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Help Creating a Wizard for the First Time
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<blockquote data-quote="mellored" data-source="post: 9498641" data-attributes="member: 6801209"><p>I would take Warcaster before Resilient. Resilient bonus is small at level 4, but increases. Plus if you have Warcaster and Truestrike, you will be a bit if a threat to move away from early on.</p><p></p><p></p><p>Wizards main benefit is they can cast Rituals from their book. So learn a bunch of those, but prepare non-rituals.</p><p></p><p>You also have multiple allies that can push and many have ranged attacks so I suggest focusing on putting down zones like Cloud of Daggers and Wall of Fire for enemies to be pushed into. Get a Warhammer for the paladin if he doesn't have one so he can push too. Take Thunderwave as well.</p><p></p><p>You also have plenty of ranged attacks (get a bow for the monk). So Web would be another top choice. Combine with druids Plant Growth and you can shut down melee enemies easily.</p><p></p><p>Telekinetic is also a good feat. You don't have much to do with your bonus action, and adding more pushes. Also useful for getting an ally out of a grapple.</p><p></p><p>You will also want Fly. Half your party can already do it, so it won't be long till you all can. And again, ranged attacks.</p><p></p><p>I assume the sorcerer will take care of blasting, but it wouldn't hurt to have at least one blast (fireball) in your back pocket as well. Ask the sorcerer if they are taking Heightened for single target control.</p><p></p><p>A few zones, Shield, a blast or two, and you should still have room left for non-ritual utility. Dimension Door, Rope Trick, Passwall, Invisibility, Greater Invisibly, and Tasha's Bubbling Cauldron for example.</p><p></p><p>As an abjuration, don't be afraid to step into the front line now and then. And you absolutely want Shield. You want to absorb at least a few attacks. After level 6, you can stand further back and help whomever.</p><p></p><p>Check with your DM about Theif rogues using scrolls with Fast Hands. You can craft scrolls, so that might be potent.</p></blockquote><p></p>
[QUOTE="mellored, post: 9498641, member: 6801209"] I would take Warcaster before Resilient. Resilient bonus is small at level 4, but increases. Plus if you have Warcaster and Truestrike, you will be a bit if a threat to move away from early on. Wizards main benefit is they can cast Rituals from their book. So learn a bunch of those, but prepare non-rituals. You also have multiple allies that can push and many have ranged attacks so I suggest focusing on putting down zones like Cloud of Daggers and Wall of Fire for enemies to be pushed into. Get a Warhammer for the paladin if he doesn't have one so he can push too. Take Thunderwave as well. You also have plenty of ranged attacks (get a bow for the monk). So Web would be another top choice. Combine with druids Plant Growth and you can shut down melee enemies easily. Telekinetic is also a good feat. You don't have much to do with your bonus action, and adding more pushes. Also useful for getting an ally out of a grapple. You will also want Fly. Half your party can already do it, so it won't be long till you all can. And again, ranged attacks. I assume the sorcerer will take care of blasting, but it wouldn't hurt to have at least one blast (fireball) in your back pocket as well. Ask the sorcerer if they are taking Heightened for single target control. A few zones, Shield, a blast or two, and you should still have room left for non-ritual utility. Dimension Door, Rope Trick, Passwall, Invisibility, Greater Invisibly, and Tasha's Bubbling Cauldron for example. As an abjuration, don't be afraid to step into the front line now and then. And you absolutely want Shield. You want to absorb at least a few attacks. After level 6, you can stand further back and help whomever. Check with your DM about Theif rogues using scrolls with Fast Hands. You can craft scrolls, so that might be potent. [/QUOTE]
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