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Tips for domain multiclass(dip) cleric wizard!
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<blockquote data-quote="Blue" data-source="post: 6985648" data-attributes="member: 20564"><p>I won't bother pointing out heavy armor - unless you want a high Str it's not useful. Medium + Shield is a big improvement for Wiz or Sorc.</p><p></p><p>Only looking at 1st level.</p><p></p><p><u>PHB</u></p><p>Knowledge gives you 2 languages plus two (Int-based) skills with expertise. Quite well aligns with a wizard. Command is a decent spell.</p><p></p><p>Life gives you bless and cure wounds, and a bonus to healing.</p><p></p><p>Light gives you wizard blasting spells but against Wis, not worth it.</p><p></p><p>Nature gets shillelagh as mentioned, but I'd be surprised if Wis is/stayed better than Dex.</p><p></p><p>Tempest gives spells with saves based on Wis, and a non-scaling rebuke Wis times per day.</p><p></p><p>Trickery gives at least one non-save spell and you can buff another in stealth for as long as you want (need to renew 1/hour).</p><p></p><p>War domain gives some melee concentration spells and Wis bonus action attacks.</p><p></p><p><u>SCAG</u></p><p>Arcana gives wiz spells and cantrips, but at least they don't need to be Int based. It also gives Arcana skill.</p><p></p><p><u>UA: Cleric: Divine Domains</u></p><p>Forge gives a concentration melee spell and shield, neither of which need to be Int based so that's good. And the ability to give any one armor of weapons +1 until the next long rest. Use on yourself, an ally, whatever.</p><p></p><p>Grave spells want more Wis. Your healing spells are better when the target is down, and you can detect undead.</p><p></p><p>Protection gives concentration spells, and effectively the Protection fighting style without needing a shield.</p><p></p><p>Conclusion: Knowledge for a wizard or Forge for either seems to bring the most unless you are looking to melee. I didn't list martial weapons, so if you are looking to melee that's a different list.</p></blockquote><p></p>
[QUOTE="Blue, post: 6985648, member: 20564"] I won't bother pointing out heavy armor - unless you want a high Str it's not useful. Medium + Shield is a big improvement for Wiz or Sorc. Only looking at 1st level. [u]PHB[/u] Knowledge gives you 2 languages plus two (Int-based) skills with expertise. Quite well aligns with a wizard. Command is a decent spell. Life gives you bless and cure wounds, and a bonus to healing. Light gives you wizard blasting spells but against Wis, not worth it. Nature gets shillelagh as mentioned, but I'd be surprised if Wis is/stayed better than Dex. Tempest gives spells with saves based on Wis, and a non-scaling rebuke Wis times per day. Trickery gives at least one non-save spell and you can buff another in stealth for as long as you want (need to renew 1/hour). War domain gives some melee concentration spells and Wis bonus action attacks. [u]SCAG[/u] Arcana gives wiz spells and cantrips, but at least they don't need to be Int based. It also gives Arcana skill. [u]UA: Cleric: Divine Domains[/u] Forge gives a concentration melee spell and shield, neither of which need to be Int based so that's good. And the ability to give any one armor of weapons +1 until the next long rest. Use on yourself, an ally, whatever. Grave spells want more Wis. Your healing spells are better when the target is down, and you can detect undead. Protection gives concentration spells, and effectively the Protection fighting style without needing a shield. Conclusion: Knowledge for a wizard or Forge for either seems to bring the most unless you are looking to melee. I didn't list martial weapons, so if you are looking to melee that's a different list. [/QUOTE]
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