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Build help: Wizard / Arcane caster with skills (at least a few) that isn't a bard
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<blockquote data-quote="77IM" data-source="post: 7521659" data-attributes="member: 12377"><p>I'd go with half-elf, because they get pretty good stats and 2 skills. As a 1st-level half-elf wizard you'll have 6 skills, which is the same number of skills as a halfling rogue, for example.</p><p></p><p>I think the four most valuable skills are Perception, Stealth, Persuasion, and Athletics. For the remaining two, I'd probably select Deception and Investigation. If you've got a good Dexterity (and you should), then I'd swap Athletics for Acrobatics. OR if you've got a great Charisma and Wisdom, swap it for Insight, which really locks you down as a social-interaction character. I think tools are usually more useful than languages (especially since half-elf gets a lot of languages) and thieve's tools are both useful and can be made to fit your concept (try the "spy" background). Forgery kit, poisoner's kit, disguise kit, and alchemist's tools could all come in handy.</p><p></p><p>Arcane Tradition is trickier. I love the idea of getting Conjuration and abusing the ability to create small objects. Illusion fits well with a spy theme and Enchantment fits well with a social theme. However if you want to be a true skill-monkey, try Divination, for its ability to reroll via portents. That's a pretty awesome ability, and it fits well if you're going for an "investigator" kind of role.</p><p></p><p>You can pick up the Skilled feat later in life if you really want 3 more skills. As a half-elf you would also qualify for the Prodigy feat (in <em>Xanathar's</em>) which gives you 1 skill, 1 tool and 1 language -- plus Expertise in a skill.</p><p></p><p>Finally, don't forget that you can train more tools and skills in your downtime. It's much cheaper and faster if you use the rules in <em>Xanathar's</em>.</p></blockquote><p></p>
[QUOTE="77IM, post: 7521659, member: 12377"] I'd go with half-elf, because they get pretty good stats and 2 skills. As a 1st-level half-elf wizard you'll have 6 skills, which is the same number of skills as a halfling rogue, for example. I think the four most valuable skills are Perception, Stealth, Persuasion, and Athletics. For the remaining two, I'd probably select Deception and Investigation. If you've got a good Dexterity (and you should), then I'd swap Athletics for Acrobatics. OR if you've got a great Charisma and Wisdom, swap it for Insight, which really locks you down as a social-interaction character. I think tools are usually more useful than languages (especially since half-elf gets a lot of languages) and thieve's tools are both useful and can be made to fit your concept (try the "spy" background). Forgery kit, poisoner's kit, disguise kit, and alchemist's tools could all come in handy. Arcane Tradition is trickier. I love the idea of getting Conjuration and abusing the ability to create small objects. Illusion fits well with a spy theme and Enchantment fits well with a social theme. However if you want to be a true skill-monkey, try Divination, for its ability to reroll via portents. That's a pretty awesome ability, and it fits well if you're going for an "investigator" kind of role. You can pick up the Skilled feat later in life if you really want 3 more skills. As a half-elf you would also qualify for the Prodigy feat (in [I]Xanathar's[/I]) which gives you 1 skill, 1 tool and 1 language -- plus Expertise in a skill. Finally, don't forget that you can train more tools and skills in your downtime. It's much cheaper and faster if you use the rules in [I]Xanathar's[/I]. [/QUOTE]
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Build help: Wizard / Arcane caster with skills (at least a few) that isn't a bard
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