S
Sunseeker
Guest
I would think the simpler option would just to allow a player to choose spells from the Cleric spell list instead of the Wizard one.
The player wanted to be more of a CN outcast.
Yeah, that's an issue. He's actively made a weak character there. He's at the level 5 milestone, but without any of the strong effects from actually being level 5, or even level 4. The game is designed around the assumption that, around level 5, then 11 and 17, there will be significant bumps in power. If you're multi-classing, then holding out on those bumps really hurts. MCing is actually tricky, since its easy to make a character and shoot yourself in the foot - there's a reason its an advanced optional thing. I tend to forbid it with new players until they get the system down.Thanks for the suggestions, I will pass them along!
The player is just joining the game after another had to drop out, and he is new to 5e. He started as fighter 2 / cleric 3, but we will make some changes for next game.
Yeah, that's an issue. He's actively made a weak character there. He's at the level 5 milestone, but without any of the strong effects from actually being level 5, or even level 4.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.