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General Tabletop Discussion
Character Builds & Optimization
High Elf cleric 1/wizard 3
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<blockquote data-quote="MatsuKurisu" data-source="post: 7264328" data-attributes="member: 6809668"><p>I played this multiclass as a deep gnome in a home brew game.</p><p>I would choose array 2</p><p>I would get Res Con EARLY as lots of the spells you play are concentration</p><p></p><p>You keep Diviner Roles to force save or suck/fail spells so stat not as important for ASI. (I never spent an ASI on stat and we played to lv12)</p><p>Standout spells</p><p>Clr - Bless (main concentration spell at low level)</p><p>Absorb elements (get later)</p><p>Shield - (Sleep at ealy level then replace with Shield)</p><p> Flaming Sphere (used all the way)</p><p>Web (used all the way)</p><p>Counterspell (Key spell)</p><p>Banishment </p><p>Evards Black Tenticals</p><p>Conjuring Elemental (Surprisingly useful for us)</p><p></p><p>Get any rituals you can as they are free to use (no slot) and give lots of game utility </p><p></p><p>We were playing to test 5e and our gm allowed a house rule of two concentration spells</p><p>If you are playing standard, the Concentration rule MASSIVELY shapes how you play. </p><p>your memorisation decision becomes which Concentration spell will I cast today (likely highest level) and then what other non-concentration could be vaguely useful</p><p></p><p>Generally high level combat will look like </p><p>Cast concentration spell</p><p>Sustain and plink with ranged weapon / cantrip and swoop in with save the day CounterSpell or DivinerSave or Suck</p><p></p><p>Character was a very solid contributor to the group, however play style is more like a supporter</p><p></p><p>Re skills, I also picked Medicine and Religion for RP/Theme mechanical reasons but hardly used them. Investigation is very usefull as you will have the party highest and some situations need it instead of Perception </p><p></p><p>Have fun!</p></blockquote><p></p>
[QUOTE="MatsuKurisu, post: 7264328, member: 6809668"] I played this multiclass as a deep gnome in a home brew game. I would choose array 2 I would get Res Con EARLY as lots of the spells you play are concentration You keep Diviner Roles to force save or suck/fail spells so stat not as important for ASI. (I never spent an ASI on stat and we played to lv12) Standout spells Clr - Bless (main concentration spell at low level) Absorb elements (get later) Shield - (Sleep at ealy level then replace with Shield) Flaming Sphere (used all the way) Web (used all the way) Counterspell (Key spell) Banishment Evards Black Tenticals Conjuring Elemental (Surprisingly useful for us) Get any rituals you can as they are free to use (no slot) and give lots of game utility We were playing to test 5e and our gm allowed a house rule of two concentration spells If you are playing standard, the Concentration rule MASSIVELY shapes how you play. your memorisation decision becomes which Concentration spell will I cast today (likely highest level) and then what other non-concentration could be vaguely useful Generally high level combat will look like Cast concentration spell Sustain and plink with ranged weapon / cantrip and swoop in with save the day CounterSpell or DivinerSave or Suck Character was a very solid contributor to the group, however play style is more like a supporter Re skills, I also picked Medicine and Religion for RP/Theme mechanical reasons but hardly used them. Investigation is very usefull as you will have the party highest and some situations need it instead of Perception Have fun! [/QUOTE]
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