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<blockquote data-quote="Dausuul" data-source="post: 7829355" data-attributes="member: 58197"><p>The big one is to load up on rituals. You can cast <strong>any ritual in your spellbook</strong> without having to prepare it, which is a thing no other class can do. And wizards get a lot of good rituals! Just at 1st level, there's <em>alarm</em>, <em>comprehend languages</em>, <em>detect magic</em>, <em>find familiar</em>, <em>identify</em>, <em>illusory script</em>, <em>Tenser's floating disc</em>, and <em>unseen servant</em>. Pretty much every wizard should take <em>detect magic</em> and <em>find familiar</em>. (Owl familiars are highly recommended due to their Perception bonuses and flyby, which allows them to deliver touch spells while evading retaliation.) Pick other rituals to suit your taste and your DM.</p><p></p><p>If you want to deal damage, I'd go with evocation over divination. Divination is at its strongest when you're casting single-target debuffs and can use Portent to force a failed save. It's less valuable when lobbing <em>fireballs</em>. Meanwhile, Sculpt Spells allows you to <em>fireball</em> your party members with impunity, which is... liberating. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For your cantrip selection, if you have access to Xanathar material, my recommendations are <em>fire bolt</em>, <em>toll the dead</em>, and <em>mage hand</em>. <em>Fire bolt</em> and <em>toll the dead</em> offer the best damage output of all cantrips, and it's generally wise to have two options for damage types in case the enemy is immune to one of them. They synergize well with your subclass abilities too--<em>toll the dead</em> benefits from Potent Cantrip at 6th and <em>fire bolt</em> from Empowered Evocation at 10th. <em>Mage hand</em> is just incredible utility.</p><p></p><p>You will want at least one AC-boosting spell: Either <em>mage armor</em> or <em>shield</em>. There are proponents of each, and ultimately you should plan to get them both, but at low levels you will have to settle for one or the other--you need your 1st-level slots for blasting. <em>Shield</em> is nifty because you don't pay for it if you don't use it. <em>Mage armor</em> stays up throughout an adventuring day.</p><p></p><p><em>Burning hands</em> and <em>magic missile</em> are the 1st-level damage spells of choice. <em>Magic missile</em> is great at precision strikes and taking down high-AC bosses. <em>Burning hands</em> is good to incinerate a bunch of melee foes.</p><p></p><p>Race-wise, any of the ones you listed would work; I like variant human and either Resilient (Constitution) or War Caster. Concentration saves are the bane of your existence, anything that helps you make 'em is good... though an evoker might not care as much. High elf gets you an extra cantrip, which is very nice. I'm not as sold on half-elf, but it does give you a Charisma boost and a great array of skills, if you want to broaden your horizons beyond spellslinging.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7829355, member: 58197"] The big one is to load up on rituals. You can cast [B]any ritual in your spellbook[/B] without having to prepare it, which is a thing no other class can do. And wizards get a lot of good rituals! Just at 1st level, there's [I]alarm[/I], [I]comprehend languages[/I], [I]detect magic[/I], [I]find familiar[/I], [I]identify[/I], [I]illusory script[/I], [I]Tenser's floating disc[/I], and [I]unseen servant[/I]. Pretty much every wizard should take [I]detect magic[/I] and [I]find familiar[/I]. (Owl familiars are highly recommended due to their Perception bonuses and flyby, which allows them to deliver touch spells while evading retaliation.) Pick other rituals to suit your taste and your DM. If you want to deal damage, I'd go with evocation over divination. Divination is at its strongest when you're casting single-target debuffs and can use Portent to force a failed save. It's less valuable when lobbing [I]fireballs[/I]. Meanwhile, Sculpt Spells allows you to [I]fireball[/I] your party members with impunity, which is... liberating. :) For your cantrip selection, if you have access to Xanathar material, my recommendations are [I]fire bolt[/I], [I]toll the dead[/I], and [I]mage hand[/I]. [I]Fire bolt[/I] and [I]toll the dead[/I] offer the best damage output of all cantrips, and it's generally wise to have two options for damage types in case the enemy is immune to one of them. They synergize well with your subclass abilities too--[I]toll the dead[/I] benefits from Potent Cantrip at 6th and [I]fire bolt[/I] from Empowered Evocation at 10th. [I]Mage hand[/I] is just incredible utility. You will want at least one AC-boosting spell: Either [I]mage armor[/I] or [I]shield[/I]. There are proponents of each, and ultimately you should plan to get them both, but at low levels you will have to settle for one or the other--you need your 1st-level slots for blasting. [I]Shield[/I] is nifty because you don't pay for it if you don't use it. [I]Mage armor[/I] stays up throughout an adventuring day. [I]Burning hands[/I] and [I]magic missile[/I] are the 1st-level damage spells of choice. [I]Magic missile[/I] is great at precision strikes and taking down high-AC bosses. [I]Burning hands[/I] is good to incinerate a bunch of melee foes. Race-wise, any of the ones you listed would work; I like variant human and either Resilient (Constitution) or War Caster. Concentration saves are the bane of your existence, anything that helps you make 'em is good... though an evoker might not care as much. High elf gets you an extra cantrip, which is very nice. I'm not as sold on half-elf, but it does give you a Charisma boost and a great array of skills, if you want to broaden your horizons beyond spellslinging. [/QUOTE]
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