Mark Hope
Hero
I give them bonus spells like clerics, which helps. I am not ashamed of my heresy.
I also design the adventure so that wizards (and all classes, really) have things to contribute beyond combat. Your wizard will be the only guy who can decipher the runes on that weird magic trap or possess the lore to solve a particular puzzle or know what a spel or magic item does. Using NWPs can really help them shine.
I also gave wizards proficiency in light crossbow - although I reskinned it as a chalytic gauntlet that shot little bolts of force that just happened to cost the same as crossbow quarrels to refuel. And yes darts and oil and whatnot.
That said, we once had a wizard who rolled really well on Strength and, through some lucky dice rolls in combat, was going toe-to-toe alongside the fighters with the Saltmarsh smugglers. It didn't last, but for those first couple of level, Jord was a force to be reckoned with in melee
I also design the adventure so that wizards (and all classes, really) have things to contribute beyond combat. Your wizard will be the only guy who can decipher the runes on that weird magic trap or possess the lore to solve a particular puzzle or know what a spel or magic item does. Using NWPs can really help them shine.
I also gave wizards proficiency in light crossbow - although I reskinned it as a chalytic gauntlet that shot little bolts of force that just happened to cost the same as crossbow quarrels to refuel. And yes darts and oil and whatnot.
That said, we once had a wizard who rolled really well on Strength and, through some lucky dice rolls in combat, was going toe-to-toe alongside the fighters with the Saltmarsh smugglers. It didn't last, but for those first couple of level, Jord was a force to be reckoned with in melee
