Utility of Wizard "dip."

Warpiglet

Adventurer
Good Morning gang...

I was just curious about the experiences you might have had with taking a single level of wizard. I actually have a character who has a history of training in magic but (as usual for me) went warlock. He is single classed hexblade at this time.

It seems most decry mixing wizard and warlock but I could not help but notice things like detect magic, unseen servant, comprehend languages, identify, find familiar as well as the ability to cast rituals...

Add to that arcane recovery and you have three first level spells a day.

To my eyes it sure looks like a lot for a little. I probably will go with it since the party is magic-light and these sorts of spells can really help adventurers.

Just curious if your experience matches this.
 

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Pretty circumstantial benefits for the expenditure of a level, IMHO. Really depends on your game and character concept. Since it's a magic-light group, could work out okay - at least you know who would get the wizard-only items!
 

It certainly has its benefits, but I imagine the primary reason it isn't normally suggested as a dip is the Int 13 requirement. Int is almost always a dump stat except in Wizard builds, so sparing a 13 for mostly non-combat benefits is quite costly.
 

Pretty circumstantial benefits for the expenditure of a level, IMHO. Really depends on your game and character concept. Since it's a magic-light group, could work out okay - at least you know who would get the wizard-only items!

The history of the character was that he was befriended and mentored by an old wizard. His low (8) wisdom meant he was drawn into a warlock pact due to recklessness. It fits the story, just did not think about pulling the trigger on doing it.

The other angle was that he had an affinity for crows and they him. So a raven familiar would be cool as well...(he imagines it is the spirit of his old wizard/mentor whether it would be or not).
 

It certainly has its benefits, but I imagine the primary reason it isn't normally suggested as a dip is the Int 13 requirement. Int is almost always a dump stat except in Wizard builds, so sparing a 13 for mostly non-combat benefits is quite costly.

I dumped wisdom as I often do for warlocks---they know best after all sort of like someone experimenting with drugs before it gets out of hand! I think I have the requisite Int...
 

I'd probably model this with the magic initiate feat as opposed to a wizard level dip. You can grab find familiar as your 1st level spell.
 

One thing I have noticed is most adventures you find a wizard spellbook. And...nobody can use it, as we have no wizard. It's a pretty valuable treasure that increases flexibility.
 

Assuming your warlock is human, I'd suggest going with the variant and taking Magic Initiate... It's what I did with mine.

On the other hand, from a cost/benefit standpoint, if you're going to be multiclassing you may as well go for two levels and pick up a school benefit and a couple more spells as well.
 

It gives a warlock a lot of additional utility spells due to the rituals ... but it is not going to be a huge benefit for combat. You get 2 or 3 spells per LR which can be nice, but you can't rely upon them for saves or attack bonus spells because of that low intelligence. As such, they usually end up as Shield spells.
 

It gives a warlock a lot of additional utility spells due to the rituals ... but it is not going to be a huge benefit for combat. You get 2 or 3 spells per LR which can be nice, but you can't rely upon them for saves or attack bonus spells because of that low intelligence. As such, they usually end up as Shield spells.

Yes. In my case it would actually dilute combat ability per level. I could float a few extra hexes or shield spells I suppose...

Damn choices.
 

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