access to the [COLOR=#33cccc][b]Malec Keth Janissary[/b][/COLOR] PP and its elemental damage addition/conversion options. The better of the two entry feats to use is [COLOR=#0000ff][b]Blade Initiate[/b][/COLOR] [i](FRPG, requires Int 13 only),[/i] which gives you all blades as implements, and a nice defensive 1/day power. The other feat, [COLOR=#800080][b]Heart of the Blade[/b][/COLOR] [i](AP, requires Con 13, Int 13)[/i] does give other skill options, but you're not that good at either, and the Swordbond feature is mediocre at best.[/sblock] [b][u][COLOR=#33cccc][u]Warlock:[/u][/COLOR][/u][/b] [sblock]The single best MC for enchanters, due to the amazing [COLOR=#33cccc][b]Entrancing Mystic[/b][/COLOR] PP. Anyone with a leaning to Charm powers or fond of save penalties will also benefit from that path. The best entry feat is [COLOR=#33cccc][b]Binding Initiate[/b][/COLOR] [i](D402)[/i] due to having no requirements whatsoever, and giving a decent, if somewhat situational 1/encounter utility and at-will power. Lightning based [COLOR=#0000ff][b]Blasters[/b][/COLOR] can also consider it for the[COLOR=#0000ff][b] Storm Scourge[/b][/COLOR] PP, although that requires using the [b]Pact Initiate[/b] feat [i](PHB, requires Cha 13)[/i] to gain access via the Fey Pact. Any other Blaster can consider the feat [COLOR=#0000ff][b]Student of Malediction[/b][/COLOR] [i](AP, requires Con 13, Cha 13)[/i] for adding Warlock's Curse to a nova sequence, although they may have to spread a little thin to meet those stat reqs.[/sblock] [b][u]Warlord:[/u][/b] [sblock]Only for those who don't need anything else from MCing, due to a very powerful entry feat in [COLOR=#0000ff][b]Resourceful Leader[/b][/COLOR] [i](MP2, requires Int or Cha 13)[/i]. You qualify for it automatically, and it benefits your allies' AP actions all day, every day. It seems a bit of an odd fit thematically to me, but if you RP your wizard as more of an astute historical tactician/scholar type, it might make sense.[/sblock] [/QUOTE]
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Archmage's Ascension - The Wizard's Handbook (By RuinsFate)
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