Notes on Treatmonk Videos

Table of Contents

Treantmonk

Orc Labs Podcast 39

  • What am I concentrating on?
  • What am I using my Actions on?
  • What am I using my Bonus Actions on?
  • What am I using my Reactions on?
  • How to keep party members from dying?
  • 3rd Level:
    • flaming sphere
    • ba move it
    • ac pyrotechnics(ee)
    • r shield
  • Use Minor Illusion to put a box around a wounded player (rogue)
    • bad guy needs to pass an Investigation check to see past illusion
    • that would use his action
    • attacking the rogue leaves him at disadvantage since he can't see him
    • leave low hole for rogue to stab from
    • he stabs from a hidden state, advantage, sneak attack damage
  • Don't use your ultimate power to take fun from the other players

Spells Guide

0 Cantrips Guide

  • Minor Illusion (wizard, sorcerer) (Illusion)
    • put a rock in front of yourself
      • they can't see you, you can see them
    • sound of reinforcements
    • pile of distracting gold
  • Guidance (cleric, druid)
    • 1d4 bonus to ability check, 1m
  • Eldritch Blast (Warlock)
  • Firebolt (evo) (wizard, sorcerer)
  • Chill Touch (nec) (wizard, sorcerer)
  • Ray of Frost (evo) (wizard, sorcerer)
    • slows enemies as well
  • Toll the Dead (nec, xgte) (cleric, druid, wizard)
    • 1d8/1d12, save vs WIS, 60ft
  • Thorn Whip (druid)
    • 1d10, pull them towards you
  • Light (evo)
    • darkvision provides "dim light," disadv on ability checks
  • Mage Hand (conj) (bard, sorcerer, wizard, warlock)
  • Mending (trans) (bard, cleric, sorcerer, druid, wizard)
    • if need to reclaim arrows, half are considered broken
  • Prestidigitation (trans) (bard, sorcerer, warlock, wizard)
  • Booming Blade (sorcerer, warlock, wizard)
    • if you only have one attack/rd
    • especially nice after level 5
  • Shape Water (trans, xgte) (druid, sorcerer, wizard)
    • can freeze 5ft of water, can create ice bridges
  • Shillelagh (druid)
    • for low levels
  • Strategy
    • one ranged attack
    • one saving throw attack
    • utilities

1 Level

2 Level

  • some spells are oddly worded and therefore variable by DM, ignoring those
  • Worst
    1. Find Traps
    2. Barkskin
      • concentration
    3. Continual Flame
  • Best
    1. Find Steed (paladin)
    2. Pass Without a Trace
      • + 10 stealth
    3. Spiritual Weapon (cleric)
      • no conc
  • Overrated
    1. Healing Spirit
    2. Dust Devil
    3. Prayer of Healing
  • Underrated
    1. Rope Trick
      • guarantees a safe short rest
    2. Enlarge/Reduce
      • can cast on objects
        • shrink a door
        • throw a reduced rock, cast enlarge in the air, two levels larger, dm iffy (commenter says it doesn't work)
    3. Levitate (conc)
      • melee only enemies can be taken out of combat

3 Level

  • Worst
    1. Catnap
    2. Wall of Sand (conc)
    3. Flame Arrows
    4. Honorable Mentions
      • Conjure Barrage
      • Feign Death
  • Best
    1. Hypnotic Pattern (conc)
      • 10r
      • one save WIS
    2. Spirit Guardians (cleric)
    3. Counterspell
    4. Honorable Mentions
      • Animate Dead
      • Revivify
  • Overrated
    1. Erupting Earth
      • blast spell at a level where a wizard and change the world
    2. Fireball (no conc)
      • good
      • don't get caught up using it at much higher levels
    3. Call Lightning (druid)
      • compare Moonbeam cast at 3rd level
    4. Honorable Mentions
      • Bestow Curse
      • Daylight
  • Underrated
    1. Leomund's Tiny Hut
      • guaranteed safe long rest
      • can't burrow underneath
      • ritual
      • 10m to cast
      • can see out
      • for bad guy to get in, either
        • dispel magic
        • teleport inside
    2. Conjure Animals
      • CR 1/4: Giant Poisonous Snakes
      • CR 1/2: Warhorses, Apes
        • Giant Owls, Giant Bats: everyone gets a mount
      • CR 1: Brown Bears, Giant Spiders
      • CR 2: Giant Constrictor Snakes, Plesiosaurus
    3. Thunderstep
      • teleport to a space you can see, 90ft
        • each creature left behind within 10ft, CON save, takes 3d10/half
        • can bring objects within carrying capacity
        • can bring willing creature, 5ft
        • can save a weakened team member
      • compare with misty step (2)
        • ba, teleport to a space you can see, 30ft
      • compare with dimension door (4)
        • teleport anywhere in range, 500ft; can see, visualize, describe
        • can bring along object if you could have carried them
        • can bring one willing creature, within 5ft
        • fails if that place has a creature or object, 4d6 force damage
    4. Honorable Mentions
      • Slow
      • Tiny Servant

4 Level

  • Worst
    1. Elemental Bane, conc, 1 target, st
    2. Confusion, 10ft rad, st every rd
    3. Grasping Vine, conc
  • Best
    1. Polymorph
      • boost injured, low hp fighter
      • buff, heal
      • Giant Ape, lots of hp, throw rocks
      • or vs enemy, take him out of the fight, drop him in the volcano
      • familiar flys up and drops him
    2. Find Greater Steed
    3. Conjure Woodland Beings
  • Overrated
    1. Stoneskin, 100gp, 1h, conc, resis non-magical spb damage
    2. Banishment
      • good
      • 1 cr, CHA st, conc, incap
    3. Phantasmal Killer, 1cr, st, frightened 1r, st, 4d10, st
  • Underrated
    1. Fire/Chill Shield, no conc, resistance to f/c, 5ft 2d8
    2. Otiluke's Resiliant Sphere
      • large or smaller
      • DEX, can't cast, can't attack
      • can cast on self or ally, can bring back whenever
    3. Guardian of Faith
      • protection for campsite, 8h, enemies 20pt radiant damage
      • cast it in combat, 1a, no conc

5 Level

  • Worst
    1. Immolation (xgte)
      • DEX 8d6/half
      • same as fireball, but that's splash
      • this is 1 cr
      • conc
      • following rds, 4d6
    2. Enervation
      • conc
      • 60ft
      • DEX 4d8/half
      • next action, 4d8
      • they can run
    3. Wall of Light (xgte)
      • not a wall, obscures vision
      • provides light
      • conc
      • CON save, 4d8, blinded, another save
      • 4d8/turn, if they don't just leave
      • can use action to attack, 4d8 radiant
      • wall reduces in size
  • Best
    1. Wall of Force
      • no save
      • indestructable
      • need dispel magic, disintegrate
    2. Animate Objects
      • 10 tiny, 10d4+40/rd
      • can move objects
      • bust doors
    3. Circle of Power (paladin)
      • 30ft rad
      • adv saves vs magic
      • helps casters keep conc inside
    4. Contagion
      • suggested by commenter
      • target needs to make 3 saves
      • but check errata, it may have been nerfed
  • Overrated
    1. Swift Quiver
      • often recommended with Valor Bard Archer build
      • bards are not good archers, no archer combat style
      • bard spells don't help
      • need action to cast, shoot twice
      • then can fire 4/turn, but not special arrows
      • fighters do better, attacking 4/turn normally, 6 with action surge
      • ok if you're a ranger
    2. Hold Monster
      • 1 cr, save every rd
      • could turn out well, but probabalistic
    3. Flame Strike (cleric)
      • ok, not great
      • 8d6, 10ft rad, column, half radiant/fire
      • just a bad fireball
  • Underrated
    1. Antilife Shell (druid)
      • conc
      • 10ft rad, no living creature can come in
      • prevents melee
      • essentially a force field
      • can restrict enemy movement, block exits, cover allies
    2. Awaken
      • no conc
      • charmed plant
      • probably likes you afterwards
      • can join your party
    3. Banishing Smite (paladin)
      • melee or ranged
      • banished if <= 50hp

6 Level

  • Worst
    1. Circle of Death
      • kind of a big fireball
      • CON save
    2. Move Earth
      • dirt, sand, clay
      • not stone
    3. Investiture of Wind
  • Best
    1. Contingency
      • 10d
      • trigger
      • result: otiluke's, dimension door
      • die => revivify
    2. Mass Suggestion
      • up to 12 cr
      • no conc
      • 24h
    3. Heal
      • 70 hp
  • Underrated
    1. Word of Recall (cleric)
      • teleport
    2. Create Homunculus
      • a little better than Find Familiar
      • adds another sidekick
      • cast on rest day
      • don't give homey your hp
      • better scout, no 100ft range limit–same plane
      • has hands
    3. Eyebite
      • conc, 1m
      • different cr each rd
      • save, effect: frighten and run, unconcious, (don't choose sickened)
      • good for multiple 3-10, tough cr
  • Overrated
    1. Tensor's Transformation
      • conc
      • turns wizard into a martial character
      • adv on attack rolls
      • adds 2d12, second attack
      • 50 temp hp
      • prof heavy armor, shield
      • lose conc, have to remove armor
      • Comment
        • Let's analyze how good this spell is with the Bladesinger wizard. Now we will look at it assuming that no magical items are available but keep in mind that with magical armour, weapons and with some wonderous items the power of this spell increases and can increase significantly.
        • So you on your first turn you will activate Bladesong and cast Tenser's Transformation. Then put away your arcane focus and pull out your second shortsword. Now lets assume you are at level 12 and your dex score is at 18 and int is at 20. Your AC will be 13(mage armour)+4(dex)+5. That would be an AC of 22. This is a very decent AC score for a melee attacker and this will get better if you gain access to items like +2 or +3 studded leather armour or bracers of defense. The extra 50 THP also goes a long way in significantly increasing your sustainability. Now if you are worried about failing your Con save, the features of this spell and Bladesong have you covered. Assuming your Con score is 14 your Con save will be 2+4+5. That is a con save of +11 and for you to not auto pass your con save a creature would need to deal at least 26 damage to you. Now lets say you took more than 26 damage in one hit, well Song of Defense has you covered there. You can burn a low level spell slot, reduce the damage and lower the save DC for you. Now lets take a look at the damage of this spell. With 2 shorts swords and a dex of 18 your are dealing 3d6+6d12+8(average of 57.5 damage). This damage will increase with magical weapons like +1/+2/+3 shortswords and strength boosting items. With the magical weapons you can bypass resistances to not hinder your damage. The damage will also increase once you reach level 14(an increase of +15) thanks to Song of Victory. We should also mention that you are attacking with advantage which significantly reduces the chances of you missing. Now lets assume everything goes wrong and you fail your concentration check. In this case you just continue on doing wizard things since you don't have to remove armour or take off a shield. All of the drawbacks you mentioned aren't even drawbacks in this case. We don't need to cast other wizard spells because we are using our concentration and doing efficient and effective damage as a Bladesinger. I hope you read this post and it changes how you look at this spell. Even if this post doesn't change your mind, thank you for reading this post anyways.
    2. Otto's Irresistable Dance
      • 1 cr, disadv DEX saves, attack roles
      • each rd, WIS save
    3. Disintegrate
      • 10d6 + 40 force
      • DEX save/nothing
      • high level cr have great saves
    4. True Seeing

7 Level

  • Worst
    1. Mordenkainen's Sword
      • uses conc, action, ba
      • compare to Spiritural Weapon (2, cleric)
    2. Regenerate
      • 4d8+30 (worse than Heal)
      • 1hp/rd after that
      • can save you if you drop to 0hp, but still weak result
    3. Prismatic Spray
      • cones are easy to get friendly fire
      • random effect
  • Best
    1. Simulacrum
      • duplicate beast/human
      • half hp, no equipment
      • all spells and abilities, can't regain after they're used
      • can dup yourself
      • 1500gp
    2. Force Cage
      • 20x20x20ft cube, huge, gargantuan
      • save to teleport
      • can't break with Dispel Magic
    3. Plane Shift
      • combat goes bad, leave with entire party
      • can go anywhere
      • expensive banishment (4) if needed
  • Overrated
    1. Delayed Blast Fireball
      • 12d6
      • conc until explosion, each rd +1d6
      • bead can be thrown
      • have to avoid ff
    2. Finger of Death
      • 1 cr, avg 55 necrotic
      • CON/half
      • kill it, it comes back as a zombie
    3. Project Image
      • conc
      • creates image of yourself
      • can move it around
      • can see through it
      • similar to Trickery Cleric Level 2 spell
  • Underrated
    1. Divine Word
      • ba, 30ft rad
      • blind, restrain, ko low hp enemies
      • mass banishes monsters from another plane
      • no conc
    2. Etherealness
      • entire party
      • bypass challenges
      • more than just a passwall
    3. Conjure Celestial

8 Level

  • Worst
    1. Power Word Stun
    2. Control Weather
    3. Glibness
      • auto 15 on CHA check
      • undetectable
      • 1h
    4. Abi-Dalzim's Horrid Wilting (nec, xgte)
    5. Telepathy
  • Best
    1. Animal Shapes (Druid)
      • willing cr withing 30ft
      • transform them all into <=CR4 beasts
      • can change the forms every rd (full hp)
      • 24h
    2. Maze
      • enemy banished to plane, no st
      • to return, INT check DC 20, no magic or legendary resistance
    3. Antimagic Field
      • spells or spell-like effect
      • spell attack
      • fueled by spell slot
      • magical object (not artifacts)
  • Overrated
    1. Clone
      • good
      • 1000gp, 2000gp
      • 120 days to be ready
      • lose equipment
      • lose ability to be raised
        • equiped and ready in combat
    2. Dominate Monster
      • 1cr, st
      • in combat, save with adv
      • takes damage, another save
      • conc
      • short duration
      • action to control
    3. Feeblemind
      • 4d6 psychic damage
      • INT save, INT=1, CHA=1 for 30 days
  • Underrated
    1. Antipathy/Sympathy
      • 10 days
      • lots of saves required, uses up legendary saves
      • no conc
      • can cast repeatedly for cumulative effect
      • have to know what you're up against
    2. Demiplane
      • treasure rooms
      • long rests
      • escape, large can't get in
      • no V component
      • prison for medium or smaller
      • mass teleportation
    3. Earthquake
      • cr DEX prone
      • cr DEX pit
      • spellcasters CONC save, DC = your spell DC
      • large area of effect

9 Level

  • Worst
    1. Weird
      • 30ft rad, st, frightened
      • st 4d10
      • fear (3) better
      • just bigger range
    2. Power Word: Kill
      • guess their hp right or nothing
    3. Imprisonment
      • save or die
    4. Storm of Vengeance
      • story value only
      • huge aoe
  • Best
    1. Wish
      • emulate any spell <=8 in the game
      • only V component
      • other things too, but don't do it, can make it impossible to cast wish again, unless part of the story
      • once a day
    2. True Polymorph
      • Adult Dragon
      • Legendary resistance, breath weapon, etc.
      • can be permanent until dispelled
      • turn a tree into a friendly dragon
      • turn a dragon into a tree
    3. Foresight
      • 8h, no conc, self or another
      • adv or disadv buff
    4. Psychic Scream
      • Int save, Stunned condition, no concentration
    5. Prismatic Wall
      • like Wall of Force, but no conc
  • Overrated
    1. Invulnerability
      • good
      • drawbacks
        • self only
        • conc
        • 10m
        • only damage, doesn't prevent stun, polymorph, charms
    2. Time Stop
      • used to be great, now ok or bad
      • d4+1 rds
      • can't do much
    3. Mass Polymorph
      • ok
      • 10 person save or polymorph
    4. Gate
      • used to be that they'd be compelled to serve you, not anymore
  • Underrated
    1. Shapechange
      • self only
      • change form with your action
      • can't get legendary actions, but legendary resistances ok
      • used up leg res?, change to another creature
      • can't cast your spells, but can use the cratures innate spells
      • frightful presence
    2. Meteor Swarm
      • 500ft
      • 40d6
      • 40ft rad
      • worthy 9th level blast spell
    3. Mass Heal
      • in or out of combat
      • healing pool, good since damage isn't distributed evenly
      • 700hp
      • 8th level heal, 100hp

Feats

Worst

  1. Dungeon Delver
    • don't get -5 perception rolls travelling at fast pace, rarely used?
    • adv secret doors, but probably everyone is looking already
    • adv st trap damage, just be careful
  2. Skulker
    • stealth expert?
    • not useless, but not especially useful
    • perception in dim light? often?
    • stay hidden if miss attack, maybe ranged, but attack from stealth has adv, so probably won't miss anyway
  3. Savage Attacker
    • can reroll damage 1/rd
    • only weapon damage
    • d12 or 2d6, difference between 1-2 pts
  4. Weapon Master
    • +1 str or dex
    • 4 weapons to be proficient in
    • good for story
    • maybe multi-class to get weapon proficiency

Best

  1. Lucky
    • good for any character
  2. Sharpshooter/Great Weapon Master (tie)
    • trade -5 attack for +10 damage
  3. Sentinel
    • good early if it fits your build idea
    • hold an enemy in position
    • works well with Polearm Master
  4. Alert
    • +5 initiative roll
    • hidden attackers don't get adv
    • can't be surprised, hugely helpful
    • good for god wizards

Overrated

  1. Elven Accuracy
    • if +1 attack, third die damage
  2. Crossbow Expert
    • not an extra attack
    • option for bonus action
  3. Shield Master
  4. Dual Wielder

Underrated

  1. Inspiring Leader
    • temp hit points, level + CHAmod
    • to whole team
    • refreshes on short rest
  2. Magic Initiate
    • Find Familiar best 1st level spell in the game
    • can avoid needing high casting ability
  3. Moderately Armored
    • also shields, +2 AC
    • big jump up from light armor
  4. Ritual Caster

Trickery Clerics

Part 1: Why is a Trickster Cleric good?

  • most underrated subclass in D&D
  • clerics can use bonus actions a lot
    • healing word
    • spiritual weapon
  • have to consider economy of bonus actions
  • common attack sequence at around 5th level
    • rd1: cast spirit guardians
      • scales well as higher level slot become available
    • rd2: cast spiritual weapon
      • scales up ok
    • rd3: weapon attack or offensive cantrip
  • clerics potent at lower levels, not as strong later
    • healing word
    • spiritual weapon
    • spiritual guardians
    • all work together
    • after level 3-7, good but not as much oomph
  • prefers shield plus attack cantrip
    • one attack, so one weapon attack is low damage
    • can use booming blade to help
    • harder to cast spells while holding weapon
    • weapon attacks must be melee, cantrips have range
    • level 8 might get divine strike to strengthen weapon
      • but by level 8, clerics are becoming full spellcasters
  • compare trickery with arcana subclass
    • level 1
      • trickery
        • blessing of the trickster (1h)
          • give someone adv on stealth
          • can stack with guidance (1m), uses concentration
      • other clerics
        • get heavy armor prof, martial weapon prof
          • ha just +1 ac
          • don't often use weapon, already have a mace
      • arcana
        • two wizard cantrips, prof arcana (INT)
          • maybe prest., ray of frost
          • maybe booming blade, flame blade
            • but sticks you in melee
    • level 2
      • trickery
        • channel divinity: turn undead
        • channel divinity: invoke duplicity
          • create illusory duplicate, 1m, 30ft, conc
          • ba move 30ft, within 120ft
          • can cast as if from its location
          • get adv if you and dup within 5ft of enemy
          • illusions are a bit DM dependent
          • competes with spiritual weapon]]
            • both use bonus action to move
      • arcana
        • channel divinity: Arcane Abjuration, 30ft
          • WIS/turns celestial, elemental, fey, fiend
          • turned for 1m or until takes damage
          • at 5th, turns some low CR cr
    • level 6
      • trickery
        • Cloak of Shadows
          • use action to be inv for 1 rd
          • slightly better disengage
      • arcana
        • Spell Breaker
          • when restore hp on someone, can also remove one spell effect
          • like dispel magic
    • level 8
      • trickery
        • Divine Strike
          • can deal poison on melee attack
          • level 8: 1d8
          • level 14: 2d8
          • not using weapons at higher levels
          • poison most commonly resisted damage type
      • arcana
        • Potent Spellcasting
          • add WISmod to catrip damage
          • rare we're using a cantrip
          • low compared to total damage we're doing
    • level 17
      • trickery
        • get 4 dups
      • arcana
        • choose 4 spells from the wizard list from levels 6,7,8,9
        • add them to domain spells
        • amazing, but unlikely to reach this level
    • domain spells
      • trickery
        • 1: charm person, disguise self
        • 3: mirror image, pass without a trace
        • 5: blink, dispel magic
        • 7: dimension door, polymorph
        • 9: dominate person, modify memory
      • arcana
        • 1: detect magic, magic missile
        • 3: magic weapon, Nystul's magic aura
        • 5: dispel magic, magic circle
        • 7: arcane eye, Leomund's secret chest
        • 9: planar binding, teleportation circle

Part 2: Leveling up an example Trickster Cleric

  • Level 1
    • Goddess: Tymora
      • good
      • trickery
    • Race
      • prefer +1 WIS
      • consider: aarakocra, hill dwarf, wood elf, ghostwise halfling, kenku, variant human
      • Variant Human
        • Feat
          • War Caster
          • Resilient
          • Lucky
    • Background
      • Criminal Spy
    • Attributes
      • 8 14 14 10 16 12
    • Equipment
      • at early levels, better to go heavier armor with high ac
        • don't worry about stealth disadvantage
        • can change later
    • Spells
      • Charm Person, Disguise Self
      • 0: Guidance, Toll the Dead, Light
      • 1: Bless, Healing Word, Detect Magic (rit), Detect Poison and Disease (rit)
    • 10hp, AC18
    • Combat
      • rd 1: bless (makes others deal more damage)
      • Healing word if someone goes down
      • toll the dead
  • Level 2,3
    • Invoke Duplicity
    • Turn Undead
    • lots of spells because of domain spells
    • with spiritual weapon, bonus actions are valuable
      • use cure wounds, action, instead of healing word, ba
      • or keep both, touch vs ranged
  • Level 3
    • combat
      • ba, spiritual weapon
      • a, toll the dead
  • Level 5
    • ASI, WIS
      • maybe feat for improved concentration
    • blink
      • need an action to set up
      • can stack with mirror image
      • while you're in the ethereal plane:
        • you can't be targeted
        • you're not there, so no AoE damage
    • dispel magic
    • spirit guardians
      • scales well
    • sacred flame
    • combat
      • rd 1: spirit guardians
      • rd 2: spiritual weapon + cantrip like Toll the dead
      • 35 damage to one target, 13.5 damage to group, per rd
  • Level 7
    • good level for Trickery Clerics
    • 4th level spells
    • dimension door (extra person your size or smaller), polymorph
    • aid (2), sanctuary (1)
    • Cloak of Shadows
  • Level 9
    • ASI at 8, WIS=20
    • dominate person, modify memory
    • greater restoration
      • for petrification
      • ability score gets zeroed
      • hp max down to zero
    • scrying (5)
    • contagion (check errata)
    • 28 prepared spells! (24 + cantrips)
  • Level 12
    • ASI, feat: resilient CON
    • utility cantrip, mending
    • 6th level spells
    • heal
      • 70 hp
    • word of recall
      • teleport to deity's temple
    • blade barrier
    • rarely using weapon
  • Level 16
    • ASI, feat, CON increase?, Tough
    • conjure celestial, quaddel
    • plane shift or etherealness
    • resurrection
      • but don't keep it prepared
      • it can wait one more day
    • anti-magic field
      • go toe to toe with enemy caster
      • neither can use magic
      • bring a friend to kill him
  • Level 20
    • ASI, Alert
    • many 9th level spells have costly, consumed components
    • mass heal (9)
      • cures 700hp on targets within 60ft
      • cures diseases, blindness, deafness
    • astral projection (9)
    • death ward (4)

Mage Initiate

  • no ability score requirements
  • avoid to-hit rolls, saving throws without good spellcasting score
  • best list: wizard
  • good: cleric, druid
  • worst: bards (CHA dependent); sorcerer (smaller list than wizard)

Cantrips

  • Booming Blade
    • better here than Green Flame Blade
      • needs good ability score
    • good for oportunity attacks
    • good for readied action
    • good for rogues, clerics
  • Friends
    • hostile in 1m
    • get past a guard; set up an angry pawn as a setup
    • good for face character
  • Guidance
    • +1d4 on ability checks
    • use it all the time
    • cleric, druid
  • Light
    • see past darkvision restrictions
  • Mage Hand
    • 30ft
    • avoid traps on chests, doors
  • Mending
    • < 1ft diameter
    • repair broken arrows
  • Message
    • short range telepathy
    • good for social situations
  • Minor Illusion
    • 5ft sq
    • image or sound
    • hide behind it
    • sound of approaching force
  • Move Earth
    • situational
    • 5ft sq/rd
    • "loose earth," not packed earth, roads, stone
  • Prestidigitation
    • more to impress people
  • Shillelagh
    • need good Wisdom
  • Spare the Dying
    • healing is better
    • maybe no cleric

1st Level (once per day)

  • Bless
    • 1a, 3 targets, +1d4 attack rolls, saving throws, concentration, 1m
  • Feather Fall
    • 5 cr
    • fall off your flying mount
  • Find Familiar
    • scouting, messages
    • flying is better
    • ground creatures are inconspicuous
    • wizard spell list only
  • Goodberry
    • 10x 1hp healing potions
    • rations are heavy
    • druid spell list only
  • Hex
    • 1h, + 1d6 to all attacks
    • good for grapplers
    • concentration
    • not so good for one big attack (rogue)
  • Shield of Faith
    • +2 AC

Five Rules for Players

  1. The DM is the arbiter of the rules
  2. Treat everyone at the table with decency
  3. Have fun
  4. Never interfere with the fun of other players
  5. Don't cheat

Minor Illusion

  • 5ft cube
  • Either:
    • simple visual
    • complex audio

Blockade

  • caltrops on the floor
  • bear trap
  • fence

Distraction

  • screams for help

Intimidation

  • roaring sounds, tiger
  • allied reinforcements, wizard says he'll cast fireball

Alternate Targets (know DM)

  • can't be creatures, but …
  • statue of creature

Obscuration

  • place crate as full cover
  • place illusionary wall to allow a player to move without AoO

Find Familiar Guide

  • 10gp cast
  • can cast again to change its form
  • spirit with animal form
  • has its own turn
  • can't attack (can't make attack roll)
  • hard to use as as offensive touch spell deliverer
  • can communicate telepathically
  • can see through its eyes
  • can disappear and wait for summons
  • appears within 30 ft, so sort of utility short-range teleport
  • few hp
  • player has few options per turn
    • movement, action, bonus action, reaction
    • even the small additions to that can be useful
  • scouting
    • can see through its eyes withing 100ft
  • warlocks have improved familiar options
    • some can become invisible
      • can use help action to help attack
      • less likely to get hit
  • ally goes down (unconscious)
    • feed them a healing potion
      • 15lb per point of STR
      • familiars are tiny so halve that
      • familiar could theoretically carry 44 healing potions
      • so 1-4 should be an easy argument
      • familiars don't have hands
      • maybe owls can do it
    • deliver touch spells to ally
      • cure wounds
      • darkvision
      • death ward
      • fly
      • freedom of movement
      • greater invisibility
      • greater restoration
      • guidance
      • lesser restoration
      • magic weapon
      • protection from energy
      • protection from good and evil
      • protection from poison
      • true seeing
      • spare the dying
      • revivify
  • familiar can use the help action offensively
    • less cheese if use during a particular hairy movement
  • give familiar dragon's breath
    • area of effect doesn't count as an attack (no attack roll)
  • some forms have special ability
    • octopus: ink cloud
    • owl: fly-by attack
    • poisonous snake: blind-sight 5ft
    • weasel: stealth+5, hide
    • hawk: keen sight
  • familiar using a magic item
    • magic items change size to fit the wearer
    • rings
      • ring of spell casting
      • familiar has its own concentration

Houserules for D&D 5e

  • easy to get houserule fatigue
    • can't keep up with them all

Short Rests

  • Short rests can be completed quickly but are limited to 2 times per long rest
  • one round of non-combat
  • some classes really spring back from short rests, some don't

Humans

  • Variant Human is more powerful than other races; standard human weaker
  • Variant Human feat is gained at level 4

Rage

  • Barbarian Rage maintains as long as your character is doing something ragey.
  • let's him run towards an enemy if he's more than one round away.

Berserker

  • Problems with class.
  • Try Xanathar's Zealot path instead.

Moon Druid

Monk

  • weakest class in the game
  • Monks get 3 rounds of patient defense with a single ki point – maybe they should be able to use their bonus action to dodge for free?
  • Elemental Monks get an "elemental point" at levels 5, 10, 15. They can use these like a ki point, but only for spells.

Ranger

  • weak after level 5, so multiclass
  • Beastmaster rangers' pets continue to attack after the first command.

Sorcerer

  • wild magic is weaker than other options
  • rarely actually use the wild magic table
  • Wild Magic Sorcerers roll for every non-cantrip they cast. 1 or 20 consults the table. Spend a Sorcery point to consult the table automatically.

Warlock

  • Warlocks get Medium armor and shield proficiency if they take Pact of the Blade. Hexblades have the same requirement.

Fighter

  • Dual Wielder Feat offers a 2nd attack with your off-hand using your bonus action at level 11.

Potions

  • Potions are a bonus action to drink.

Spells

  • Depending on the campaign
    • Eliminating Resurrection and Raise Dead type spells increases danger to the characters. Sometimes death being final isn't a bad thing.

Inspiration

  • Inspiration is awarded by a token. That token can be awarded by anyone. Put the token back when used. If there are no tokens, inspiration cannot be awarded.

Spell Focus

  • Spell Focuses provide the material component of the spell, even if it is of value and/or consumed. Those components are still required and are still consumed.
  • Component must be on you body.

Ammo

  • Ammo is infinite.

Find Traps

  • Find Traps actually finds traps.

House rules he's considering

  • Describe your character's action to get a +1 to hit or to DC of a spell.
  • You can use Inspiration after the roll to five you a second roll, rather than gaining advantage before the roll.
  • Dropping to 0 hp gives you one level of exhaustion.
  • Any race can exchange their +2 stat bonus for a feat.
  • Sharpshooter and Greater Weapon Mastery provide penalty to hit equal to proficiency bonus and bonus to damage equal to twice that amount.
  • Assign where your racial ability scores go yourself.
  • Dragonborn can use their breath weapon as a bonus action.
  • Help actions require proficiency in the action being attempted.
  • Ammo is tracked by encounter rather than by individual arrow or bolt.
  • Critical hits do max damage rather than doubling dice.
    • but rolling a giant handful of dice is fun
  • Warlocks use INT as their primary ability score.
  • If two enemies are in darkness they both get disadvantage.
  • If you throw a weapon with the thrown property, you can throw another weapon with the thrown property for free.

Comments

  • Races get their +2 ability score improvement where the book says it goes, but the player can put the +1 score anywhere.
  • Level of exhaustion after succeeding on death saves, but not during tier 1.
  • free feat at level 1 (ban variant human); open to exploit; maybe give feat at level 4, or trim feat list
  • Different approaches to wild magic chart
  • Warlocks can choose any single target cantrip instead of Eldritch Blast.
  • Crits are normal damage roll + maxed damage dice
  • Crits as normal but allow one die to be maxed.
  • Crits: extra damage is d4+d6+d8+d10+d12
  • On exhaustion after death saves, exchange exhaustion level 2 effect (movement halved) with level 3 (disadvantage on ability checks). That way if characters are overwhelmed, then can still run away.
  • Level 1 characters without Perception get a free skill or tool proficiency.
  • Reduce exhaustion on a short rest with food and water.
  • Eating and drinking during a rest provides advantage on hit dice rolls. (Could interfere with Durable Feat.)
  • If at full hp during a short rest, gain temp hp equal to character level. (Could interfere with Inspiring Leader feat.)

Shadow Sorcerer

  • nothing is as good as a wizard
  • sorcerer specializes in a few spells
    • more similar to a warlock
  • must really choose the right spells for your build
  • flexible casting
    • spell slots are rare, don't convert to points
    • maybe at the beginning
  • shadow sorcerer focus is buffing, debuffing
  • metamagic
    • careful spell
      • not so good with fireball
      • hypnotic pattern, fear – better
      • only works on effects the first round
    • distant spell
      • double range
      • sounds better than it is
      • spell choices don't fit
    • empowered spell
      • reroll damage dice
      • combines with other metamagic
      • small benefit, but cheap
    • extended spell
      • least favorite
      • doubles duration
      • normal durations, 1m, ..
      • rarely need longer duration
      • maybe a few strategic uses
    • heightened spell
      • good
      • target gets disadv on st
      • multiple targets, hypnotic pattern
        • make big guy disadv, also hit minions
    • quickened spell
      • action to bonus action cast
      • other spell has to be a cantrip
      • best to use your action for a wand or potion
        • don't cast a cantrip
        • eyebite
    • subtle spell
      • no somatic or verbal components
      • cheap
      • circumstantial
      • but useful
      • combine with enchantment or illusion
        • no one knows a spell is being cast
      • non-combat uses
    • twinned spell
      • spell with one target, becomes two targets
      • great for the right spell choice
      • haste, polymorph, invisibility
      • expensive, 1 pt per level of spell
      • once in a blue moon
  • shadow sorcer
    • plane of shadow
    • 1st: darkvision
    • 1st: strength of the grave
      • 0 hp, CHA 1 hp, unless from radiant
    • 6th: Hound of Ill Omen
      • howling creature
      • ba, 3sp, not a cast, dire wolf, medium, monstrocity, hp half sorc level
      • knows target's location
      • own init
      • aoo
      • target disadv st against your spells, when wolf close
        • put it beside target
      • hound, min, 40 hp
      • put hound in wall, 5hp damage/r, but can't be attacked
      • 3sp, much better than heightened spell
    • 14th: Shadow Walk
      • move from shadow to shadow, 120ft
      • unlimited, ba, not a spell
    • 18th: Umbral Form
      • 6sp, expensive
      • shadowy form
      • resistant to all, except radiant and force
      • great self buff
      • incorporeal
  • creation
    • might as well choose non-darkvision char
    • variant human
  • CHA, DEX
  • feat
    • alert
    • war caster
    • lucky
  • ability scores

    STR DEX CON INT WIS CHA
    8 16 14 10 8 16
    -1 3 2 0 -1 3
  • prof
    • intim
    • decep
  • background
    • criminal
      • stealth
      • acrobatics
  • equipment
    • crossbow
    • dungeoneer's pack
  • cantrips
    • ray of frost
    • minor illusion
    • mage hand
    • acid splash, no attack roll
  • 1st
    • mage armor
    • sleep
  • Level 2
    • font of magic, sleep
  • Level 3
    • metamagic: subtle, twin
    • drop sleep
    • add shield
    • 2nd: suggestion (DM dependent), levitate
  • Level 5 (?)
    • cantrip: message
    • 3rd: hypnotic pattern, haste
  • Level 4
    • ASI: CHA 20
  • Level 5
    • 5sp
  • Level 6
    • shadow features
  • Level 7
    • 4th: polymorph (good to 11 or 13), dimension door
    • 7sp, goes fast
  • Level 9
    • CHA 20
    • 5th: Hold Monster (good combo with hound), Banishment
    • char isn't an Animate Objects kind of guy
  • Level 11
    • quicken spell
    • cantrip: Presti or Mending
    • 6th: (Mass Suggestion), (Sunbeam), Eyebite, Synaptic Static (blast + debuff)
  • Level 13
    • ASI: Inspiring Leader, (Lucky)
    • 7th: Plane Shift, (Teleport), Hold Monster (5th in 7th slot)
    • Polymorph not so great anymore, add Absorb Elements
    • 13sp
  • Level 15
    • shadow walk, ba, not a spell, good in dark areas
    • 8th: bad choices, Earthquake, Hold Monster (5th in 8th slot)
    • drop Levitate, add Counterspell
  • Level 17
    • metamagic: careful, (heightened)
    • ASI: Toughness
    • 9th: Wish
  • Level 20
    • ASI: Lucky
    • umbral form
    • sorcerer's restoration
  • weak on WIS saves
  • Comments
    • 3y as a sorcerer, twin harder to use than expected, subtle is amazing, empower great

Fudging Die Rolls

On not fudging

  • players notice patterns, lose trust in you
  • all rolls become suspect
  • players lose sense of risk
  • announce DC before check or st
  • four pillars of a great roleplaying experience
    • a good story
    • good roleplaying
    • PC empowerment
    • risk of failure

Need to succeed on check to advance story

  • design encounter so success and failure have pathways to a good ending
  • or don't have a roll if the result is vital
    • let them roleplay it
    • or point them to learn stepping stones that will end up with a good result
  • explain risk of a roll, if death or failure is an option

Need to change result on random encounter roll

  • encounter would be boring
    • narrate encounter
    • or use it to give players a hook for future play
  • encounter too difficult
    • give players a tactical, positional advantage
    • provide a way out
    • let them see it coming and let them choose to engage or not
  • fix/personalize your encounter table

Need to change result of random treasure roll

  • don't roll, pick
  • know the treasure ahead of time

Need to improve Enemy roll to boost encounter

  • he likes first encounter of the night to be easy
  • can add an enemy
  • let next encounter be more difficult

Need to keep PCs from being killed by enemy

  • or Accidently made encounter too difficult
  • consider at encounter build time
    • how can they escape
    • how can they improve their tactics
  • NPC don't know you need to keep attacking them when PC is down
    • unless they watch someone get healed and get back up
  • if PC ignores risks, let them die
  • deus ex machina
    • should have set up the possibility ahead of time
    • make them indebted

Review

  • make first encounter easy
  • provide opportunity to escape
  • failure should be an option
  • don't finish off a dying character
  • if all else fail: deus ex machina
  • Climax battle
    • let one side decisively win

Beginner's Guide: Arcane Trickster

Rogue Basics

  • stealth, picking locks
    • but any char can do it
    • thieves' tools
      • pick locks
      • disarm traps
    • thieves' cant
  • sneak attack
    • expected to do damage in battle
    • extra 1d6
      • bow ok
      • ally within 5ft
      • attacking with adv
    • ranged or finesse weapons
  • many skills, expertise
    • four, best in game
    • two expertise
      • two more at level 6
  • weak defense
    • can go down quickly
    • d8 hit die
    • light armor only
    • good weapon choices
      • no long bows
      • can choose a race to give that
  • st: DEX, INT

Rogue Build, Arcane Trickster

  • Level 1
    • only using PHB
    • skill prof
      • perception
      • stealth
      • sleight of hand
      • acrobatics
    • expertise
      • perception
      • stealth
    • background
      • don't worry; can customize
      • criminal
        • arcana
        • playing card set
        • disguise kit
    • ability scores
      • std array
      • STR 8
      • CHA 10
      • WIS 12
      • INT 13
      • CON 14
      • DEX 15
    • race
      • want DEX +1, halflings, elves, etc.
      • high elf
        • DEX +2
        • darkvision
        • keen senses: perception
          • already have it
          • investigation
        • fey ancestrey
        • trance
        • lang
          • common
          • elvish
        • INT +1
        • elf weapon training
          • longbow
        • starting cantrip
          • minor illusion
          • (booming blade)
          • (green flame blade)
        • extra lang
          • dwarvish
    • equipment
      • easier to just take starting equipment
      • rapier or shortsword
        • rapier
      • shortbow
      • burgler's pack
        • ball bearings, very rogue-like thing to do
        • bell
        • crowbar
        • hooded lantern
      • leather armor
      • two daggers
      • thieves' tools
      • another crowbar
      • dark common clothes, hood
      • gp
    • make sure we have sneak attack
      • hide before combat
      • attack enemies with ally beside them
      • melee or ranged
      • ranged a little better, upgrade to longbow soon
      • don't waste action trying to hide in melee
    • scout?
      • trouble, can die fast
      • stay within 15-20 ft
      • have second guy have light source
  • Level 2
    • cunning action
    • minor illusion to make something to hide behind
    • bonus action to hide
    • next attack has adv
    • longbow d8
    • studded leather, AC 15
  • Level 3
    • arcane trickster
    • 3 cantrips
    • mage hand, presti., message
    • two first level spell slots
    • 3 spells known
    • two must be ench or ill
    • color spray (hp count), disguise self, find familiar (shield)
    • familiar can be ally within 5ft of enemy
    • sneak attack 2d6
    • mage hand legerdemain
      • invisible
      • stow an obj
      • retr an obj
      • use thieves' tools
      • DEX not be noticed
      • control with cunning action
      • pick locks, disarm traps at range
      • pick pockets
  • Level 4
    • use ASI to max main ability score
    • but have 17 in DEX
    • athlete feat, +1 DEX
      • can stand up 5ft movement
      • climbing, no extra movement
      • long jump shorter room
    • one more 1st level spell, one more spell known
      • tasha's hideous laughter
      • set's up sneak attack
    • 31 hp
    • AC 16, with DEX increase
    • init +4

Dancing Lights (0, evo-c, 120ft, 1m)

  • action, VSM
  • bonus action, move 60ft
  • only 1m, concentration, limited range, only dim light
  • but you can move it around
  • surround party such that they are in darkness, but surrounded by light
  • signalling, shapes for different meanings
  • highlighting cr that are invis or stealth that the spellcaster sees

Party Roles

Influence of Video Games

  • DPS, healer, tank
  • simplified interface

Challenges

  • puzzles
  • uncertain what all these are
    • need to succeed at these too
  • combat
  • tactics
  • how do we build a character to do all these
  • so much variety of class builds
    • a lot of overlap

Out of Combat

  • The Face
    • charisma, social skills, persuasion, etc
  • The Scout
    • stealth, dex, light armor, perception, traps, tracking, darkvision
    • don't send them too far ahead
    • don't want other players to just sit there while the scout is away
    • scout is easily killed
  • The Muscle
    • lifts the gate, bashes down the door, pushing guard out of the way
    • can have dex fighters but end up without a strength guy
  • The Utility Caster
    • detect magic, comprehend languages, rituals
  • Knowledge Guy
    • Nature, Lore, History, research, high INT, investigation, Religion
  • The Lump
    • bored if it isn't a fight
    • try to provoke a fight

Combat

  • Big Stupid Fighter/Tank
    • melee, draw attacks
    • need to survive
      • either avoid getting hit
      • or absorb lots of damage
    • better to have two
    • can do relevant damage, needn't be the most
  • The Glass Cannon
    • lots of damage
    • archers, rogues, sorcerers, warlock
    • maybe not the best defense
  • Single Target Striker
    • warlock, archer
  • Area of Effect Striker
    • fireball
    • should have single target options
  • Support/God Wizard
    • wizards, other classes
    • four pillars (should do at least two)
    • buffing allies
    • debuffing enemies
    • battlefield control
    • healing in combat
      • healing word, heal
      • not a good sole purpose
        • reactive
        • won't be able to keep up
  • "Roleplayer" who can't do anything

Wizards Guide

Earlier guide notes

  • Three roles of a Wizard
    • Battlefield Control
    • Debuff
    • Buff
  • skill: perception
  • wizard: int, con, dex, cha, …, wis, str
  • skills: arcana, history, investigation
  • feats: warcaster, resilience, elemental adept
  • ASI int to 20 first
  • Spells
    • Damage:
      • burning hands
      • shatter
      • flaming sphere
      • lightning bolt
      • fireball
      • ice storm
      • cone of cold
      • chain lightning
    • Battlefield control (probably only need one):
      • sleep
      • wall of force
      • hold person
      • hypnotic pattern
      • cloud kill
      • wall of fire
    • Emergency Spells:
      • shield
      • invisibility
      • mirror image
      • counterspell
    • Utility and Buff:
      • invisibility
      • telekinesis
      • teleportation circle
      • plane shift
      • dimension door
      • misty step
      • fly
      • passwall
    • Rituals:
      • find familiar
      • alarm
      • leomund's tiny hut
      • water breathing
      • rary's telepathic bond
      • detect magic
    • Information Gathering
      • arcane eye
      • scry
      • contact other plane

Introduction

  • Wizards are Awesome
    • versatility, utility
    • defense
      • block enemy spells
      • boost AC
      • relocate
    • Spell Quantity
      • Arcane Recovery
      • rituals
    • Preparation
      • change at long rest
    • best spell selection
      • many only on wizard list
    • varied and powerful subclasses
    • Wizards are nerds

Wizard Subclasses

  • misc
    • Color code
      • Blue, great
      • Green, solid recommendation
      • Purple, ok
      • Orange, circumstantial or not so good
      • Red, bad or not what it sounds like
    • Savant (orange)
      • cheaper, quicker to copy spells
      • doesn't happen a lot
      • wasn't especially expensive anyway
  • Abjurer (green)
    • Arcane Ward (2, blue)
      • shield that blocks damage
        • 2*wizard level + INTm
        • replenishes when cast abj spell
        • less damage means easier conc saves
    • Projected Ward (6, purple)
      • lend ward to another cr
    • Improved Abjuration (10, purple)
      • counterspell, dispel magic
      • can add PB
    • Spell Resistance (14, blue)
      • adv spell st
      • resistance spell damage
  • Conjurer (green)
    • Minor Conjuration (2, purple)
      • conjure obj, 3ft
      • have to think of a way to make it useful
      • what is an object?
      • examples
        • 3ft barrier to hide behind
        • is poison an object? a poisonous plant?
        • suddenly need a grappling hook? make it.
        • manacles
        • copy a key
        • create spell components? expensive components?
        • alchemist's fire?
    • Benign Transposition (6, green)
      • teleport
      • not casting a spell
      • can switch positions
        • get grappled, swap with the barbarian
      • do it once, but get it back when cast conj spell
      • enemy mage protected in their rear
        • misty step back there, then swap with fighter
      • uses action
    • Focused Conjuration (10, blue)
      • avoid conc saves with concentrating on conj spell
      • conjure elemental, if lose conc, elemental turns on party
    • Durable Summons (14, red)
      • summon a cr, 30 tmp hp
      • not a big deal
  • Diviner (blue)
    • Portent (2, super blue)
      • every day, roll 2 d20s
      • can replace attack, st, ability checks with those
      • as good as a mid level spell
      • allows more options when spells can fail due to an average st, can force a bad roll and likely failure
      • legendary saves bypass portent
    • Expert Divination (6, purple)
      • good, but not great
      • regain a lower spell slot
      • need to have used one
      • not a lot of divination spells
      • can't be higher than 5th level
    • Third Eye (10, purple)
      • choose one, darkvision, comprehend langs, see invis
    • Greater Portent (14, blue)
      • one more portent die
  • Enchanter (blue)
    • Hypnotic Gaze (2, blue)
      • cr, 5ft, WIS/charmed, incap, speed=0
      • lasts as long as you want
      • not conc
      • magical effect, not a spell
    • Instinctive Charm (6, green)
      • reaction, force op to attack someone else
      • sort of like shield, but doesn't use a slot
    • Split Enchantment (10, blue)
      • cast ench spell, targets 1 cr
        • target 2 cr instead
      • can do over and over again
      • makes weak spells better
      • tasha, then hyp gaze
      • hold monster, better
    • Alter Memories (14, purple)
      • cr doesn't know it was charmed, INT
      • circumstantial
  • Evoker (green)
    • good blaster
    • Sculpt Spells (2, blue)
      • can blast without as much concern
      • avoid allies with AoE
      • RAW: can't avoid yourself
    • Potent Cantrip (6, red)
      • cantrip damage with st, enemy takes half instead of none
      • don't use cantrips for long
    • Empowered Evocation (10, purple)
      • add INTm to one damage roll
      • it's ok
      • Frostbite can use both Potent Cantrip and Empowered Evocation
        • but casting a cantrip at 10th level?
    • Overchannel (14)
      • max damage plus INTm, 5th or lower
      • once per long rest (effectively)
  • Illusionist (green)
    • Improved Minor Illusion (2, purple)
      • one more cantrip
      • get both image and sound
    • Malleable Illusions (6, purple)
      • can change illusion elements in real time
      • framework can't move
      • frame of reference issues
      • have to be able to see all the area you're affecting
      • DM dependent
    • Illusory Self (10, purple)
      • once per short or long rest
      • reaction, cr attacks, put illusion in your place
      • not really better than shield
      • shield lasts a round
    • Illusory Reality (14, blue)
      • game changing
      • action, cast illusion
      • bonus action, make object real for 1m, no conc
      • stone wall
  • Necromancer (purple)
    • carry bones into the dungeon
    • make you skellies archers with magic bows
    • flavor other spells to fit the concept
    • Grim Harvest (2, red)
      • kill cr with spell
      • regain some hp
      • have to be wounded to benefit
      • not killing many creatures
      • necromancy spells doing damage are poor choices
    • Undead Thralls (6, green)
      • get animate dead
      • get two instead of one
      • better undead
      • doesn't scale especially well
    • Inured to Undeath (10, orange)
      • not useful against most creatures
      • necrotic damage is rare
      • maybe good in the right campaign
    • Command Undead (14, orange)
      • take control of someone else's undead
      • intelligent undead get adv on st
      • keep it until use this ability again
      • but some powerful undead out there
      • great in the right circumstance
  • Transmuter (purple)
    • combine with War Caster
    • easy to maintain conc
    • give stone to cleric casting spririt guardians
      • helps them with conc
    • Minor Alchemy (2, red)
      • wood, stone, metal
      • short time
    • Transmuter's Stone (6, green)
      • 8h to create stone
      • cast trans spell, change effects
      • prof con saves
      • some versatility
      • can pass it around
    • Shapechanger (10, red)
      • polymorph
      • once per short rest
      • cast on yourself, CR <=1
      • just utility
      • get mental aspects of target cr
    • Master Transmuter (14, green)
      • consume stone
      • major transformation
      • restore youth
      • restore lift, raise dead, no spell slot
        • still need components
      • panacea
        • remove curses, diseases, regain all hp
        • great
  • Bladesinger (green)
    • elves, half-elves
    • earlier editions, was fighter and wizard half and half
    • almost as good at melee as other chars at lower levels
    • survive low levels and become full wizard with occasional melee, esp when concentrating on something
    • Training in War and Song (2, purple)
      • prof light armor
      • prof melee weapon, probably rapier
      • prof performance
    • Bladesong (2, blue)
      • 1m
      • AC += INTm
      • speed += 10ft
      • adv acrobatics
      • conc st, add INTm
    • Extra Attack (6, purple)
      • good if have good weapon
      • can use bow
    • Song of Defense (10, green)
      • reduce damage with spell slot
      • don't want to lose slots
      • but improves conc saves
    • Song of Victory (14, purple)
      • damage += INTm
      • full wizard, 7th spells
      • still doing melee?
  • War Mage (XGTE, blue)
    • generalist
    • great for campaigns < 15th level
    • Arcane Deflection (2, green)
      • hit by attack, or fail st
      • reaction
        • if attack: AC +2
        • if st: add 4
      • can only use cantrips until end of next turn
    • Tactical Wit (2, blue)
      • init += INTm
      • good for battlefield control
    • Power Surge (6, purple)
      • gain "surges" when end spell effects with dispel magic or counterspell, up to INTm surges
      • reset to one at long rest
      • can use surges to add half wiz level to spell damage
      • weak damage
    • Durable Magic (10, green)
      • if concentrating
        • +2 to AC and st
      • combines with Arcane Deflection
    • Deflecting Shroud (14, red)
      • use Arcane Deflection
      • deal half wiz level to 3 cr, 60ft
      • weak damage
  • Comments
    • Conjurer
      • Durable Summons
        • Summon Lesser Demons, Conjure Minor Elementals
          • get lots of little creatures, so 30hp is a lot
    • Diviner
      • upcast Mind Spike, regain 4th level slot
    • Enchanter
      • Hypnotic Gaze
        • Hypnotic gaze suddenly makes a couple kinds of spells really interesting; you mentioned Greater Invisibility, but what about just Invisibility? HG isn't a spell or an attack, so would it break invisibility? RAW, certainly not, and as a DM, I'd probably allow it just because I love the idea of this invisible, enchanting entrancer.
        • The other spells this makes viable: Crown of Stars and Melf's Minute Meteors. If you're using your action to maintain concentration, you should be doing something with your bonus action—why not hurl some meteors to help out your party?
    • Necromancer
      • Control Undead
        • control White Dracolich
      • Jamie Katz
        • As someone who has played the Necromancer I wholeheartedly disagree with your assessment.
        • I love how you expound the value of "adding actions" with spells like find familiar and create homunculus but when you are confronted with a wizard who creates resilient action economy breaking minions you think the one feature that makes that sustainable is anything but light blue.
        • Describing Undead Thralls as making undead minions "just a little bit better…."
        • This feature should've been light blue. I've seen it trivialize tier 2 (that tier that sees the most amount of play) and keep undead minions contentious into tier 3.
        • Even at level 6 it's adding 50% to a skeleton's HP and 50% more damage (+3 on a 1d6+2 is 54%). One level 3 spell to have four 19hp skeleton archers follow you around means you've essentially turned yourself into a squad with by spending a level 3 slot before or after you long rest.
        • Oh, and getting that squad would've normally cost a regular wizard four level 3 spell slots to build up to but costs the Necromancer two because they can target an additional pile of bones to animate when they cast the spell.
        • The creatures can also expend hit dice to heal, so long as you play safe with them they will be able to survive and recover during short rests.
        • Even at only +4 to hit you have a whole host of spells which grant advantage against targets and in many cases restraining them.
        • Grim Harvest by the way, it's once per turn not once per round. So any spell which deals damage on another creature's turn and functions in a large area of effect makes regaining HP trivial on the necromancer: Sickening Radiance, Wall of Fire, Evard's Black Tentacles etc. High level spells that can kill multiple creatures have the potential to help you rebound from half to full hp for free. This is arguably better than temp hp in many circumstances because unlike temp HP, this effect can occur multiple times (where as temp hp doesn't stack).
        • The necromancer is so broken, my long time DM won't let me play them anymore because of how radically it shifts the balance of a 4 man group and forces crazy increases in CR. That one character overshadowed an entire adventuring group.
    • Transmuter
      • Not my favorite Arcane Tradition, but I'm currently playing one (Deep gnome); one possible use to consider for the Minor Alchemy and Major Transformation abilities is changing the support of a major structure from something like iron or stone to something far weaker, like wood, then damaging it as much as possible before the transformation ends. Or, for Major Transformation, changing one 5ft cube of material into another that can then be interacted with using spells (Mold Earth, Meld Into Stone, Stone Shape, Transmute Rock, Move Earth).
    • Bladesinger
      • Extra Attack
        • Shadow Blade

Party Roles

  • List
    • The Face
    • The Scout
    • The Muscle
    • The Utility Caster
    • The Knowledge Guy
    • The Big Stupid Fighter
    • The Glass Cannon: Single Target, AoE
    • Support: Buff, Debuff, BC, In Combat Healing
  • The Face, probably the leader
    • wizard probably not the best choice
      • not the best charisma
    • but
      • intelligent
    • maybe Noble background, Entertainer
    • Relevant Spells
      • Friends: short term
      • Suggestion: don't need charisma
      • Diviner has portent
  • The Scout
    • Backgrounds: Criminal, Urchin
    • good DEX
    • Relevant Spells
      • Invisiblity
      • conjure critters or undead to lead the way and "search" for traps
  • The Muscle Guy
    • can make a wizard with a high STR
      • but probably not
    • Enlarge/Reduce
      • many uses
    • summoning
      • zombies have 13 STR
      • elementals have 20 STR
    • Tensor's Floating Disk
    • Gust
      • push people out of the way
    • Catapult
  • The Utility Caster
    • detect magic (rit)
    • identify (rit)
    • water breathing (rit)
    • leomund's tiny hut (rit)
    • phantom steed (rit)
    • alarm (rit)
    • comprehend languages (rit)
  • The Knowledge Guy
    • high INT
    • languages
    • maybe one level dip in Divine Domain (Knowledge)][Knowledge Cleric
      • Guidance
      • armor, shields
    • Relevant Spells, divination usually
      • tongues
      • scrying
      • detect thoughts
      • arcane eye
      • clairvoyance
  • Support/God Wizard
    • buff, debuff, bc, healing
    • do at least two
    • buffs:
      • longstrider
      • dragon's breath
        • for your familiar
      • shadow blade
      • magic weapon
      • fly
        • sometimes essential
      • haste
      • improved invisibility
        • on paladin, rogues
      • polymorph
      • foresight
    • debuffs
      • multiple targets are better
      • slow
      • hypnotic pattern
      • sleep
      • diviner, portent
      • enchanter, hypnotic gaze
    • BC
      • wizards are the best
      • druids ok
      • not clerics or bards
      • divide and conquer
      • web
      • wall of force
      • fog cloud
      • slow them down, spread them out
      • grease
      • sleet storm
      • darkness
    • healing
      • guaranteed rest
      • leomund's tiny hut
      • rope trick
      • bring up a dying char
      • polymorph
      • don't take damage in the first place
      • counterspell
  • The Glass Cannon
    • multiple targets
      • evoker
    • single target
      • not so good at that
      • magic missile is ok
        • evoker makes it good at level 10
  • Big Stupid Fighter/Tank
    • usually high STR, high CON, lots of hp
    • wizards are not bad at this, if done carefully
    • bladesinger is pretty good
      • high AC
    • mirror image
    • blur
    • abjurer, war mage
    • race benefits
    • absorb elements
    • booming blade
    • can be reasonable
    • still have other spells available
    • can melee while conc on something, hypnotic pattern
    • they'll want to take out the wizard
    • can get armor
  • Multiple Roles
    • can have a focus, but do a little bit of many things
    • can fill roles in the party

Races

  • INT bonus
    • not as important with Wizards
    • doesn't affect a lot of spells, especially at low levels
    • so go with concept even if it won't give you the best INT
  • Tank role
    • bladesinger
      • high elf
      • half elf
    • abjurer, arcane ward
      • deep gnome
      • feat: skerfneblin magic
        • nondetection at will
        • cheesy, but tops off arcane ward all the time
      • githyanki
        • medium armor, half plate
        • race spells
  • Blaster, God Wizard
    • high elf
    • gnomes
      • +2 INT, bonus to CON or DEX
      • 25ft movement
      • small size
        • thunderstep, dimdoor, your size or smaller
      • deep gnomes
        • 120ft darkvision with no light sensitivity
        • stone camoflague
      • forest gnome
        • DEX, CON
        • minor illusion cantrip
        • communicate with small beasts
      • rock gnome
        • CON
        • adv some history rolls
        • tinker
    • Variant Human
      • get to INT 20 quickly
      • perception
      • warcaster
      • leave resilient for higher levels
    • Tiefling
      • not especially strong, more CHA based
      • but ok
      • winged tiefling
        • gives up the CHA bonus, but you have wings
    • Hobgoblin
      • like roman centurions
      • INT, CON
      • shoring up, bonus to st
      • martial weapon profs
        • heavy crossbow, good for beginning
      • light armor
        • hard to use mage armor with few 1st level spells
        • switch to magic studded leather later
        • opens up Moderately Armored feat
    • Yuan-ti
      • INT, CHA
      • poison immunity
      • bonus saves vs spells
    • Githyanki
      • INT
      • half plate
      • extra spells

Feats/ASIs

  • max INT
    • eventually, by level 20
    • nice by level 12
    • elevate secondary scores last
  • Full Feats
    • War Caster
      • get this feat first
      • adv st CON for conc check
        • the big one
        • adv really helpful at lower levels
        • Resilient better over level 13 or so, or if CON is high
        • use conc checks a lot, levels 4-8
      • can make somatic components holding weapons or shield
        • staff is quarterstaff, so that's ok
      • get AoO, can cast spell instead of weapon attack
        • shouldn't be in melee
    • Lucky
      • important conc saves
      • maybe as alternate to War Caster
    • +2 INT
    • Alert
      • want to do battlefield control or illusions before anybody else can do anything
      • maybe take this first if it fits you spell choices
    • Tough
      • probably have the lowest hp
      • this can make us comparable to other classes
      • sometimes you just get hit
    • Wood Elf Magic
      • longstrider
      • pass without trace
    • Healer
      • ok at low levels
      • wizard is conc on main spell, then has time to do upkeep
    • Magic Initiate: Druid
      • Guidance
      • Mending
      • Goodberry
    • Elemental Adept
      • circumstantial
      • ignore resistance
      • can use fire on everybody
      • monsters can still have immunities
    • Svirfneblin Magic
      • Elemental Evil book, but didn't make it to Xanathar's
      • circumstantial
      • abjurer, nondetection loophole
    • Crossbow Expert
      • don't recommend
      • no disadv ranged spell attacks
      • few spells require ranged spell attacks
    • Defensive Duelist
      • don't recommend
      • daggers, improved AC, one attack per round
      • shield is better (but uses spell slots)
      • War Mage is better
    • Spell Sniper
      • don't recommend
      • cantrips are too weak
  • Half Feats
    • Resilent CON
      • get INT to 20 first
      • maybe if ended up with odd INT score
      • works on every type of CON save
      • war caster better at lower levels
      • level 12 or 16, look at this one
    • Moderately Armored
      • circumstantial
      • hobgoblin, have light armor prof
      • but with this, get half plate and shield
      • big improvement
    • Fey Teleportation
      • circumstantial
      • high elf, odd INT score
      • misty step with one free use
    • Flames of Phlegethos
      • circumstantial
      • tiefling wizard
      • odd INT score
      • bonus on fire based spells, reroll 1s
    • Observant
      • circumstantial
      • INT+1
      • read lips
      • bonus passive perception, passive investigation
    • Keen Mind
      • circumstantial
      • INT+1
      • which way is north
      • can keep time, sunset, sunrise
      • perfect memory recall
      • depends on DM

Equipment and Magic Items

Tactics, Low-level (1-2)

  • these wizards, good in short spurts

Tactics, Mid-level (3-10)

  • cool spell levels: 3, 4, 5, 9
  • mid spell levels: 5-10
  • already have "big guns"
    • thunderwave
    • flaming sphere
    • web
    • grease
  • some spells stop scaling well
    • thunderwave, level 1, 9 damage
      • becomes not worth the action at higher levels
    • grease, tasha is still good
  • now want "show stoppers"
    • want to affect multiple creatures
  • Levels 5,6
    • buff
      • haste, polymorph
    • bc
      • sleet storm
        • started as one group
        • enemies trickle out, divide and conquer
    • debuff
      • hypnotic pattern
    • blasting
      • fireball
        • use on three or more cr
        • best on five or six
        • about 9 damage per level
        • scales terribly over level 6
    • tactics
      • stay in the middle of the party
      • can hit with fireball as they swarm in
        • but still alive
      • hyp pattern, same area
        • only half succeed at st
        • problem reduced
      • might get attacked, consider dodge
      • sleet storm
        • huge area
        • get some on the forward edge
          • so we can hit them from outside the AoE
        • some fall prone
        • others slowed
      • get surrounded? all mixed together
        • better to have had a good initiative
        • slow
          • can affect six enemies
          • reduces their offense
          • can be mixed together
      • targetting saving throws
        • doesn't like it
        • don't have enough prepared spells
      • spell prep
        • 6th level wizard
        • 16 INT, war caster
          • counterspell (vs enemy spellcasters)
          • fireball (vs DEX)
          • hypnotic pattern
          • slow (mixed group)
          • stinking cloud (vs CON)
          • pantasmal force (vs INT)
          • mirror image
          • misty step
          • mage armor, but out of spells
          • no shield, no absorb elements
        • save 1st level for defense
          • absorb elements, mage armor, shield
        • 2nd
          • mirror image (defense, no conc)
          • misty step (maneuverability, ba)
          • big gun
            • levitate
            • web
        • 3rd
          • counterspell
          • hyp pattern
          • slow
    • ritual spells
      • 5th: tiny hut (rests), punt on slow
      • water breathing, 24h
  • Levels 7-10
    • 4th level spells
      • polymorph (conc)
        • ally takes damage
        • poly them
        • high hit points, still does damage
      • dim door (no conc)
        • fighter low
        • dim door both away
        • fighter can do ranged attacks from afar
    • summoning spells (better with druids)
      • summon elementals (1m)
      • summon greater demon (1a)
      • keep enemies away
      • damage
      • positioning is important
      • let them be expendable
    • layering defenses (before combat)
      • fire shield
      • mirror image
      • want to keep concentration
        • consider Dodge to retain conc
        • especially over a tiny cantrip
    • 5th
      • bigby's hand (lots of variety)
      • synaptic static (many enemies, debuff)
    • wizard
      • 18 INT
      • 13 spells prepared
      • 1st
        • ae, sh, ma
        • misty step, mirror image, (web)
        • counterspell, hyp pattern, (slow?)
        • arcane eye, dim door, poly (many great options)
        • animate objects, wall of force
    • wall of force
      • no st
      • against foes with legendary st
      • dragon plus trolls
      • put dragon in wall of force
        • maintain conc, at all costs
      • deal with underlings
      • regather yourselves
      • gang up and attack dragon

Tactics, High-level (11+)

  • Avoiding Counterspell
    • counterspell has a range of 60ft
      • stay outside that range
    • also requires los
      • hide
      • concealment
        • los on target, hidden from anti-mage
  • Dealing with Legendary Resistances
    • CR 10+
    • need spells like Wall of Force (no st)
  • Working Around Concentration
    • starting to get powerful non-conc spells
  • Game Changing Spells
    • Levels 11-12
      • Contingency
        • defensive spells (only targets us)
        • Otiluke's Reslient Sphere, Dim Door
          • prefers Dim Door
          • because conc
            • don't want conc interrupted
        • need a good trigger
          • command word?
            • but need to say word on your turn
          • hp threshold
            • 1/3 or less
      • Scatter
        • rearrange battlefield
        • good guys and bad
      • Mass Suggestion
        • liberal DM?
          • join our side
        • neutral
          • hire them as mercenaries
        • anti DM
          • run for your lives
          • we'll kill you otherwise
        • lasts 24h
    • Level 13
      • Forcecage
        • no conc
        • cubical, not spherical
          • gargantuan creature
        • attack through the bars?
          • not swords
          • not arrows
          • moonbeam, cloud of daggers
      • Simulacrum
        • copies creature, yourself, etc.
        • half hp
        • can conc itself
        • doubles yourself
        • can use it on an enemy
          • enemy is Warlord
          • defeat, unconscious
          • simulacrum on it
          • 3 legendary actions
          • allows ally to attack
        • indefinite
      • Illusory Reality
        • huge cr
        • surround with illusionary prison
          • minor or major image (1st or 3rd level spell)
        • make it real
        • pepper it with arrows
    • Level 15-16
      • Demiplane
        • store hoards of treasure
        • no encumberance
        • store mounts
        • safe place to rest
      • Maze
        • INT 20 check (no legendary st)
        • conc
      • Clone
        • need significant amount of downtime
        • avoids TPK
        • lose loot, far away from fight
    • Level 17
      • Meteor Swarm
        • 15.5 pts damage per spell level
        • insane range and area
        • expect 100 damage per enemy
        • army of dragons
      • Wish
        • danger of wasting it waiting for perfect time
        • simulacrum
          • monster has to fight itself
        • resurrection
        • use it before a long rest if still have it
      • Spell Mastery
        • 1st: absorb elements, shield
          • always useful
        • 2nd: mirror image, silent image if illusionist

Level 1 Spells

  • Abjuration Spells
    • Shield (blue)
      • scales well to level 20
    • Mage Armor (blue)
      • medium armor is better
      • light armor is probably good enough
    • Absorb Elements (green)
      • energy damage is uncommon in low levels
    • Alarm (purple, blue for abjurers)
      • fades in value after Leomund's Tiny Hut
    • Snare (X) (orange) (1m cast)
      • have to know where they're coming from
    • Protection from Good and Evil (orange)
      • certain creature types
  • Conjuration
    • Find Familiar (blue)
    • Grease (green) (no conc)
    • Fog Cloud (green)
      • early levels, maybe mid
      • sleet storm better
    • Unseen Servant (purple)
      • light telekinesis, like mage hand
    • Ice Knife (X) (purple)
    • Tenser's Floating Disk (rit) (orange)
      • wheelbarrow
      • 1h
  • Divination
    • Detect Magic (blue) (rit)
      • use after a battle to check plunder
      • books on shelf have explosive rune?
    • Comprehend Languages (green) (rit)
      • written and verbal
    • Identify (orange) (rit)
      • rarely needed in 5e
      • short rest identifies items
      • is potion poison?
  • Enchantment
    • Sleep (blue)
      • great at 1st level
      • great against small swarms
      • bigger enemies if they're alone in AoE
      • scales terribly
        • 1st, 2nd, maybe 3rd
    • Tasha's Hideous Laughter (green) (conc)
      • single target, st or nothing
      • fail: prone, incap
      • repeated st (still prone until their next turn)
      • scales well
      • enchanters (10th) can target two enemies
    • Charm Person (orange)
      • humanoids only
      • charmed condition is minor
  • Evocation
    • Magic Missile (green)
      • ok damage
      • rarely resisted
      • 3*(1d4+1) (jeremy crawford)
      • evoker (10th) can add INTm to each dart
    • Thunderwave (green, blue for evokers)
      • poor against single target, want > 2-3
      • evokers can use sculpt ability to protect nearby allies
      • doesn't scale well above 1-3
    • Chromatic Orb (purple)
      • can choose type
      • vulnerabilities are rare
      • consider Magic Missile instead
    • Witch Bolt (red) (conc)
      • less damage than Chromatic Orb
      • target can get cover, move out of range
      • scales terribly
      • trap
    • Earth Tremor (X) (red, orange for evokers)
      • centered on you
      • probably allies around you, protecting you
      • low levels, ok for evoker
    • Burning Hands (red, purple for evokers)
      • fire damage commonly resisted
      • small area
      • take thunderwave instead
  • Illusion
    • Silent Image (green, blue for illusionists (14th))
      • BC
      • can move
      • low to mid levels
      • Illusionists (14th), Illusory Reality, make it real
    • Color Spray (purple)
      • Sleep often better
    • Disguise Self (orange, sometimes green)
      • should be ritual
      • good for espionage campaign
    • Illusory Script (red)
  • Necromancy (weak until level 9)
    • Ray of Sickness (purple, almost orange)
      • poison often resisted
      • secondary effect rarely takes effect
    • False Life (purple, almost orange)
    • Cause Fear (X) (red)
      • WIS or nothing
      • aren't turned
      • st every round
      • take Tasha's instead
  • Transmutation
    • Expeditious Retreat (purple, almost green) (conc)
      • ba cast
      • doesn't scale well
        • good for levels 1-3
    • Longstrider (purple)
      • need to cast beforehand (1a cast)
    • Feather Fall (orange, green sometimes)
      • affects a group
      • good for campaign with flying
    • Catapult (X) (purple)
    • Jump (red)
      • jumping distance counts as movement

Level 2 Spells

  • Abjuration
    • Arcane Lock (red)
  • Conjuration
    • Web (blue)
      • nice to have anchor points
      • can layer on floor, which is fine
      • enemy get two tries: STR check and DEX st
        • but check takes their action
      • good chance they have a good STR or DEX
        • but good start
    • Misty Step (green)
      • ba
      • can't combine with a good spell (only a cantrip)
      • but can use Dodge or Hide
      • Enchanter, use to get into position for Hypnotic Gaze
    • Flaming Sphere (green)
      • not great damage
      • but can add with cantrip damage to get weak damage x2 which is ok
      • can combine with Booming Blade to trap enemy in place to take flaming sphere damage
    • Cloud of Daggers (orange)
      • conc, doesn't move
      • good for choke point
    • Dust Devil (X) (red)
      • cr has to end its turn beside it, why would it?
  • Divination
    • See Invisibility (purple)
      • sometimes just need it
    • Locate Object (orange)
      • short range (1000ft)
      • must be familiar with object
    • Detect Thoughts (orange)
      • is cr telling the truth?
      • no st for surface thoughts
      • can move from target to target
      • look for hidden creatures
    • Mind Spike (X) (red)
      • weak damage for level
      • conc
      • can know where target is, even if invisible, etc.
      • maybe ok for Diviner
      • weak scaling
  • Enchantment
    • Suggestion (green)
      • DM dependent
    • Hold Person (orange)
      • single target
      • makes save, nothing happens
      • fail, paralyzed
      • only on humanoids
      • st every round
    • Crown of Madness (orange)
      • only humanoids
      • single target
      • make save, nothing happens
      • fail, cr attacks your choice, if possible
  • Evocation
    • Darkness (purple)
      • like Fog Cloud
      • follows target if it moves
      • warlock with devil's sight can see through it
        • can help that ally
      • short duration
      • short range
      • small area
    • Shatter (purple)
      • AoE blast
      • 3d8 thunder
      • weak after level 4-5
    • Warding Wind (X) (orange)
      • throws off ranged attacks (disadv)
      • affects friendlies
      • 10ft radius on you
      • conc
      • look at blur
    • Gust of Wind (orange)
      • line
      • conc
      • STR/knocked back 15ft
      • good defense?
      • easily avoided, unless in a hallway
    • Scorching Ray (orange)
      • compare with magic missile, consider probabilities
    • Continual Flame (orange)
      • use cantrip instead
      • small radius
      • works against darkness, keep lit object in pack for this
    • Melf's Acid Arrow (red)
      • weak, 6d4 damage
    • Aganazzar's Scorcher (X) (red)
      • worse than shatter
    • Snilloc's Snowball Swarm (X) (red)
      • 3d6, tiny area
      • worse than shatter
      • cold commonly resisted
  • Illusion
    • Mirror Image (blue)
      • 3 duplicates
      • turn 3 attacks into automatic misses
      • 1a cast, best beforehand
    • Invisibility (green)
      • 5E enemy knows where you are
      • Hide check is additional
    • Blur (purple)
      • conc, prevents you from doing other things
      • sort of like Improved Invisibility
      • mirror image probably better
      • evoker might be ok with blur
    • Shadow's Blade (X) (purple)
      • conc
      • ok damage
      • probably already have a magic weapon
      • scales well
    • Phantasmal Force (purple)
      • DM dependent
      • nothing if they save
      • how does DM have cr react to illusion?
      • consider Suggestion
    • Nystul's Magic Aura (orange)
      • provides false info about itself
    • Magic Mouth (orange)
  • Necromancy
    • Blindness/Deafness (purple)
      • no conc
      • scales well (adds targets)
    • Gentle Repose (orange)
      • postpone revivify
    • Ray of Enfeeblement (red)
      • CON save
      • duration bad
      • single target
  • Transmutation
    • levitate (green)
      • debuff enemy, up out of range
      • move allies
      • maybe not at higher levels
    • Dragon's Breath (X) (purple)
      • AoE, ok damage, repeats
      • weak on team
      • good on familiar, steed
    • Rope Trick (purple)
      • safe short rest
      • can get slot back from arcane recovery
      • switch to tiny hut at 5th
    • Pyrotechnics (X) (purple)
      • short term blindness
      • no conc
      • need non-magical flame, may need setup
    • Darkvision (purple)
      • one party member without dv
      • can allow whole party to go without light source
    • Magic Weapon (orange)
      • conc
      • doesn't scale since will get a magic weapon anyway
      • low magic campaign
    • Alter Self (orange)
      • breathe underwater
    • Enlarge/Reduce (red)
      • weak buff
      • reduce door in frame
    • Knock (orange)
    • Spider Climb (orange)
      • 1h
    • Earth Bind (X) (orange)
      • STR/comes to earth
      • don't need when party can fly
    • Maximilian's Earthen Grasp (X) (orange)
      • STR/restrained
      • 2d6
      • STR escape
      • maybe use web
      • can let go and restrain another cr
    • Skywrite (X) (red)
      • ritual

Level 3 Spells

  • Abjuration
    • Counterspell (blue)
      • 3rd or less, auto succeed
      • check on 4th+
    • Dispel Magic (green)
      • 1a cast
      • remove enemy's buffs
      • remove ally's debuffs
      • removes multiple effects
    • Nondetection (purple)
      • protected from divination magic 8h
      • no conc
    • Glyph of Warding (orange)
      • can use to deliver spell
      • go to demiplane, receive buffs, come back
    • Protection from Energy (orange)
      • worse than Absorb Elements
      • conc
      • have to choose which energy
      • acts when you take damage, so have to pass conc check
      • 1h
    • Remove Curse (orange)
      • doesn't fix cursed item, but can separate user from item
    • Magic Circle (red)
      • 1m cast
      • stationary
      • expensive
  • Conjuration
    • Thunderstep (X) (blue)
      • your size or smaller
      • los
      • possibility of friendly fire
      • choose either this or dimdoor
    • Sleet Storm (green)
      • large area, big battlefield
      • they can't see you, they fall down
      • divide and conquer
      • doesn't scale great
      • (comments: good against flying crs, and casters (conc check))
    • Stinking Cloud (purple)
      • divide and conquer
      • CON/poisoned
    • Tidal Wave (X) (purple)
      • 4d8
      • can deal damage and knock prone
    • Summon Lesser Demons (X) (red)
      • much worse than Summon Creatures
      • random creatures and count
      • might be hostile
  • Divination
    • Clairvoyance (purple)
      • first classic divination spell
      • maybe worth it
    • Tongues (purple)
      • probably have comprehend languages
      • need this one to speak
  • Enchantment
    • Enemies Abound (X) (purple)
      • don't need to be humanoid
      • INT st
      • single target
      • chooses random target, maybe friendly
    • Catnap (X) (red)
      • short rest in 10m
      • not safe like rope trick
      • if time is important, probably don't have 10m
  • Evocation
    • Leomund's Tiny Hut (blue) (rit)
      • inside, can see out and shoot out
    • Fireball (green)
      • 8d6 [28 avg, 14 with save]
      • good range, AoE
      • weak on one target, try to hit a group
      • no conc
      • doesn't scale too well
    • Sending (purple)
      • the standard for long range communication
    • Melf's Minute Meteors (X) (orange)
      • conc
      • 6 mini fireballs
      • 2d6 each
      • 1a cast, prepare beforehand
      • pair with fireballs
      • small area
    • Lightning Bolt (orange)
      • 8d6 lightning
      • starts from you
      • skinny AoE
    • Wall of Water (X) (orange)
      • conc
      • almost red
    • Wall of Sand (X) (red)
      • small obstacle
  • Illusion
    • Hypnotic Pattern (blue)
      • AoE
      • 1 st
      • incap until wakened or take damage
    • Fear (green)
      • 30ft cone
      • save or run away
    • Major Image (purple)
      • illusionists, can make permanent at medium level
      • can't move unless cast on moving creature
        • then, DM dependent
    • Phantom Steed (purple)
      • movement 100
  • Necromancy
    • Animate Dead (green/blue for necromancers)
      • 24h
      • ba to command
    • Life Transference (X) (orange)
      • take damage, give double to ally
      • triggers conc save
    • Bestow Curse (red)
      • touch, st, conc
    • Feign Death (red) (rit)
    • Vampiric Touch (red)
      • conc
      • touch, 3d6 necrotic damage
        • same as 1st level spell
      • gain some of that damage as healing
  • Transmutation
    • Slow (green)
      • can cast in mixed melee
      • can choose targets, up to 6
      • st every round
        • probably just drop conc if only 1-2 cr
    • Water Breathing (green) (rit)
      • do as rit every morning
    • Blink (purple)
      • 1a cast, do before combat
      • no conc, can layer with mirror image
      • means you can't counterspell if you're not there
    • Fly (purple)
      • 60ft/r
      • single target, or upcast
    • Haste (purple)
    • Tiny Servant (X) (purple)
      • a little like Animate Dead
      • can give it Dragon's Breath
    • Gaseous Form (orange)
      • non-magical weapons still affect you
      • magic spells can still hit you
      • movement 10ft/r
    • Flame Arrows (X) (orange)
      • additional 1d6 fire damage
      • 12 arrows
    • Erupting Earth (X) (red)
      • 3d12 damage, weak
      • small area, 20ft cube
      • dif ter
      • can upcast

Level 4 Spells

  • Abjuration
    • Banishment (green)
      • CHA st
      • upcast to add targets
    • Mordenkainen's Private Sanctum (orange)
      • 10m cast
      • privacy
    • Stoneskin (orange)
      • 100gp material cost
      • ok buff
      • conc
      • buff on someone else, ok
  • Conjuration
    • Dimension Door (green)
      • quick getaway
      • better if you're medium sized or larger
    • Watery Sphere (green)
      • STR st
      • (8m, battlefield examples)
      • conc
      • probably not using at high levels
    • Summon Greater Demon (green)
      • better cr than lesser demon
      • have some control over them
      • command it to give you its true name
      • can choose cr with weak CHA st
      • place at far side of enemies
        • they break free and attack nearest, still ok
      • CR <= 5
      • babau (CR 4, but better than it seems)
        • good spells at will
        • good melee attacks
        • lots of hp
        • CHA +1
      • Bulgura
        • reckless attack
        • CHA -1
      • Tanneroot
        • CHA -1, adv
      • upcast to 5, Vrock
        • spores, stunning screech
        • good hp, good resistances
      • also good at 5th level, but not higher
    • Evard's Black Tentacles (purple)
      • not clear it's much better than Web
    • Conjure Minor Elementals (orange)
      • elementals don't turn against you
      • 1m cast
      • crs has to move into position
      • DM's choice
      • CR <=2
    • Mordenkainen's Faithful Hound (red)
      • weak damage
      • warns about invis crs
      • might detect illusions
      • better ways to detect invis
    • Leomund's Secret Chest (red)
      • expensive, 5000gp + 50gp
      • might disappear after 60d
      • not a big chest, either
  • Divination
    • Arcane Eye (green)
      • mobile, invisible
      • 1h
      • don't let other players just sit there, let them help direct
      • needs a 1in gap
      • Diviners regain a 3rd level slot
    • Locate Creature (orange)
      • running water conflicts
      • vague directions
  • Enchantment
    • Charm Monster (orange)
      • not limited to humanoids
      • WIS nothing
      • not good for combat
      • maybe Suggestion is better
      • Enchanter can use on 2 crs
    • Confusion (red)
      • just better options
      • 3rd level mass debuff spells are better
      • lose reactions
  • Evocation
    • Otiluke's Resilient Sphere (green)
      • many effects
      • sort of like wall of force
      • conc
      • use if see something terrible about to happen
      • combine with contingency
    • Fire Shield (green)
      • 1a cast
      • resistence, fire or cold damage
      • not conc
    • Wall of Fire (purple)
      • 60ft long wall, can circle us
      • conc
      • good size, ok damage
    • Storm Sphere (purple)
      • 20ft radius
      • friendly fire possible
      • conc
      • access to lightning bolt
      • similar to Flaming Sphere upcasted
      • Evoker, sculpt helps
      • scales reasonably well
    • Sickening Radiance (orange)
      • 30ft rad sphere
      • CON nothing/4d10 radiant, not invis, exhaustion
      • combine with something that restrains them
      • one level of exhaustion is easy, but multiple levels are terrible
    • Vitriolic Sphere (orange)
      • like fireball but acid
      • spreads damage over two rounds
      • might do more damage than fireball
    • Ice Storm (red)
      • less damage than fireball
      • cold and bludgeoning
  • Illusion
    • Greater Invisibility (green)
      • conc
      • maybe not used at higher levels
    • Hallucinatory Terrain (orange)
      • 10m cast
    • Phantasmal Killer (red)
      • worst at this level
      • conc
      • use Fear instead
  • Necromancy
    • Blight (red)
      • single target
      • CON st
      • weak damage
      • good against plants
  • Transmutation
    • Polymorph (blue)
      • doesn't scale well
      • giant ape can't compete against big creatures
      • loses power at levels 10, 11
    • Stone Shape (orange)
      • get through wall
      • close up a hole in the wall
    • Control Water (orange)
      • create a flood, raise water up 20ft
      • tidal wave if lake is big
      • target seaside structures, town
      • part water, avoids having to fight water creatures
      • redirect flow, on a boat, change current
      • whirlpool, ship battlefield control
    • Fabricate (orange)
      • change trees into bridge
    • Elemental Bane (red)
      • almost the worst
      • one target
      • they lose resistance to one energy type
      • hit them with that type
      • CON nothing

Level 5 Spells

  • Abjuration
    • Planar Binding (purple)
      • 1h cast
      • combine with Magic Circle and a summoning spell
        • Conjure Elementals
        • Infernal Summoning
        • Conjure Greater Demon
        • Conjure Fey (druid, cleric)
        • Conjure Celestial (druid, cleric)
      • extends duration of paired summoning spell
      • if cr is hostile, will try to subvert commands
        • DM dependent
      • 1000gp consumed
      • need to maintain conc the whole time
      • no CR limit
        • Balor, Pit Fiend
      • scales ok, long duration
      • Conjurer has conc save help
        • ups spell to green
  • Conjuration
    • Conjure Elemental (purple)
      • nice target creatures
        • choose area (air)
        • but DM chooses specific creature (air elemental)
      • air elemental, great
      • earth elementals, water elementals have good properties
      • invisible stalker
        • less damage, but invis, can sense creatures from any distance
      • galeb duhr
        • can animate boulders, 3 attacks per round
        • lots of damage
        • restrictions, though
          • need boulders in range
          • animating boulders uses its conc
          • boulders last 1m
      • lose conc, hostile
      • Conjurer can't lose conc by taking damage
        • ups spell to green
    • Steel Wind Strike (X) (purple)
      • select 5 creatures
      • 30ft range, must stay in range
      • good for gish
    • Teleportation Circle (orange)
      • 1m cast
      • target other circle you know about
    • Infernal Calling (X)
      • 1m cast
      • 1h duration
      • cr is unfriendly
      • CHA check to befriend
        • boost yours or drop theirs beforehand
      • devils aren't any better than elementals
    • Far Step (X) (red)
      • conc
    • Cloudkill (red)
      • poison
      • CON st
      • conc
      • 5d8 damage
      • moves 10ft per round
  • Divination
    • Rary's Telepathic Bond (green) (rit)
      • 1h duration
      • whole party can be linked
      • or familiar
      • no range limit
      • regardless of language
    • Contact Other Plane (orange)
      • ask 5 questions
      • yes, no, unclear
      • INT save for caster, DC 15
        • fail, need long rest or Gr Restoration
    • Scrying (orange)
      • consider Arcane Eye
      • target particular cr
      • target gets st
      • Diviner can regain lower level spell slot
    • Legend Lore (red)
      • enhance History, Arcana check
      • cryptic results
  • Enchantment
    • Synaptic Static (X) (green)
      • psychic damage
      • target gets INT st
      • also d6 debuff
    • Modify Memory (purple)
      • charms and incaps target
      • not a good combat spell
    • Hold Monster (purple)
      • single target
      • target makes WIS st, nothing happens
      • paralyzed is really great effect for us
      • target gets st every round
      • Enchanter can twin at level 10
        • ups to solid green
    • Geas (orange)
      • long duration charm
      • tell it what to do
      • if it doesn't, takes 5d10 damage per day
    • Dominate Person (red)
      • conc
      • st, nothing happens
      • humanoid
      • 1a, totally control them
      • Enchanter can twin
        • purple
      • consider Hold Monster
  • Evocation
    • Wall of Force (blue)
      • no st
      • globe, or wall segments
      • can target one creature
      • divide and conquer
        • encase tough cr, deal with crowd of remaining
      • use Dodge to maintain conc
    • Bigby's Hand (green)
      • versatile
      • ba, some damage per round
      • grapple creatures
      • conc
    • Wall of Stone (green)
      • twice the area of Wall of Force
      • not easy to break through
      • conc for 1m, becomes permanent
      • wall, bridge
    • Cone of Cold (purple)
      • 8d8 cold
      • big area
      • cones are hard to place without ff
      • Evoker's Sculpt Spell
    • Dawn (X) (red)
      • weak damage
      • conc
      • enemy must end turn in area
      • consider Moon Beam by druid
      • counts as real sunlight
        • great against the right cr
    • Wall of Light (X) (red)
      • terrible damage
      • not a real wall, blocks vision
      • cat cause blindness with a failed st
    • Immolation (X) (red)
      • worst spell at level 5
      • like single target fireball
      • conc
      • weak followup damage
  • Illusion
    • Mislead (purple)
      • illusionary double
      • see through its eyes, ears
      • 1h duration
      • like Arcane Eye but can hear
      • can be seen by enemies
    • Seeming (orange)
      • 8h
      • mass disguise self
      • infiltration
      • better for Illusionist
    • Dream (red)
      • maybe on enemy spellcasters
      • mess with their rest
      • long range communication
      • but Sending is probably better
    • Creation (red)
      • creates object, but it disappears after a while
      • up to a day
      • lasts 1m
  • Necromancy
    • Danse Macabre (X) (purple)
      • 5 sk
      • general commands
      • Necromancer gets INTm bonuses
      • sk not durable
    • Negative Energy Flood (X) (red)
      • CON save
      • single target
      • target dies, becomes zombie, but you can't control it
    • Enervation (X) (red)
      • 4d8 per round
      • uses action each time
      • conc
      • get half damage as self healing
  • Transmutation
    • Animate Objects (blue)
      • up to 10 objects
      • use their legs or fly
      • better to use against single target
      • ba attack
      • conc
      • combine with non-conc spells
      • or Dodge
      • silver pieces against lycanthopes, devils
      • adamantium sling stones
      • weaker but ok against cr with resistances
      • also utility uses
        • watch for things
      • communicate with it
        • move here for yes, here for no
    • Telekinesis (green)
      • like Bigby's Hand
      • enemy resists with STR check
      • can lower their STR
    • Transmute Rock (X) (green)
      • not conc
      • enemies fall into it, restrained, 1/4 movement
      • cast on ceiling, falls on them
    • Passwall (orange)
      • consider Shape Stone
      • deeper, lasts longer, non stone ok
    • Control Winds (X) (red)
      • great range
      • no good effects
      • adv ranged attacks
      • harder to move
      • good against army of archers
    • Skill Empowerment (X) (red)
      • expertise in one skill
      • can combine with Enhance Ability
      • but just use Enhance Ability (2)

Level 6 Spells

  • Abjuration
    • Globe of Invulnerability (purple)
      • 10ft rad globe
      • blocks spells <=5th
      • conc
      • AoE spell effects don't enter
      • people can enter globe
    • Guards and Wards (red)
  • Conjuration
    • Scatter (green)
      • 5 cr
      • teleport 120ft
      • escape
      • arrange for tactical adv
      • divide and conquer
    • Arcane Gate (orange)
      • 2 portals in los
      • conc
    • Drawmij's Instant Summons (red) (rit)
      • 10 lb or less
      • 1000 gp
  • Divination
    • True Seeing (orange)
      • true sight
      • see through illusions, invis, eth plane, magical darkness
      • no conc
  • Enchantment
    • Mass Suggestion (blue)
      • no conc
      • 12 cr
      • 24 hrs
    • Otto's Irresistable Dance (orange)
      • 1 cr
      • disadv to attack, adv to be attacked
      • WIS st every round after first
      • Enchanter, split, 2 crs, green
  • Evocation
    • Contingency (green)
      • cast in off time
      • trigger, 5th level spell
      • spell targets yourself
      • best to use as a defense
      • hp damage, command word (must be your turn to say it)
      • dim door, res sphere
      • might break conc of current spell
    • Otiluke's freezing sphere (purple)
      • 10d6
      • freezes water
      • can make spell-stone and throw
    • Chain Lightning (purple)
      • up to 4cr, 10d8 [45]
      • can select targets
    • Sunbeam (orange)
      • bright light 30ft (sunlight)
      • good for vampires
      • blast each round, line, 1a
    • Wall of Ice (red)
      • wall spells are great, but better walls at 5th level
      • does a little damage
  • Illusion
    • Mental Prison (green)
      • INT st
      • perceives barrier around it
      • restrained, blinded
      • can still attack it, with adv
      • cr tests barrier, takes damage, escapes
    • Programmed Illusion (purple)
      • set trigger, illusion appears
      • cast on ring? command word, creates duplicate?
      • Illusionist, malleable illusion
      • DM dependent
  • Necromancy
    • Magic Jar (green)
      • container, gem, 500gp
      • you enter container, body separate
      • can see, hear, etc within 100ft
      • can possess any humanoid, st, no conc, as long as you want
      • keep your own class features
      • get non-class features from cr
      • cr dies while you're inside, need to pass CHA st
      • container destroyed, you go to body if within 100ft, or die
      • infiltration tool
    • Soul Cage (green)
      • humanoid dies within range
      • reaction, trap soul
      • heal yourself, 2d8, six times
      • query soul, must answer truthfully
      • borrow exp, get adv on attack roll, save
      • Eyes of the dead, see where humanoid has been
      • no conc
      • comments
        • defeat high level wizard
        • use eyes of the dead to find their clones and phylactery
    • Eyebite (green)
      • 1 cr, 1m
      • WIS st
      • asleep
      • panicked (frightened)
      • sickened, least favorite, st every round
      • if cr gets st, get to try again
    • Create Undead (orange)
      • 3 ghouls
      • 24h
      • ghouls weak at these levels
      • don't upcast
    • Circle of Death (red)
      • 60ft rad
      • 8d6 necr, CON half
      • same as 3rd level fireball
      • danger of friendly fire
  • Transmutation
    • Disintegrate (orange)
      • 1cr, nothing happens if it makes its st
      • avg 75 damage
      • destroys force effects, wall of force, force cage (sage advice)
    • Create Humunculus (orange)
      • kind of improved familiar
      • 5hp, can fly
      • shared mind, see what it sees, communicate, over any distance
      • 1000 gp
      • can give own hp to hummie, don't do it
      • comments
        • has 10 int, 4 str (can carry stuff)
        • hands
        • fly
        • can attune to magic items
        • constructs don't need to breathe
        • have it stay in a library and give you adv on lore checks
    • Investiture of Flame (orange)
      • immunity to fire
      • conc
      • resistance to cold damage
      • 10m
      • shed light
      • action, 4d8 damage, weak
    • Investiture of Ice (orange)
      • immunity to cold damage
      • resistance to fire
      • action, cone, terrible damage
    • Investiture of Stone (orange)
      • resistance to bl, p, sl
      • action, knock crs prone
      • earth glide, 10m
    • Investiture of Wind (red)
      • flight, like fly (3rd)
      • ranged attacks get disadv
      • action, cube, 2d10 damage
    • Flesh to Stone (red)
      • 3x st
      • CON/restrained
      • CON/restrained
      • CON/petrified
      • conc
    • Tenser's Transformation (red)
      • extra attack unless have one, bladesinger's already get it
      • 50 temp hp
      • prof martial weapons, armor, shields
        • need 10m to put armor on
        • if put armor on first, can't cast the spell
      • can't cast spells
      • maybe useful if target has magic immunity
    • Move Earth (red)
      • sand, clay, loose dirt

Level 7 Spells

  • Abjuration
    • Symbol (red)
      • 1m cast
      • trigger
      • best is stun, 1m, no st
      • 1000gp, consumed
      • Glyph of Warding, 3rd level, 200gp, 1h cast
  • Conjuration
    • Teleport (green)
      • include allies within 10ft
      • table, whether you have a mishap
      • some damage possible
      • look for places as you go, take an object
    • Plane Shift (green)
      • allies have to be touching
      • no mishaps
      • can target teleportation circle
      • can target enemy, touch
    • Mordenkainen's Magnificent Mansion (purple)
      • extradimensional space
      • choose who can enter
      • can make portal invisible
      • palace, servants, food, 24h
  • Divination
    • none
  • Enchantment
    • Power Word: Pain (red)
      • 1 target
      • if target > 100hp, nothing
      • <, lots of disadv effects
      • st every turn
  • Evocation
    • Forcecage (blue)
      • cubical, 10ft solid, 20ft barred
      • must fit
      • hard to teleport out
      • no conc
      • invisible
        • can target with disintegrate?
        • see invisible?
      • barred
        • target with moonbeam and wait
    • Crown of Stars (X) (green)
      • stars around head
      • ba, fire at enemy, ranged spell attack
      • no conc
    • Whirlwind (X) (purple)
      • like watery sphere
      • range 200ft
      • can move
      • sucks up creatures, st, restrained
      • up 5ft each round
      • STR or DEX check to get expelled, fall, thrown
      • divide and conquer
      • restrained is weak for 7th level
    • Delayed Blast Fireball (orange)
      • as much damage as upcast fireball (not good)
      • conc
      • delay 1m, then 10d6 [35] damage, pretty good
    • Prismatic Spray (red)
      • 60ft cone
      • cone, hard to avoid ff
      • random for each enemy
      • 60% of options, 10d6 [35], weak
      • chance to blind, restrain, worse if fail saves
      • slim chance (1/8) of multiple effects
    • Mordenkainen's Sword (red)
      • less damage than Crown of Stars
      • conc
      • can't move it
  • Illusion
    • Simulacrum (blue)
      • 12h cast
      • yourself or someone else
      • fewer hp, but same abilities
      • has spells you currently have, can't get them back
      • friendly, obeys
      • 1500gp
    • Mirage Arcane (purple)
      • illusion with touch
      • 1 mile
      • feels like stairs, structures, wall, ..
      • Illusionist, can combines with Malleable Illusions
      • can't conceal anyone
      • DM dependent
      • still just an illusion
    • Project Image (orange)
      • like a divination spell
      • maybe send it in to conduct negotiations
  • Necromancy
    • Finger of Death (orange)
      • fail CON st, 60+ damage
      • one step above disintegrate
      • but not a good blast spell
      • kill it, it rises as a zombie, permanent
  • Transmutation
    • Reverse Gravity (purple, green dependent on DM)
      • 50ft radius cyl
      • DEX/fall upwards
      • hit ceiling or rise 100ft and remain
      • limitations
        • lots of creatures at this level have flight or dim door, etc.
      • watch ff
      • creatures make st, grab onto something
        • requires both hands?
        • affects their actions?
    • Etherealness (orange)
      • 8h
      • conc
      • move through walls, floor
      • can't be seen
      • can't affect anyone
      • get inside walls, doors, etc.
      • upcast, affect up to 3 creatures
      • could even take a long rest
    • Sequester (orange)
      • more of a DM spell
      • 5000gp
      • obj, cr
      • invisible, can't be detected, suspended animation
      • need for this is so rare, basically red rating

Level 8 Spells

  • Abjuration
    • Mind Blank (green)
      • 24h
      • immunity (foolproof)
        • charmed
        • reading of thoughts, emotions
        • divining effects
    • Anti-magic field (purple)
      • be careful
      • 10ft radius
      • best against magic users stronger than you
      • work with other party members, grappler
      • works against AoE, magic creatures
      • magic items are suppressed
  • Conjuration
    • Maze (blue)
      • cr disappears
      • 10m
      • like banishment but no st
      • cr gets INT check, DC 20, to come back
      • hard to make that check
      • after duration, cr comes back
      • clear minions, get ready, mazed cr comes back
      • conjurer, conc can't be interrupted by taking damage
    • Demiplane (green)
      • create door, 1h, door disappears
      • connects to demiplane
      • 30ft cube
      • safe place to rest
        • need a way out
          • plane shift
          • banish yourself or friend back to home plane
      • store treasure
        • can't transport heavy, voluminous treasure
        • pour it into the demiplane
      • store mount
        • need to travel carefully, small tunnel, etc.
      • hide prisoner there
    • Mighty Fortress (X) (orange)
      • like Mord. Mansion
      • well defendable
      • lasts 7d
      • cast every week, 1y, permanent
        • 1y worth of downtime?
    • Incendiary Cloud (orange)
      • 20ft rad
      • cloud, 1m
      • 10d8 damage [45], st half
      • great if get more than 1 rd of useful effect
      • moves with wind
  • Divination
    • none
  • Enchantment
    • Antipathy/Sympathy (green)
      • cast well before
      • attracted or repelled by cast-on object
      • 60ft rad
      • WIS/must come closer; WIS/frightened
      • target on tank that wants melee
      • one creature type
      • if don't know, try humanoid
    • Dominate Monster (purple)
      • WIS st for nothing
      • adv on st if in combat
      • good in the right circumstance (before combat)
    • Feeblemind (orange)
      • targets INT
      • target can't communicate, or cast spells
      • some crs, dumb already
      • enemy wizards likely have high INT
        • still decent
      • enchanter, 2 targets
    • Power Word Stun (orange)
      • cr, 60ft, 150hp or less, stunned, no st
      • no conc
      • CON st to break effect
        • enemies often strong at this
      • how to know when cr has low hp
      • battle probably near over anyway
  • Evocation
    • Maddening Darkness (X) (orange)
      • better than incediary cloud
      • targets take damage at beginning of turn
      • big, doesn't move
      • 8d8 damage, weak
      • best if trap creatures in the area
      • evoker, can sculpt
    • Sunburst (orange)
      • 12d6 radiant
      • big area
      • watch ff
      • evoker, sculpt spells really valuable (green)
    • Telepathy (red)
      • too minor for 8th level spell
      • great for a communication spell, when it's the right thing
      • consider Rary's Telepathic Bond, ritual
  • Illusion
    • Illusory Dragon (X) (green)
      • 120ft, 1m, conc
      • if they can see it
      • st/frightend
      • can move as ba
      • 7d6 damage fire breath weapon
      • best for frightening a ton of enemies
  • Necromancy
    • Clone (green)
      • 120d to mature
      • target dies, wakes as clone
      • 1h cast
      • put clones in demiplane with scrolls and spare equipment
    • Abi-Dalzim's Horrid Wilting (X) (red)
      • 30ft cube
      • necrotic damage
      • great against non-magical plants
  • Transmutation
    • Control Weather (red)
      • great against enemy armies
      • changes very slowly
      • one step per 1d4 * 10m
  • Comments
    • Sixty5
      • Demiplane is one of those spells that scales really well with downtime.
      • Filling a Demiplane with clones as well as glyphs of warding with buffs, heals and teleportation gives you a place of strength to work from.
      • Combine with Instant Summons on your important items (3 attunement slots plus spellbook) and you end up being functionally immune to death. In fact, the only thing that killing you does is replenish your spell slots at a modest gold cost.
      • Give a wizard a month of downtime, and that is 30 wishes they can use to fill that demiplane with all kinds of juicy magic.

Level 9 Spells

  • Abjuration
    • Prismatic Wall (blue)
      • ultimate wall
      • better than force cage
      • massive
      • wall or sphere (15ft rad)
      • 175 damage if try to just walk through it
      • allies can walk through just fine
      • bright, enemies might be blinded
      • can use as a defensive wall too
    • Invulnerability (X) (purple)
      • immune to all damage, hp-wise
      • conc
      • invul /= invicible
      • restrained, imprisoned, etc can be done to you
      • 10m
      • 500gp component
    • Imprisonment (red)
      • maybe good for story purposes; not a good player spell
      • 1m cast
      • st
  • Conjuration
    • Wish (blue)
      • good to use for
        • simulacrum
        • find greater steed
          • pegasus, griffon
        • heroes' feast
        • magic jar
        • mighty fortress
        • temple of the gods
        • symbol
        • glyph of warding
        • resurrection
    • Gate (red)
      • good for safe, mass planar travel
      • pull a cr to you if you know its true name
      • lower level spells usually work just as well
  • Divination
    • Foresight (green)
      • give to your sharpshooter, gwm
      • gives adv
  • Enchantment
    • Power Word Kill (orange)
      • kills if <= 100 hp, otherwise nothing
      • 100hp isn't a lot at high levels
      • good if enemy is invulnerable
      • circumstantial
    • Psychic Scream (X) (orange)
      • blast
      • only a somatic component
      • no ff
      • up to 10 cr
      • INT st
      • terrible damage, 14d6 [49]
      • compare to Meteor Swarm
      • stuns targets, but st every round
      • unaffected if INT<=2
      • high level enemies have legendary resistances
      • depends on target creature
  • Evocation
    • Meteor Swarm (green)
      • range of 1 mile
      • AoE, 40ft rad
      • 40d6 [120] damage for every enemy
      • save for half
      • danger of ff
  • Illusion
    • Weird (red)
      • worst
      • should be around 5th level, or 4th
      • mass frighten, like 3rd level spell Fear
      • ff
      • WIS nothing/frightened
      • sphere is better than cone
      • get st every round
      • 4d10 psychic if fail both st, but repeats
  • Necromancy
    • Astral Projection (orange)
      • actual characters are still in material plane
      • hard to die
      • has duplicates of your equipment and consumables
      • can use things up yet keep your real stuff
  • Transmutation
    • True Polymorph (blue)
      • can do almost anything
      • if more than 1h, needs to be dispelled
      • can end with dispel magic
      • adult gold dragon
        • CR17
        • 256hp
        • AC19
        • huge
        • breath weapon, frightful presence
    • Shapechange (green)
      • self only
      • buff
      • conc
      • action to change forms
      • hp must be lower than previous form
      • get innate spellcasting from cr
    • Time Stop (purple)
      • d4+1 free rounds
      • can't damage other crs
      • can cast forcecage, delayed fireballs, buffs
    • Mass Polymorph (X) (purple)
      • 10 crs
      • temp hp
      • conc
      • buff, debuff
      • Polymorph doesn't scale great

Builds Preview

  • Prologue
    • assuming no spell scrolls, or enemies spell books
    • every build to level 20
    • every character is playable at every level
      • no low level sacrifices to get a good high level char
    • every subclass will be a different race
    • some will multiclass
      • want to show different styles
      • will always end up with 9th level spell
    • different types of wizard
      • god
      • blasts
      • etc.
    • mix of point buy or standard array
  • Bladesinger
    • can multiclass to extend melee capability
    • but will go Wizard to 20
    • melee/god wizard cross
    • Blade Arcana
    • limited to elves, high-elf
  • Diviner
    • The Auger
    • Knowledge Cleric 1/Wizard 19
    • BC, debuffing
    • can force a failed st
    • will use a lot of st spells
    • variant human
      • stronger at lower levels
      • other races catch up and can be better later
  • Enchanter
    • Yuan-ti
    • The Beguiler
    • can twin enchantment spells
    • god wizard, debuff, personal defense
  • Evoker
    • The Elementalist
    • blasts, different damage types
    • forge gnome
    • gnome aspect
    • Wizard 20
  • Conjurer
    • The Master of Creation
    • like Circle of Shephard
    • goblin
    • summoning, BC, maneuverability
    • teleportation
  • Illusionist
    • The Ultimate Arcane Trickster
    • skills
    • Rogue 2, Wizard 18
    • Kenku
  • Warmage
    • The Battlemage
    • melee
    • Fighter 3/Wizard 17
    • battle master
    • githyanki
      • STR, INT
    • action surge with spellcasting
    • spell + cantrip restriction just with ba
  • Abjurer
    • The Armadillo
    • hobgoblin
    • Warlock 1/Wizard 19
    • loophole option
      • armor of shadows at warlock 2
    • armor of agythus
    • melee, good AC
    • weaker offense
    • god wizard
  • Necromancer
    • The Grave Mage
    • kobold
    • Wizard 20
  • Transmuter
    • The "Pacifist" Wizard
    • doesn't do damage at all
    • stout halfling
    • will help allies do damage
    • Wizard 20

Multiclassing

  • Prereqs
    • must meet prereqs of all your classes to multiclass
    • easiest: fighter, rogue
      • probably already have DEX >= 13
    • hardest: paladin
      • STR and CHA >= 13
      • not abilities wizards need
      • hard to bump two more stats without dumping CON
    • don't get next class's profs
    • bard, ranger, rogue
      • gives you a skill
    • multiclassing to another spellcaster is helpful
    • mismatch of nr of spell slots vs spell selection
    • warlocks' magic is separate, but mixes too
    • best multiclass approach
      • 1-2 levels of wizard, finish in one class
      • 1-2 levels of one class, finish in wizard
  • Cleric
    • 1 level dip cleric, 1st level
      • more hp
      • medium armor, shields
        • big AC boost
      • simple weapons
      • more cantrips
      • good buffs: bless, healing word
      • more prepared spells
      • subclass at level 1
        • weak WIS
        • arcana
          • 8 cantrips
        • death
          • necrotic cantrip, target two crs
        • forge
          • heavy armor
          • enchant +1
        • knowledge
          • 2 (limited) skills, expertise
        • trickery
          • adv stealth
      • disadvantages to multiclassing
        • min 13 WIS
        • spell slots one level behind
          • but at least can upcast, unlike multiclassing into a non spellcaster
    • 1 level cleric, decent option for any wizard
  • Fighter
    • 2-3 levels fighter
    • advantages
      • more hp
      • armor, weapons
        • AC boost
      • easy to meet DEX 13
      • fighting style: defense
      • second wind
      • action surge
        • great with spellcaster
        • two spells per round
          • bonus action spell
          • another spell that round must be cantrip
          • different than action surge
    • disadvantages
      • two levels behind other wizards
      • fewer spells overall
      • asi behind
  • Rogue
    • adv
      • easy to qualify for
      • better hp
      • light armor, some weapons
        • can bump to medium armor with feat
      • great skills
      • expertise
      • cunning action (with 2 levels rogue)
      • sneak attack (1d6)
        • adds to booming blade, gfb
        • booming blade works well with cunning action's disengage
    • disadv
      • behind spell slot progression
      • behind spell preps
      • behind feats
      • behind in asi
      • behind wizard abilities
    • usually don't recommend
      • unless want skill based character
  • Warlock
    • 1-2 level dip
    • adv
      • pact magic
      • get spells back after short rest, shield
      • armor, weapon profs
      • hexblade
        • better than other warlock variants
        • lots of profs
      • extra hp
      • subclass at level 1
      • hexblade curse
      • about 1 extra spell
      • eldritch blast is based on CHA, so not best choice
    • disadv
      • behind spells selection, slots
      • behind feats, asi
      • ability scores behind
    • usually don't recommend
      • unless
        • hexblade + evoker
          • magic missile specialist
          • vs single enemy
        • abjurer
          • invocation, mage armor
          • armor of agathys

Bladesinger

  • multiclass for a focus on melee
  • straight for later emphasis on spells
  • Level 1
    • elves only
    • high elf great for wizards anyway
      • +2 DEX
      • +1 INT
      • darkvision
      • perception
      • elf weapons
      • language
      • extra cantrip
        • booming blade
    • prof
      • INT and DEX are good
      • arcana
      • history
    • background
      • noble
      • persuasion
      • stealth
    • gaming set
    • language
    • point buy
      • int 15
      • dex 14
      • con 14
      • wis 10
      • str 10
      • cha 8
    • equipment
      • avoiding melee at this level
      • quarterstaff
      • component pouch
      • explorer's pack
      • long bow
    • spells
      • cantrips
        • minor illusion
        • green flame blade
        • toll the dead
          • no attack roll; st instead
      • 1st level
        • shield (prepared)
        • mage armor (prepared)
        • sleep (prepared)
        • absorb elements (prepared)
        • find familiar (rit)
        • detect magic (rit)
    • 8 hp
    • 13 AC
    • prefer longbow (if you can get it)
  • Level 2
    • arcane tradition
      • bladesinging
    • light armor prof
      • studded leather
      • worse than mage armor, but open to magic armor later
    • one handed melee weapon
      • rapier, 1d8, finesse
      • whip?
        • reach
        • but booming blade, green flame blade don't have reach
        • could add spell sniper feat, but expensive
    • bladesong
      • ba, start
      • AC + intmod
      • walking speed +10ft
      • adv acrobatics
      • con save + intmod
    • spells
      • 1st level
        • grease (prepared)
          • no conc
        • maybe thunderwave
        • comprehend languages (rit)
    • equipment
      • rapier
      • studded leather armor
    • tactics
      • 2 bladesongs
      • 3-4 spells
        • mage armor
        • shield or two
        • sleep, grease
      • AC 19-24
      • always add booming blade or green flame blade
        • gfb when two enemies beside each other
        • bb otherwise
      • use longbow after bladesongs used up
      • minor illusion to confuse
      • dodge action
      • toll the dead vs wounded
  • Level 3
    • still a melee character
      • until bladesongs end
    • spells
      • mirror image (prepared)
      • flaming sphere (prepared)
        • can combine with melee
      • drop sleep
    • melee on par with fighter or paladin
  • Level 4
    • asi
      • war caster
    • spells
      • misty step (ba) (prepared)
        • can maybe convince enemy to move with you to get booming blade effect
        • keep at higher levels
      • web (prepared)
      • drop mage armor
  • Level 5 [34m36s]
    • spells
      • cantrip
        • still using longbow
        • cantrip now will do slightly more damage
        • but next level, get two attacks
        • ray of frost
          • good for the future
      • 3rd level
        • hypnotic pattern (prepared)
        • leomund's tiny hut (rit)
        • counterspell?
          • hut used more often
          • take at 6th
    • melee damage weaker than fighters, etc.
    • about the same if they run out of special things
  • Level 6
    • spells
      • 3rd
        • counterspell (prepared)
        • drop web
        • slow (prepared)
          • target enemies when all mixed up
          • hyp pat if can hit the group
        • haste weaker than flaming sphere
    • extra attack
      • longbow for ranged
      • attack with rapier twice or use once with gfb/bb
      • gfb better
      • bb usually better
      • much better if using magic weapons
      • hit twice if
        • if weapon is really good
        • enemy is immune from gfb/bb extra damage
  • Level 7
    • spells
      • 4th level
        • polymorph (prepare)
          • great at 7th level
          • giant ape to buff injured allies, 100hp
          • rarely use on yourself
          • drop at higher levels
        • fire shield
          • good for melee
          • resistance to fire or cold
            • can replace absorb elements if know its fire or cold
          • attacker hits, he takes damage
  • Level 8
    • asi
      • alert
        • boost init
      • DEX+2
        • also boosts init
      • INT+2
        • improves damage, AC, preparations
      • go with int+2
    • spells
      • 4th
        • watery sphere (prepared, but either)
        • greater invisibility
          • adv attack
          • disadv to be attacked
        • prepare fire shield
  • Level 9-10
    • song of defense
      • most bladesinger abilities are defensive
      • melee falling behind other classes
      • but still engage if spell doesn't fit
      • can use spell slots to absorb damage
      • uses reaction
      • 5pts per level of spell
      • competes with shield or absorb elements
      • works with fire shield if take fire damage
      • usually prefer shield/ae
    • spells
      • cantrip
        • fire bolt (or mage hand)
          • outpaces normal longbow
        • rarely use cantrips
      • 5th
        • wall of force
        • rary's telepathic bond (rit)
        • steel wind strike
          • mass damage, no ff
        • drop flaming sphere
        • animate objects
          • use this first
          • enemy can be resistant to bl, nonmagical damage
  • Level 11-12
    • asi
      • INT+2 still great
      • but other options also good
      • tough feat
        • AC falling slightly behind
        • he chose this
        • or elven accuracy
    • spells
      • 4th
        • dimension door
      • 6th
        • contingency
          • hp low, dim door
        • mass suggestion (prepared)
        • soul cage (prepared)
      • prepared
        • can keep or drop grease
        • can swap for gr invis
  • Level 13-14
    • song of victory
      • add intmod to damage
      • less melee at this level
      • one hit with gfb/bb still usually better than two hits
    • 7th level
      • simulacrum
      • forcecage
        • no conc
      • crown of stars
        • ba damage
        • alt to animate objects
        • multiple enemies
        • no conc
      • teleport
  • Level 15-16
    • asi
      • INT+2 = 20
    • spells
      • 8th
        • maze (prepared)
        • demiplane
          • utility
        • anti-magic field
          • optional, rare
          • affects yourself
        • mind blank
          • this or maze
  • Level 17-18
    • spell mastery
      • shield
      • misty step
    • spells
      • 9th
        • wish (prepared)
        • foresight (prepared)
          • yourself or someone else
          • esp if he gets a lot of crits
        • true polymorph
        • prismatic wall
          • ultimate bc
          • maybe prepare this instead of foresight
    • could multiclass at 17th
  • Level 19-20
    • asi
      • alert
      • elven accuracy
    • spells
      • 3rd
        • dispel magic
        • thunderstep
          • can take someone with you
        • water breathing (rit)
        • clairvoyance
    • signature spells
      • dispel magic
      • thunderstep
    • 162 hp
    • AC 15
  • adventure league options
    • spell selection a bit different
      • toll the dead => acid splash, poison spray
      • absorb elements => protection from elements
      • thunder step => anything else, fear
      • steel wind strike => bigby's hand, wall of stone, telekinesis
      • soul cage => globe of invul, true seeing
      • crown of stars => plane shift, reverse gravity
    • can't choose elven accuracy
  • comments
    • note that using song of defense to lower damage can make con saves easier
    • high elf arcane trickster + bladesinger 2

Diviner (The Auger)

  • Knowledge Cleric 2/Wizard X
  • God Wizard, no melee
  • good maneuverability, stay out of melee
  • his favorite
  • Level 1, Cleric
    • any good wizard race
    • no adventure league adjustments necessary
    • variant human
      • language
      • INT +1
      • CON +1
      • skill
        • perception
      • feat
        • war caster
          • will use shield
          • 8m, discussion of using material and somatic components with a shield or staff, vs using war caster
      • abilities
        • STR 9, DEX 14, CON 13+1, INT 15+1, WIS 13, CHA 8
    • class
      • Cleric
        • prof
          • light armor, medium armor, shields
            • would get str penalty on movement with heavy armor
          • simple weapons
        • st
        • features
          • blessings of knowledge
          • languages (2)
          • skills, expertise
            • arcana, history
            • religion, insight
    • background
      • sage
        • skills
          • acrobatics
          • investigations
        • languages (2)
    • prepared spells (cleric), WISmod = +1
      • identify
      • command
        • will probably never use it
    • cantrips
      • guidance (conc)
      • light
      • mending
    • 1st level spells
      • bless (conc)
      • healing word
    • equipment
      • mace
        • will never use it
      • scale mail
        • bad stealth anyway
      • light crossbow
        • better than ranged attack cantrip
      • shield
        • won't use at first level
      • holy symbol
    • AC=16, good
      • without using mage armor or anything
  • Level 2, Cleric 1/Wizard 1
    • class
      • wizard
        • cantrips
          • minor illusion
          • ray of frost
            • ranged attack
            • slow enemies down
            • cold
          • toll the dead
            • WIS st
            • necrotic
        • 1st level spells (6)
          • find familiar
          • shield
          • absorb elements
          • tasha's hideous laughter
            • 30ft, conc, WIS/prone, incap
            • st again, end of each turn
            • will have portent
          • detect magic (rit)
          • comprehend languages (rit)
    • equipment
      • use shield
      • stop using crossbow
    • AC 18 + shield spell, 23
    • buy arcane focus
    • 6 cantrips
  • Level 3, Cleric 1/Wizard 2
    • arcane tradition
      • diviner
        • portent (2d20)
    • spells
      • feather fall
        • have lots of spells, cleric and wizard
        • mostly using shield, aa, tasha's
      • magic missile
        • cantrip damage is weak
        • mm a little better
        • always hits, no st, multiple target options
        • have second level slots, but no second level spells
        • upcasts to 2nd fine
  • Level 4
    • 2nd level spells
      • web
        • best God spell at 2nd level
        • for multiple enemies
      • suggestion
        • for few enemies
        • easy to place in a confused mass
  • Level 5
    • have 3rd level slots, but no 3rd level spells
    • asi
      • Alert
    • 2nd level spells
      • upcast web
      • thinking about maneuverability, defense, but not yet
      • blindness/deafness
        • upcasts well
        • CON
        • no conc
      • flaming sphere
        • stop using at higher levels
        • conc
    • stay away from melee
    • flaming sphere against singles
    • web against groups
    • remember portent
  • Level 6
    • fifth level wizard
    • cantrip
      • presti
    • 3rd level spells
      • counterspell
        • works well with portent
      • fear (or hyp pt)
        • cone
        • affected flee, divides the problem
    • keep aa
    • ff or suggestion
    • keeping tasha's
    • blindness, web
    • counterspell, fear
  • Level 7
    • expert divination
      • cast div spell, 2nd level or higher
      • regain lower level spell slot
    • 1st level spell
      • thunder step (or misty step)
        • take someone with you
        • action
    • 3rd
      • hut (rit)
  • Level 8
    • 4th level spells
      • arcane eye
      • poly
    • drop tasha's
  • Level 9
    • asi
      • INT+2
    • 5th level spells
      • banishment (prepared)
        • good with portent
    • 2nd
      • detect thoughts (prepared)
  • Level 10
    • 5th
      • rary's telepathic bond (rit)
      • wall of force
  • Level 11
    • the third eye
      • action to use, lasts until rest or incap
      • darkvision
      • ethereal sight
      • greater comprehension
      • see invisibility
    • cantrip (5th wizard, 8th total)
      • mage hand
    • spells
      • 6th level slots, but only up to 5th level spells
      • conjure elemental
        • upcasts well
      • transmute rock
        • no conc
        • versatile effect options
        • good bc
  • Level 12-13
    • asi
      • INT+2 = 20
    • spells
      • 6th
        • contingency
          • usually use with dim door
          • here, use with thunder step
        • true seeing (div)
        • mass suggestion
          • multiple enemies
          • no conc
          • pretty good
        • eyebite
          • conc
          • can use every round
        • drop polymorph
          • not getting access to stronger creatures
          • those creatures were great at 8th level
          • but now a bit behind
          • banishment can be upcast to hit 4 crs
  • Level 14-15
    • greater portent
      • 3 portent dice
    • spells
      • 8th level slot
      • 7th
        • forcecage
        • simulacrum
        • teleport
          • good utility, get away
        • reverse gravity
          • bc
  • Level 16-17 [16m8s]
    • asi
      • resilient CON
    • spells
      • 9th level slot
      • 8th
        • illusory dragon (or maze)
        • clone
          • out of combat
        • mind blank
          • no conc
          • 24h
        • demiplane
          • storage
          • out of combat
  • Level 18-19 Cleric 1/Wizard 18
    • spell mastery
      • 2nd: detect thoughts (or suggestion)
      • 1st: shield
    • spells
      • 9th
        • wish
        • true polymorph
        • prismatic wall
        • shapechange
  • Level 20 Cleric 2/Wizard 18 [22m50s]
    • channel divinity
      • knowledge of the ages
        • prof in skill or tool, 10m
    • spells
      • 1st cleric
        • ceremony (rit)

Enchanter

  • Overview
    • boost to enchantment spells
    • great subclass abilities
      • one of the best subclasses
    • chose race that's thematically appropriate, but not the best
    • 20 straight wizard levels
      • 1 level dip in cleric good too
  • Level 1
    • race
      • yuan-ti
        • CHA+2
          • don't need it
        • innate spellcasting
          • poison spray
          • suggestion (at level 3, 1/day)
          • CHA based
        • INT+1
          • can start at INT=16
          • lots of st spells in enchantment
        • darkvision
        • magic resistance
          • adv st against spells and magical effects
          • only this race
        • poison immunity
          • no other race gets this
      • best race
        • variant human (good for cleric dip)
        • high elf
        • hobgoblin
          • CON bonus
          • light armor
    • enchanters need to get close
      • 1 dip cleric can help
    • class
      • reverse snake charmer
        • ok at social skills, deception
      • wizard
        • skills
          • insight
          • arcana
    • background
      • criminal
        • villinous
        • skills
          • deception, stealth
          • cards
    • ability scores
      • standard array
        • STR 8, WIS 10, CHA 12+2, CON 13, DEX 14, INT 15+1
      • point buy
        • CON 14, WIS 8
    • equipment
      • standard
      • dagger
      • explorer's pack
      • criminal
        • crowbar
        • dark clothes, hood
        • 15 gp
    • spells
      • cantrips
        • have poison spray
          • but CHA based
          • already behind, 12 vs 13
          • limitations of poison
          • best to choose better attack cantrip
        • chill touch, fire bolt, ray of frost
          • either, but choosing chill touch
            • can't regain hp until next turn
            • undead immune to necrotic, but still get effect
        • minor illusion
        • friends
          • adv CHA check
          • 1m
          • target becomes hostile
          • maybe want to pick a fight
      • 1st (6)
        • mage armor
        • shield
        • sleep
        • absorb elements
        • find familiar (rit)
        • comprehend languages (rit)
    • tactics
      • chill touch (1d8), poison spray (1d12)
        • weak but something
      • sleep, shield
  • Level 2
    • subclass enchanter
    • hypnotic gaze
      • action, magical entrall cr
      • 5ft
      • WIS/charmed until end of your next turn
      • speed=0, dazed
      • subsequent turns, action extends
      • can't move more than 5ft
      • cr can't see or hear you, takes damage
      • can maintain indefinitely
      • 1/R per cr
      • no conc
      • can still use ba spells
      • need to get close, need high defense
      • always have mage armor up
    • spells
      • 1st (2)
        • tasha's hideous laughter (or thunder wave)
          • will get adv later
        • detect magic (rit)
    • tactics
      • hyp gaze as much as possible
  • Level 3
    • spells
      • 3rd
        • web (or mirror image)
        • misty step
          • get close, hyp gaze, fail, ba get away
        • drop sleep (for web)
    • yuan-ti
      • get suggestion
        • CHA based
        • free, so use it
    • tactics
      • be careful
      • low hp
      • low AC
      • misty step out of there
  • Level 4
    • asi
      • resilient CON
        • CON+1 = 14
    • cantrip
      • frostbite
        • st, CON/disadv next attack
    • spells
      • 2nd
        • mirror image
          • tough combat, first round if using hyp gaze
          • don't need it for web
        • blur?
          • conc
        • flaming sphere
          • conc
          • r1 mirror image, r2 flaming sphere, r3 hyp gaze
          • place sphere near to block enemies
          • I think I like fs, mi, hyp; since I'd get two rounds of fs, and if the battle looks like it will end soon, can keep mirror image's slot
  • Comments 1-4
    • invisiblity at level 3, hyp gaze isn't an attack so combines well
    • enchanter good for kidnapping, bounty hunter
  • Level 5
    • spells
      • 3rd
        • sleet storm (or hyp pat)
          • strong at level 3
          • multiples
          • large area
          • slows people down
          • wrecks enemies' conc
          • ff
        • slow
        • drop web
  • Level 6
    • instinctive charm
      • cr, 30ft, los
      • reaction, divert attack to near cr
      • use shield if think you'll be attacked by numerous attacks
      • make sure they have an enemy beside them, or friendly tank
    • spells
      • 3rd
        • counterspell
        • hut (rit)
  • Level 7
    • spells
      • 4th
        • polymorph
        • otiluke's resilient sphere (or improved invisibility)
          • if use this defensively
          • maybe can still use hyp gaze
          • have to use action to move have speed
          • another creature can use action to move you
            • can it be your familiar?
            • use animate dead for a skel to move you
        • drop flaming sphere
  • Level 8
    • asi
      • INT+2=18
    • spells
      • 4th
        • charm monster
        • dim door
  • Level 9
    • spells
      • 5th
        • wall of force
        • synaptic static
          • aoe, 20ft rad
          • debuff
          • good against similar enemies, spellcasters
  • Level 10
    • split enchantment
      • enchantment spell, can target additional cr
      • have built up a catalog of single target ench spells
    • cantrip
      • presti
    • spells
      • 5th
        • hold monster (or dominate person)
          • weak as it is, but great with split enchantment
          • 90ft, WIS (DC=16)/paralyzed
          • new st at end of each of its turns
          • can upcast to target an additional cr
        • rary's telepathic bond (rit)
        • add tasha's
        • drop polymorph
        • add charm monster
        • drop synaptic static
          • painful to lose
        • add hold monster
  • Level 11-12
    • asi
      • INT+2 = 20
    • spells
      • 6th
        • contingency
          • otiluke's, dim door
        • Otto's Irresistable Dance
          • twice as good as enchanter, 2 targets
          • he gets WIS st to regain control
        • Magic Jar
        • Soul Cage
  • Level 13-14
    • Alter Memories
      • cr unaware of magical influence
      • unaware of being charmed
      • cr forgets some time while being charmed
      • CHAmod hours
    • spells
      • 7th
        • simulacrum
        • forcecage
        • crown of stars
          • ba, following turns
        • teleport
  • Level 15-16
    • asi
      • lucky
    • spells
      • 8th
        • feeblemind
          • target 2 targets as enchanter
        • dominate monster
          • enchanter
        • mind blank
        • maze
        • might drop slow, magic jar
  • Level 17-18
    • spell mastery
      • 2: misty step
      • 1: tasha's hideous laughter
        • enchanter
        • can still redirect attacks in a group
    • spells
      • 9th
        • wish
        • true polymorph
        • foresight
        • power word kill
          • enchanter
    • could multiclass
      • sorcerer
  • Level 19-20
    • signature spells
      • counterspell
      • slow
    • asi
      • tough
    • spells
      • 6th
        • mass suggestion
      • rituals
        • contact other plane (rit)
        • water breathing (rit)
        • phantom steed (3) (rit)

Evoker (The Elementalist)

  • Level 1
    • race
      • forest gnome
        • dex, int
        • darkvision
        • gnome cunning
          • adv int, wis, cha st against magic
        • natural illusionist
          • free minor illusion
        • speak with small beasts
        • small size
          • thunder step, dim door
          • can bring fellow with us, but our size or smaller
    • ability score
      • std array
        • str 8, wis 12, cha 10, dex 15+1, int 14+2, con 13
        • we're a blaster; most blast spells don't use conc
    • skills
      • arcana
      • history (or investi)
    • backgrd
      • sage
        • perc
        • stealth
    • langs
      • draconic
      • primordial (fire)
    • equip
      • std
      • exp pack
    • spells
      • focus on damage dealing, evo, spells
      • cantrips
        • already have minor illusion
        • fire bolt (evo)
        • frostbite (evo)
        • mage hand
      • 1st
        • mage armor
        • shield (abj)
        • absorb elements
        • thunder wave
          • enemy fails save, gets pushed back
          • bigger area than burning hands
          • already have fire damage
        • detect magic (rit)
        • find familiar (rit)
  • Level 2
    • evoker
    • sculpt spells
      • spell level + 1, choose that many crs to avoid damage in AoE
      • los to ally
      • exclude yourself?
        • mike mearls said yes
        • jeremy crawford said no, "other creatures"
    • spells
      • 1st
        • alarm (rit)
          • good until get hut
        • magic missile
  • Level 3
    • spells
      • 2nd
        • shatter (evo-x)
        • levitate (trans-c)
        • drop thunderwave
  • Level 4
    • asi
      • resilient CON
        • low hp, low con
    • spells
      • cantrip
        • ray of frost
      • 2nd
        • misty step
        • web
    • 26 hp, 13 ac
  • Level 5
    • blaster, few conc spells, slots seem few, will use more cantrips
    • spells
      • 3rd
        • fireball (evo)
        • melf's minute meteors (evo)
          • ba to shoot 1-2 meteors
          • 10m, 6 meteors
        • drop magic missile
        • cantrips scale up
  • Level 6
    • potent cantrip
      • cr makes save, still takes half damage
    • spells
      • 3rd
        • counterspell
        • leomund's tiny hut (rit)
  • Level 7
    • spells
      • 4th
        • polymorph
        • storm sphere (or vitriolic sphere, wall of fire)
        • drop shatter
  • Level 8
    • asi
      • INT+2 = 18
    • spells
      • 4th
        • Vitriolic Sphere
          • start with it, it peters out
          • hit a group
        • Fire Shield
          • vs elemental damage
    • 50 hp, ac 13
  • Level 9
    • spells
      • 5th
        • Cone of Cold (evo-x)
          • cones are hard to place, but better for an evoker
          • good big cold damage option
          • big area
        • wall of force (evo)
        • maybe bigsby's hand
        • drop fire shield, or vitriolic sphere
          • varies on campaign
  • Level 10
    • empowered evocation
      • add INTmod to damage roll
      • combines well with magic missile
        • mm one d4 roll, each target takes that damage (jeremy crawford)
        • but everyone rolls a d4 for each missile
        • kind of cheesy
      • add hexblade, hexblade curse
        • bonus of +pb to damage
    • spells
      • rary's telepathic bond (rit)
      • telekinesis (trans-c)
        • 10m
        • can use an action to move things each round
        • crs restrained
    • cantrip
      • light, or presti
  • Comments 5-10
    • likes slow better than melf's
      • slow is rarely saved against and hurts their DEX saves
      • makes them more vulnerable to fireballs
      • melf's is just another fire option
    • consider sickening radiance
      • radiant damage
      • exhaustion
    • cantrip choice: thunderclap
    • wizards with phantom steed are pretty cool
  • Level 11-12
    • spells
      • chain lightning or Otiluke's freezing sphere?
        • cl let's you choose targets, so no benefit to being an evoker
        • fs is AoE, helps to be evoker
        • he chooses freezing sphere
      • Otiluke's Freezing Sphere
        • 10d6, worse than upcast fireball
        • huge area, 120ft, great if enemies are spread way out
        • freezes surface of body of water, 1m
        • can create sling stone version
          • can you exclude people at cast time? or at throw time?
          • can place and run away
      • contingency
        • fire shield (or dim door, otiluke's resilient sphere)
  • Level 12
    • asi
      • INT=20
    • spells
      • wall of ice
        • don't usually choose this one
        • 10d6 cold
      • mass suggestion
    • 74 hp, ac 13
  • Level 13-14
    • overchannel
      • 1-5 level spells
      • deal max damage
      • once per LR, but can keep doing it and take damage
        • 2d12 per spell level
    • spells
      • 7th
        • crown of stars
          • 7 times per hour, ba
        • forcecage
        • simulacrum
        • teleport
          • no limits on how big others are
  • Level 15-16
    • asi
      • lucky or alert
    • spells
      • 8th
        • demiplane
        • maze
        • maddening darkness (evo-c)
          • huge area, 60ft rad sphere
          • goes around corners
        • sunburst (evo-x)
          • huge area
          • CON/12d6 radiant, blinded 1m
        • drop melf's meteors
  • Level 17-18
    • could multclass these last 3 levels
    • spell mastery
      • misty step
      • shield
    • spells
      • 9th
        • wish
        • true polymorph
        • invulnerability
        • meteor swarm
          • ultimate blast spell
          • 40d6
          • 1 mile
  • Level 19-20
    • signature spells
      • fireball
      • counterspell
    • asi
      • alert or lucky
    • spells
      • water breathing (rit)
      • bigby's hand
      • plane shift
      • create homunculus
      • dim door
  • Comments 11-20
    • sorcerers as blasters
      • more slots
      • twinning, heightened, silent casting vs other casters
    • clerics as blasters
    • choose evoker exceptions at cast time
      • need los
      • conc spells
      • might not be able to see whole party when cast
      • allies might arrive mid-conc
      • need to drop to avoid ff
      • or likely to forget and injure them
    • invulnerability to protect evoker, can't exclude himself
    • consider sunbeam
    • consider melf's as signature spell

Conjurer (The Master of Creation, no INT increases)

  • chose race with no bonus to INT
  • no so bad to trail behind 1 pt
  • this time, try to not raise INT at all
    • no st, no to hit rolls
    • fewer preparations
  • conjurers get bonuses to conjuration spells
  • Level 1
    • race
      • goblin
        • DEX+2, CON+1
        • darkvision
        • fury of the small
          • damage larger cr, deal damage + level
          • 1/R
        • nimble escape
          • bonus action
            • disengage
            • hide
    • wizard
      • skills
        • arcana
        • history
    • background
      • sage
        • perception
        • stealth (we're going to use this a lot)
      • languages
        • primordial
        • abyssal (or infernal, want to talk to summoned crs)
    • ability scores
      • DEX 14+2, CON 15+1, INT 14, WIS 12, CHA 8
    • equipment
      • dagger
      • explorer's pack
      • sling, bullets
        • maybe borrow a light crossbow from another PC who doesn't need it
    • spells
      • cantrips
        • minor illusion
        • message
        • mage hand (not using attack cantrips, light crossbow will be better until level 5, won't use cantrips then anyway)
      • 1st (preparing 3 spells)
        • find familiar (rit)
        • detect magic (rit)
        • unseen servant (rit)
        • shield
        • fog cloud (good defense since we'll be hiding)
        • sleep
    • using a lot of crossbow for attacks
  • Level 2
    • arcane tradition
      • conjurer
        • minor conjuration
          • action
            • conjure small (3ft) inanimate object, visually magical
            • unlimited, except one at any one time
            • can create a lantern, rope, lockpicks, ..
            • create a barrel, hide behind it
              • not an illusion, solid
            • able to create poison? (DM dependent)
    • spells
      • 1st
        • absorb elements (not prepared, rare at low levels)
        • mage armor (AC 13 => 16)
  • Level 3
    • spells
      • 2nd
        • cloud of daggers (conj-c)
          • creates choke point
          • 60ft range
          • 5ft cube
          • 4d4 sl when enter, or starts turn there
          • upcast, +2d4 per slot
        • misty step
        • drop sleep (but still ok at level 3)
  • Level 4
    • asi
      • INT+2 (avoiding for this build)
      • DEX+2
      • alert
        • combines with fog cloud [26m]
      • lucky
      • skulker (chose this one)
        • miss attack from hide
          • doesn't reveal position
        • lightly obcured, can hide
        • works for us like fog cloud
    • spells
      • cantrip
        • mending
          • can repair crossbow bolts
      • 2nd
        • magic mouth (rit)
        • levitate (trans-c)
        • (or) invisibility (ill-c)
    • tactics
      • still using crossbow but have more spell options
      • misty step, levitate (raise ourselves and shoot)
      • cloud of daggers on chokepoints or spd=0 enemies
  • Level 5
    • remember, medium int
      • fear, hyppat use st, but still ok
    • conjurations spells ok now, but will get better at level 10
    • skulker feat works well with minions
    • spells
      • 3rd
        • animate dead
          • give skeletons a bow for ranged attacks (due to low hp)
        • summon lesser demons
          • summon them on the other side of demons to pincer them
          • demons are hostile to everyone
          • few demons for DM to choose from, he controls
          • 8 Manes
          • 4 Dretch (18hp, multiattack, fetid cloud)
          • 2 Quasit (weak, invis, good melee, claws, poison)
        • prepare both, drop fog cloud or cloud of daggers
    • cantrip boost at 5th, better than crossbow
  • Level 6
    • benign transposition
      • like misty step, 30ft
      • willing, med or smaller, swap positions
      • transp down ally out of danger, misty step out, recover transp
    • spells
      • preparations tight, choose two rituals
      • leomund's tiny hut (rit)
      • water breathing (rit)
  • Level 7
    • spells
      • 4th
        • polymorph
          • defensive use doesn't need st
        • summon greater demons
          • <= cr 5
          • easy to lose control
          • Tanarukk (CR5, 95hp)
          • Baubau (CR4, 82hp, AC16, resistant: cold, fire, lightning, nonmagical bl, p, sl)
  • Level 8
    • asi
      • alert, INIT+5
    • spells
      • 4th
        • conjure minor elementals
          • safer than demons, can control these
          • 8 steam mephit (21hp, immunity: fire, poison)
          • fire snake (CR1, 22hp, imm: fire, vul: cold)
          • gargoyle, azer
        • arcane eye
  • Level 9
    • spells
      • 5th
        • rary's telepathic bond (rit)
        • wall of force
        • (animate objects)
        • (conjure elemental)
          • but don't lose conc
        • (not) planar binding
          • needs conc for long cast
          • don't have magic circle
  • Level 10
    • focused concentration
      • can't lose due to taking damage
    • spells
      • cantrip
        • presti
      • 5th
        • conjure elemental
          • air has better maneuverability
          • 1h
          • upcast at 6th, air, stalker
        • animate objects
        • (consider counterspell)
        • prepare both, drop levitate
  • Level 11-12
    • asi
      • lucky
    • spells
      • contingency
      • dimension door
      • soul cage
      • true seeing (6)
  • Level 13-14
    • durable summons
      • summoned creature, 30 tmp hp
    • spells
      • 7th
        • simulacrum
        • forcecage
        • etherealness
        • teleport
    • usually summoning 1 cr at a time
  • Level 15-16
    • asi
      • DEX+2
        • increases init, ac, stealth rolls
    • spells
      • 8th
        • maze
        • antimagic field
        • clone
        • demiplane
  • Level 17-18
    • spell mastery
      • misty step
        • works well with benign transposition
      • shield (or fog cloud)
    • spells
      • 9th
        • gate
          • planar travel
          • friendly creatures
        • prismatic wall
        • wish
        • true polymorph
  • Level 19-20
    • asi
      • DEX+2 = 20
    • signature spells
      • animate dead
      • summon lesser demons
    • spells
      • mind blank
      • plane shift
      • create homonculus
      • scatter

Illusionist (Ultimate Arcane Trickster)

  • Level 1 (rogue 1)
    • mix illusionist with rogue
    • unique and creative
    • illusion DM dependent
    • want many skills
    • race
      • kenkuu (or half-elf, vhuman)
        • DEX+2, WIS+1
        • expert forgery
          • adv to create forgeries or duplicates
        • skills (2)
          • acrobatics
          • deception
        • mimicry
          • can recreate sounds and combine with illusions
    • class
      • rogue
        • more skills
          • 4 vs 2
        • skills
          • stealth
          • sleight of hand
          • perception
          • investigation
        • expertise
          • stealth
          • deception
        • sneak attack
          • 1d6 extra good at levels 1-3
    • ability scores
      • standard array
        • STR 8, DEX 14, CON 13, INT 15, WIS 10, CHA 12
    • background
      • charleton
        • skills
          • athletics
          • arcana
        • profs
          • forgery kit
          • disguise kit
    • equipment
      • rapier, short bow (crossbow better)
      • leather armor (want studded)
  • Level 2 (rogue 1/wizard 1)
    • class: wizard
    • spells
      • cantrips
        • minor illusion
        • booming blade
        • mage hand
      • 1st
        • find familiar (rit)
        • shield
        • fog cloud
        • disguise self
          • especially good for kenkuu
          • can already sound like someone
        • grease
          • multiple enemies
        • absorb elements
  • Level 3 (Ro1/Wi2)
    • second level of rogue now?
      • cunning action
    • Illusionist
      • Improved Minor Illusion
        • sort of twins spell
      • cantrip
        • message
      • spells
        • 1st
          • unseen servant (rit)
          • detect magic (rit)
  • Level 4 (Ro1/Wi3)
    • spells
      • 2nd
        • darkvision
        • mirror image
  • Level 5 (Ro1/Wi4)
    • asi
      • few conc spells (CON saves)
      • INT+1 = 16
      • CON+1
    • spells
      • cantrip
        • Toll of the Dead
      • 2nd
        • Misty Step
        • invis
    • booming blade goes up
      • use with sneak attack
      • misty step away
  • Level 6 (Ro1/Wi5)
    • spells
      • 3rd
        • hyp pat
        • hut
    • use tactics to protect your conc
  • Level 7 (Ro1/Wi6)
    • malleable illusions
      • dur 1m+, los, can change
      • disguise self
      • silent image
    • spells
      • 1st
        • silent image
          • have mimicry, minor illusion that can add sound
      • 3rd
        • major image
          • image, sound, smell, temperature
          • tailor to situation
    • not going to prepare major image for now
      • using hyp pat
  • Level 8 (Ro1/Wi7)
    • spells
      • 4th
        • poly
        • greater invisibility
  • Level 9 (Ro1/Wi8)
    • asi
      • now want to boost conc saves
      • lucky
    • spells
      • 4th
        • dim door
        • arcane eye
  • Level 10 (Ro1/Wi9)
    • spells
      • 5th
        • seeming
        • wall of force (or bigby's hand)
  • Level 11
    • illusory self
      • reaction
      • duplicate
      • an attack misses
      • 1/R
      • can use with mirror image
    • spells
      • cantrip
        • green flame blade
          • two enemies beside each other
          • automatic secondary damage
      • 5th
        • rarys telepathic bond (rit)
        • bigby's hand
          • upcasts well for damage
    • decent at melee
  • Level 12-13
    • asi
      • int+2=18
    • spells
      • 6th
        • contingency
        • programmed illusion
          • lasts until dispelled
        • mass suggestion
        • eyebite
    • can drop major illusion for programmed illusion
  • Level 14-15
    • illusory reality
      • semi reality
      • ba, make part of illusion real, 1m
      • good wall spells
      • once per illusion
    • spells
      • 7th
        • mirage arcane
          • terrain, structures
          • can change
          • 1 mile square, 10 days
        • simulacrum
          • must have
        • teleport (or plane shift)
        • reverse gravity
    • drop polymorph
  • Level 16-17
    • asi
      • int+2=20
    • spells
      • 8th
        • illusory dragon
        • maze
        • demiplane
        • mind blank
  • Level 18-19 (Ro2/Wi17)
    • spells
      • 9th
        • wish
        • true polymorph
    • rogue 2
      • cunning action
  • Level 20 (Ro2/Wi18)
    • spell mastery
      • misty step
      • silent image
        • can combine with illusory reality every round
    • many skills +15 stealth, +13 deception
    • 18th level wizard
    • wizard with a rogue flavor

Warmage (The Battle Mage, Githyanki, high STR)

  • Level 1 (Fi 1)
    • concept
      • intended to be melee
    • AL
      • can't be githyanki, can't get GFB, BB
      • use vHuman
    • race
      • githyanki
      • STR+2, INT+1
      • bonus spells
        • mage hand
        • jump, 1/d
        • misty step, 1/d
      • language
        • deep speech
      • tool prof
        • theives' tools
      • wants to wipe out mind flayers
      • martial prodigy
        • med armor, shortswords, longswords, greatswords
        • could play straight wizard
        • but will have some fighter
          • flexibility, more weapons, shields
    • class
      • fighter
        • skills
          • athletics
          • history
        • fighting style
          • dueling?, gwf?, defense?
          • defense
        • can use any magic weapons that comes along
        • second wind
    • bg
      • far traveller
        • skills
          • insight
          • perception
        • gaming set/instr
          • dragon chess
        • lang
          • undercommon
        • maps
    • ability scores
      • STR 14+2, DEX 12, CON 14, INT 15+1, WIS 8, CHA 8
    • equipment
      • chain mail (will go for plate mail)
      • two martial weapons
        • greatsword
        • longsword
      • light crossbow, 20 bolts
      • dungeoneer's pack
      • gaming set
        • dragon chess
    • AC 17, 12 hp
  • Level 2 (Fi 1/Wi 1)
    • spells
      • cantrips
        • green flame blade
          • adjacent
          • booming blade is considered to be a little more likely to get the extra damage
          • gfb maybe more likely to work at low levels
        • minor illusion
        • ray of frost
        • (mage hand, from githyanki)
      • 1st
        • find familiar (rit)
        • shield
        • false life
          • give temp hp, 1d4+4, 1h
          • can upcast for +5
        • disguise self
          • hide githyanki-ness
        • absorb elements
          • melee bonus using absorbed damage
        • detect magic (rit)
        • (no big gun spell, using melee)
  • Level 3 (Fi 1/Wi 2)
    • war mage
    • arcane deflection
      • hit by attack, fail st
      • reaction
        • +2 AC, +4 st
      • can't cast 1+ level spells until end of next turn
      • great for st
    • tactical wit
      • add INTm to INIT
    • spells
      • 1st
        • expeditious retreat
          • ba, conc
          • dash
        • comprehend languages (rit)
        • (jump, from gith)
    • maybe better tank than fighter
      • false life
      • 17 AC + shield/arcane deflection
  • Level 4 (Fi 1/Wi 3)
    • spells
      • 2nd
        • web
          • AoE
        • flaming sphere
          • think it's better than shadow blade
    • 30 hp + 13 hp from false life
    • greatsword + flaming sphere
    • 17 AC + shield/arcane deflection
    • great st, arcane deflection
    • prof CON saves (from fighter)
  • Level 5 (Fi 1/Wi 4)
    • asi
      • war caster
        • can use any magic shields that come along and still cast
        • spell as AoO, booming blade when we get it
    • spells
      • cantrip
        • booming blade (at the perfect time)
          • 3d8 at this level
          • combines well with flaming sphere
            • if they move away from sphere take booming blade damge
            • if stay, take extra flaming sphere damage
      • 2nd
        • mirror image
        • darkvision
          • githyankis don't have it
        • (misty step, from githyanki, 1/d)
    • avg damage: 26, baseline: 16.5
    • 36hp, AC17
  • Level 6 (Fi 1/Wi 5)
    • spells
      • 3rd
        • leomund's tiny hut (rit)
        • fear
          • already in melee so cone easier to place
    • can upcast flaming sphere to target single cr, if combat lasts long enough
  • Level 7 (Fi 1/Wi 6)
    • power surge
      • INTm surges, max
      • LR, resets to 1
      • SR, gain 1 if at 0
      • end a spell with dispel magic or counterspell
        • gain one surge
      • once per turn
        • can spend surge, add WL/2 extra damage to wizard spell
    • spells
      • counterspell
      • dispel magic
  • Level 8 (Fi 1/Wi 7)
    • spells
      • 4th
        • greater invisibility
          • increases both offense, defense
        • polymorph
  • Level 9 (Fi 1/Wi 8)
    • asi
      • INT+2
    • spells
      • 4th
        • dim door
        • fire shield
    • 60hp, AC17, +5 INIT
  • Level 10 (Fi 1/Wi 9)
    • spells
      • 5th
        • animate objects
          • still ok if resistant to nonmagical p,bl,sl
          • but if you know the monster, use upcast flaming sphere
          • use silvered sling stones as objects
        • wall of force
    • drop poly
    • 66hp
    • doing a lot as a fighter
  • Level 11 (Fi 2/Wi 9)
    • action surge
      • can cast two 1a spells
      • big fight: round 1
      • animate objects + fire shield
      • bonus action to attack with AO
      • next, attack melee bb/gfb with ba AO
      • normal fight, just use flaming sphere
  • Level 12 (Fi 3/Wi 9)
    • next level of fighter now or last?
      • choosing now but either way
    • martial archtype
      • battle master
      • 3 superiority dice, d8
      • 3 maneuvers
        • Menacing Attack
          • WIS/frighten
        • Pushing Attack
          • STR/push 15ft
          • hit him, push him, he needs to come back in, takes booming blade damage
        • Precision Attack
    • student of war
      • any tool set
  • Level 13-14 (Fi 3/Wi 11)
    • could take one more level of fighter
      • get asi
      • but lose 9th level spells (level 20)
      • will the campaign last to level 20?
    • durable magic
      • when conc, AC and st +2
    • spells
      • odd levels now, but slots get weird
      • cantrip
        • lightning lure
          • sort of like thorn whip
          • pull 10ft
      • 5th
        • bigby's hand
        • rary's telepathic bond
      • 6th
        • contingency
          • take damage => dim door
        • mass suggestion
  • Level 15-16 (Fi 3/Wi 13)
    • asi
      • INT+2
    • spells
      • 6th
        • programmed illusion (or scatter)
        • soul cage
          • humanoid
      • 7th
        • crown of stars
        • forcecage
  • Level 17-18 (Fi 3/Wi 15)
    • deflecting shroud
      • use arcane deflection
      • 3 cr, 60ft
      • WL/2 force damage
      • can use this instead of shield
    • spells
      • 7th
        • plane shift (or teleport)
        • simulacrum
      • 8th
        • maze
        • mind blank
  • Level 19-20 (Fi 3/Wi 17)
    • asi
      • alert
    • spells
      • 8th
        • demiplane
        • antipathy/sympathy
          • good for tank wizard
      • 9th
        • wish
        • true polymorph

Abjurer (The Armadillo)

  • Level 1 (Wa 1)
    • concept
      • great defense
      • some melee
      • 20 straight levels?
        • few abjuration spells in wizard spell list
        • shield
        • many circumstantial
        • few at certain levels
      • class dip?
    • race
      • hobgoblin
        • great if 20 straight levels
        • fine with dip too (saving face)
        • CON+2, INT+1
        • darkvision
        • martial training
          • two weapons
          • light armor
        • saving face
          • miss, fail ab check, st
          • add bonus = nr allies 30ft (max +5), 1/R
    • class
      • warlock
        • prof
          • arcana
          • history
        • patron
          • hexblade
            • hex warrior
              • med armor, shields, (hex weapon (but CHA))
            • hexblade's curse
              • add PB to damage, 1/R
    • ab scores
      • CHA 13, WIS 10, STR 8, CON 12+2, DEX 14, INT 15+1
    • background
      • sage
        • prof
          • perception
          • investigation
        • languages
          • whatever
    • spells
      • 13 CHA (skip eldritch blast)
      • cantrips
        • booming blade (some melee)
        • mage hand
      • 1st
        • armor of agathys (abj)
          • why we took warlock
          • 5 temp hp
          • opponent takes cold damage
        • hellish rebuke
          • CHA, but ok
          • DEX/fire
        • (shield)
      • equipment
        • roll for gold
        • don't want warlock equipment
        • but what we want isn't expensive, so whatever
          • light crossbow
          • component pouch
          • dungeoneer's pack
          • light crossbow and sell it
        • what we actually want
          • scale mail (half plate later)
          • shield
          • rapier
      • 10hp, AC 18
      • 1 slot, recover at rest
  • Level 2 (Wa 1/Wi 1)
    • spells
      • cantrips
        • fire bolt
          • attack roll
        • toll the dead
          • st
        • minor illusion
      • 1st
        • shield (abj)
        • find familiar (rit)
        • absorb elements (abj)
        • alarm (abj, rit)
        • thunderwave
          • combines with melee
        • ice knife (or magic missile)
          • ranged blast
          • 5ft AoE
    • AC 18 (23 with shield)
    • 16hp
    • use warlock slot first, get it back at rest
    • can use either slot for warlock or wizard spells
  • Level 3 (Wa 1/Wi 2)
    • school
      • abj
        • arcane ward
          • lasts until LR
          • Wiz level + INTm hp
          • absorbs damage
          • stays at 0 hp, can build back up by casting abj spell
          • not tmp hp, so stacks, ward hit first
    • spells
      • 1st
        • detect magic (rit)
        • snare (abj)
          • not great but ok
          • build arcane ward
          • protect place of rest
          • cover behind in dungeons
    • main tactic
      • armor of agathys
      • enemy hits arcane ward
        • takes 5hp damage from agathys
      • 12 additional hp
      • upcast agathys as we level up
      • we want to be attacked in melee
      • at least as long as we have spell slots
      • damage to ward doesn't require conc saves
  • Level 4 (Wa 1/Wi 3)
    • spells
      • 2nd
        • web
          • multiple enemies
        • levitate
          • good control spells
          • single target
          • or protect a wounded ally
    • Comments
      • this build makes Blade Ward an interesting spell choice, when it isn't usually
  • Level 5
  • Level
  • Level
  • Level
  • Level
  • Level
  • Level
  • Level
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  • Level
  • Level

Necromancer

Transmuter

The Eternal Cockroach

Concept

  • character that just won't die
  • yuan-ti who leaves to spy on the larger world, but decides he's a good guy and likes it there better
  • great AC, all st, ton of hp
  • can cast a lot of spells, 8th level
  • combat damage

Race

  • yuan-ti pureblood
  • resistance to st from magic
  • protection from poison

Level 1, Paladin

  • Paladin (heavy armor proficiency)
  • Profs
    • Athletics
    • Intimidation
  • Background
    • Soldier
    • (spy)
  • skills
    • perception
    • animal handling (will have a mount)
  • gaming set
    • chess
  • Attrs
    • STR 13
    • DEX 10
    • CON 14
    • INT 12 + 1(race)
    • WIS 10
    • CHA 14 + 2(race)
  • Starting Equipment
    • martial weapon (longsword)
    • Shield
    • five javelins
    • explorer's pack
    • chain mail
    • dice
  • worst level, 2nd will be big boost
    • good AC 18
    • 12 hp
    • d8 +1
    • poison spray (d12)

Level 2, Warlock

  • Warlock Hexblade (1 level dip)
  • hexblade curse (+ pb, crit 19,20, healing)
  • hex warrior (add CHAm)
  • two cantrips
    • booming blade
    • green flame blade
  • 1st level
    • armor of agathys (scales well, will use later)
      • 5 temp hp
      • attacker takes damage
    • shield
      • +5 AC
  • longsword is hex weapon +5
  • 19 hp
  • lay on hands

Level 3-9, Paladin

  • fighting style
    • defense
  • spells
    • shield of faith
    • prot evil and good
    • bless
    • compelled duel
  • Sacred Oath: Ancients
  • Nature's Wrath, entangling vines
  • Ensnaring Strike
  • Warcaster
  • Misty Step
  • Moonbeam
  • Aid
  • AC 21
  • can add Shield of Faith, Shield
  • Find Steed
  • plate armor, but don't have a good enough STR
  • so have a steed
  • Aura of Warding
    • resistance to spell damage
  • ASI: CHA 18

Level 10-11, Wizard (two levels)

  • war mage
  • tactical wit
  • arcane deflection
  • 3 cantrips (low INT)
    • presti
    • minor illusion
    • mage hand
  • spells
    • absorb elements
    • find familiar
    • feather fall
    • expeditious retreat
  • AC 24, plate +1, etc
  • 87 hp
  • aid, armor of agathys give 112 hp
  • d8+4 attack + magical weapon effects
  • st DEX+5 CON+11+adv

Level 12-20, Bard

  • flute
  • persuasion
  • bardic inspiration
  • cantrips
    • friends
    • light
  • spells
    • longstrider
    • healing word
    • faerie fire
    • dissonant whispers
  • college of swords
  • dueling
  • expertise
    • perception
    • persuasion
  • spells
    • see invisibility
    • lesser restoration
  • song of rest
  • jack of all trades
  • blade flourish: defensive
  • 14th level
  • 5th level slots
    • aid scaled up
  • 3 4th level slots
    • armor of agathys
  • 108hp, 40 additional hp
  • assume
    • cloak of prot
    • shield +2
    • etc
  • 27 AC
  • 5 1st level slots
    • shield
  • but hard to hit, but hits will probably be criticals
  • lay of hands, 40hp
  • init +3
  • ASI, CHA 20
  • inspr better, d8
  • font of inspiration
  • cantrip
    • mending
  • 3rd
    • dispel magic
    • leomund's tiny hut, rit
  • 6th level spell slots, but only 34d level spells known
  • Feat
    • Sentinel
    • (Toughness)
    • (Polearm master)
  • spells (4th)
    • freedom of movement
    • greater invis
      • attacker needs a 20 to hit, but has disadv
  • spells (5th)
    • greater restoration
    • raise dead
  • level 20
  • 150 hp
  • 8th level spell slots
    • aid, +35 hp
  • 7th
    • armor of agathys
  • 220 hp
  • decent offense, spells

Average Damage Per Round

What is good damage, easy Warlock build as baseline

  • easy to tell a new player how to play a Warlock and get decent damage
  • start with CHAm at +3
  • Hex adds 1d6 to damage
  • Eldritch Blast does 1d10
  • take agonizing blast at level 2 (add CHAm to damage)

    L DAMAGE CALC DAMAGE
    1 d6(hex) + d10(e. blast) 9
    2 d6+d10 + 3(agon. blast/CHAm) 12
    4 CHAm+1 13
    5 Eldritch Blast: 2 beams 26
    8 CHAm+1 28
    11 3 beams 42
    17 4 beams 56
  • assumes you hit every time
  • baseline of ok damage
  • 1/2 baseline: terrible
  • Less than baseline: poor
  • Equal to baseline: ok
  • Greater than baseline: good
  • 1+1/2 baseline: very good
  • 2x baseline: terrific

    LVL BASE 1+1/2
    1 9 13
    2 12 18
    4 13 19
    5 26 39
    8 28 42
    11 42 63
    17 56 84

Consider the chance to hit

  • what roll do you need to make a hit?
    1. 95% (nat 1s always miss)
    2. 95%
    3. 90%
    4. 85%
    5. 80%
    6. 75%
    7. 70%
    8. 65%
    9. 60% (baseline)
    10. 55%
    11. 50%
    12. 45%
    13. 40%
    14. 35%
    15. 30%
    16. 25%
    17. 20%
    18. 15%
    19. 10%
    20. 5%
  • Level 1
    • base damage
      • 0.60 * 9 = 5.4
    • extra damage from critical (one weapon die)
      • 0.05 * 5.5 = 0.275
    • total
      • 5.4 + 0.275 = 5.675
  • modifiers change the percentage from the roll you need
  • adv
    • square the chance to miss
    • square the chance to not do a critical
      • (0.95 * 0.95) = 0.9025
      • (1 - 0.9025) = 9.75% chance of a crit
  • disadv
    • square the chance to hit
    • square the chance to do a critical
      • (0.05 * 0.05) = 0.0025
      • < 1% chance of a crit
  • warlock 17th
    • eblast + hex (baseline)
      • normal damage
        • (0.6 * 56) = 33.6
      • crit damage
        • (0.05 * 36) = 1.8
      • average damage
        • (33.6 + 1.8) = 35.4
    • eblast + shadow of moil (gives adv)
      • normal damage
        • (0.84 * 42) = 35.28
      • crit damage
        • (0.0975 * 22) = 2.145
      • average damage
        • 37.425
  • barbarian, 4th level, greatsword
    • STRm or Great Weapon Master
      • STRm
        • baseline the same, since warlock baseline added CHAm+1
        • adv 84%
        • (+1 STRm + 2 rage)
        • normal damage
          • (0.84 * 13) = 10.92
        • crit damage
          • (0.0975 * 7) = 0.6825
        • avg damage
          • 11.6025 (41% over baseline)
      • GWM
        • didn't improve str, GWM -5 to hit for +10 damage
          • so chance to hit, -0.3
          • 60% chance to hit, down to 30% chance to hit
          • adv, (0.7 * 0.7) = 0.49, 51% chance to hit
        • normal
          • (0.51 * 22) = 11.22
        • crit
          • (0.975 * 7) = 0.6825
        • avg
          • 11.9025 (44% over baseline)

some builds based on criticals

  • hexblade paladin
  • longsword criticals
    • (0.05 * 5.5) = 0.275
  • smite(1st level) on crits
    • (0.05 * 27.5) = 1.375 per round
  • add hexblade curse (incr crit% 10%)
    • (0.10 * 27.5) = 2.75 per round
  • add adv
    • (0.19 * 27.5) = 5.225
  • add elven accuracy (cube chance to miss)
    • (0.271 * 27.5) = 7.4525

ranger, 20th, beastmaster, uses beast to attack, raw, phb,mm,xgte

LEVEL CHANGE VS BASELINE
1 +55%
2 +62%
3 +105%
4 +85%
5-10 +59%
11-16 +42%
17-20 +51%

video desc

  • Average Damage per round on a hit (easy method): Simply add the average of each die (half the die type + 1/2) + any damage bonuses. Add all attacks in a round together. This provides the "base" average damage.
  • Accurate average Damage per round: Convert your chance to hit to decimal (5%=0.05) and multiply by your base damage. Multiply your chance to crit times your additional damage on a crit. Add these two numbers together.
  • Advantage/Disadvantage: On advantage you square your chance to miss, on disadvantage you square your chance to hit (after converting to decimals)
  • Baseline to hit and damage (accurate method)
  • Level 1: +5 to hit, 5.85 damage
  • Level 2-3: +5 to hit, 7.65 damage (0.6x9+0.05x9)
  • Level 4: +6 to hit, 8.25 damage (0.6x12+0.05x9)
  • Level 5-7: +7 to hit, 16.5 damage (0.6x26+0.05x18)
  • Level 8: +8 to hit, 17.7 damage (0.6x28+0.05x18)
  • Level 9-10: +9 to hit, 17.7 damage (0.6x28+0.05x18)
  • Level 11-12: +9 to hit, 27.15 damage (0.6x43+0.05x27)
  • Level 13-16: +10 to hit, 27.15 damage (0.6x43+0.05x27)
  • Level 17-20: +11 to hit, 35.4 damage (0.6x56+0.05x36)
  • This isn't covered in the video, but with spells I generally assume a 60% chance of a failed save, -10% if Con save, +10% if Int save against the baseline of +3 spellcasting modifier, improved at level 4 and 8.
  • Remember if you are affecting multiple opponents, add them together! Fireballs are terrible against one target, amazing if you can hit several.
  • My video on the Beastmaster will be released same time in one week, stay tuned!

Best Ranger Spells

  • none of these work with WISm
  • but all chars benefit from good perception, WIS saves, etc.

First Level

  • Hunter's Mark
    • ba
    • Hex does necrotic
    • hm uses weapon's type
    • easy to change targets
    • conc
  • Absorb Elements
    • following round, adds 1d6 of that type of damage
  • Goodberry
    • 10 berries
    • probably better than cure wounds
    • use before long rest
  • Zephyr Strike
    • conc
    • ba
    • no AoO
    • additional movment after attack (hit or miss)

Second Level

  • Healing Spirit
    • very good, arguably broken
    • conc
  • Pass Without Trace
  • Lesser Restoration
  • Darkvision

Third Level

  • Conjure Animals
  • Water Breathing

Fourth Level

  • Guardian of Nature
  • Conjure Woodland Beings

Fifth Level

  • Swift Quiver
  • Steel Wind Strike
    • 6d10 force
    • no conc
  • Commune with Nature
    • where is he
    • what spells does he have
    • what minions does he have

Xanathars

  • Gloom Stalker
    • great spells
      • rope trick, impr invis
  • Horizon Walker
    • misty step
      • better than xephyrs
    • haste, teleportation circle
  • Monster Slayer
    • not as good
    • prot evil
    • banishment
      • relies on WIS

Best Paladin Spells

Smites

  • but overused, other options can be better

1st Level

  • Bless (conc) [Cl Pa]
    • 1a cast
    • don't cast in combat, but good beforehand
    • party should have someone who can cast bless
    • adds to attacks and st
    • lasts 1m
  • Compelled Duel (conc, uses CHAm) [Pa]
    • used by tank
    • ba to cast
    • you can't attack anyone else
    • no one else can attack target
  • Heroism (conc, uses CHAm) [Ba Pa]
    • 1a cast
    • stops target from being frightened
  • Shield of Faith (conc) [Cl Pa]
    • ba cast
    • adds 2 AC
  • Thunderous Smite (conc) [Pa]
    • ba cast
    • hit with melee attack
    • 2d6 thunder, STR/pushed 10ft and knocked prone
  • Wrathful Smite (conc) [Pa]
    • ba cast
    • hit with melee attack
    • 1d6 psychic, WIS/frightened
    • target can use action to attempt WIS check vs spell save DC to become unfrightened

2nd Level

  • Aid (no conc) [Cl Pa]
    • lasts 8h
    • 5 additional hp to hp max
    • stacks with temp hp
    • works well at higher levels, 5 more hp per level over 2nd
    • short rest heals those
  • Find Steed [Pa]
    • become large cr
    • very fast and maneuverable
    • mount shares your spell effects
  • Lesser Restoration [Bd Cl Dr Pa Ra]
    • great when you need it

3rd Level

  • Aura of Vitality (conc) [Pa]
    • not great, but ok
    • ba
    • one cr in range heals 2d6 hp
  • Crusader's Mantle (conc)
    • allies in range add 1d4 radiant damage
    • not worth it if just a couple of you
    • great if druid summons creatures
  • Revivify [Cl Pa]
    • lowest level raise dead
    • dead less than 1m
    • low cost

4th Level

  • Banishment (conc, CHAm) [Cl Pa So Wa Wi]
    • good for divide and conquer
    • all or nothing
  • Death Ward [Cl Pa]
    • drop to 0hp, have 1hp
    • protected for 8h
  • Find Greater Steed [Pa]
    • flying cr, fast

5th Level

  • Banishing Smite [Pa]
    • does good damage
    • banished if less than 50hp
  • Circle of Power [Pa]
    • 10m
    • defensive buff
    • adv on st against magic and similar
  • Destructive Wave [Pa]
    • AoE, no friendly fire
    • 10d6, knocks prone
  • Holy Weapon (conc) [Cl Pa]
    • buffs weapon
    • adds 2d8 radiant to each hit
    • lasts 1h

Forge Cleric

Notes

  • Average Damage at 8th level (assumes no 2ndary Booming Blade Damage)
    • Baseline damage: 17.7
    • (see video link for calculating average damage above)
    • Warhammer with booming blade and divine strike: 12.38 damage
    • Spiritual weapon (l2 cast): 3.75 damage
    • Spirit Guardians (l4 cast): 13.5 damage
    • Total damage: 29.63 or 67% above the baseline
  • At 9th level:
    • Baseline damage (no change from 8th): 17.7
    • Warhammer with booming blade and divine strike: 12.38 damage
    • Spiritual weapon (l2 cast): 3.75 damage
    • Spirit Guardians (l5 cast): 16.88 damage
    • Total damage: 33.01 or 86% above the baseline
  • At 9th level using Animate Objects (assumes a single target)
    • Baseline damage (no change from 8th): 17.7
    • Warhammer with booming blade and divine strike: 12.38 damage
    • animate objects (l5 cast): 35.75 damage
    • Total damage: 48.13 or 172% above the baseline
    • (If facing resistance to bludgeoning, drops significantly)

Level 1

  • Hill Dwarf
  • Guidance, Toll the Dead, Sacred Flame
  • Bless (conc), Guiding Bolt, Healing Word, Shield of Faith
  • Domain
    • Searing Smite, Identify

Level 2

  • Channel Divinity: Turn Undead
  • Channel Divinity: Aritsan's Blessing
  • Detect Magic

Level 3

  • heat metal, magic weapon
  • Spiritual Weapon (no conc) (only have 2 2nd level slots)
  • try to get plate mail

Level 4

  • ASI
    • war caster
    • WIS+2 to 18, (spiritual weapon, spell save dc)
    • magical affinity (find familiar, shield, booming blade) [Magic Initiate?]
  • Mending or Light
  • Enhance Ability (don't need something else for combat)
    • can change spell choices daily

Level 5

  • Spirit Guardians
  • Revivify (best raise dead spell, if applies; 300gp each try)
  • Domain: Elemental Weapon, protection from energy (conc)

Level 6

  • Soul of the Forge
  • Dispel Magic (can dispel battlefield effects: wall of stone, etc)

Level 7

  • 4th level spells
  • drop Guiding bolt
  • Banishment
  • Guardian of Faith (no conc) (campsite protection, but can use in certain combats)
  • Domain
    • Fabricate
    • Wall of Fire (conc) (use if huge number of weak enemies)

Level 8

  • ASI
    • Magic Initiate
      • Booming Blade (2d8)
      • Green Flame Blade or Minor Illusion
      • Find Familiar: Owl
  • Divine Strike (1d8)
  • Aid (inc max hp, scales well)

Level 9

  • domain
    • creation
    • animate objects (silver pieces should count as silvered weapons, scales well)
      • single target
      • combine with Paladin's Crusader's Mantle
      • Spirit Guardians might be better against groups
  • Greater Restoration

Level 10-11

  • divine intervention
  • heal (70hp, 60ft range)
  • contagion (no conc)
  • cantrip: light
  • 100+ hp
  • hold 6th level for heal

Level 12-13

  • ASI
    • WIS+2, STR+2
    • resilient, lucky
  • Word of Recall
  • Conjure Celestial (couatl, 1m cast, 1h, it can cast spells)

Level 14-15

  • divine strike (2d8)
  • (8th) (consider upcasting spirit guardians, Animate Objects)
    • Anitmagic Field, Holy Aura
  • Temple of the Gods (if no one has Tiny Hut, and if 7th level slot is open at the end of the day)

Level 16-17

  • (9th) Mass Heal (700hp, 60ft)
  • ASI
    • STR+2
  • Saint of Forge of Fire

Level 18-20

  • can go straight Cleric, but we have the biggest stuff
  • complement with either Ba, Dr, Fi
  • Fighter probably best
  • Fighting Style: Defense
  • Martial Archtype: Battle Master
    • Menacing Attack
    • Goading Attack
    • Precision Attack
    • (Commander's Strike if you have a rogue)
    • (Maneuvering Attack)
  • Brewing Supplies
  • 22AC without magical improvements
  • resistant poison, adv conc, resistance bl, pi, sl
  • 186hp

Great Combos

Wolf Totem Barbarian/GWM

  • WTB gives adv to allies
  • allies with large crit ranges

Crusader's Mantle/Summoning, Animate Dead, Animate Objects

  • CM gives 1d4 bonus to creatures in range

Grapple, Sentinel, Booming Blade/Flaming Sphere

  • keep target immobile
  • attack with damage at the end of the round

Hex/Wrathful Smite, Web, Grapple

  • Hex, no st, disadv ability check
  • spells that save via ability checks

Devil's Sight/Darkness

  • warlock
  • blind everyone else, they can still see

Flame Arrow/Action Surge, Swift Quiver

  • Flame Arrow by itself is weak
  • give to someone else
  • AS allows a lot of arrows

Reckless Attack, Ancestral Protectors/Rage, Heroism/Fire Shield

  • Heroism add extra temp hp each round
  • add them all together
  • enemies have adv on barb, reduce temp hp, enemies receive fire damage
  • barb might not even take real hp damage

Simulacrum/Wish

  • cast Sim on ourselves
  • Sim casts Sim
  • again and again
  • each have Wish spell
  • Sim casting Wish can fail and not affect us
  • but dumb

Bane/Hypnotic Pattern, slow, Fireball

  • bane reduces enemies' st
  • makes after-spell all the more effective

Spirit Guardians/Dif Ter, Prone

  • sg halves enemies' movement speed
  • combine with dif ter, very hard to move
  • knock them prone, now they have to get up first

Polymorph/Disintegrate

  • poly to mouse
  • use dis, it drops to 0hp, killed outright
  • might have been changed in errata

Mounted Combatant, Shield Master/Enlarge-Reduce

  • mount's size vs opponent has advantages

Spike Growth/All Forced Movement

  • sg, take damage as you move through terrain
  • so push them through it
  • warlock, grasp of hadar, warlock can pull them back out for more damage

Glyph of Warding/Demiplane

  • gow, effects on target
  • cast demi, go there, gow give you magical effects, come back
  • stacks conc spells

Find Steed/Shapechange

  • share spells with self and mount
  • shapechange both of you

Sneak Attack/Commander's Strike

  • cs allows ally to strike out of turn
  • only one sa per turn
  • or rogue using riposte

Mounted Combatant/Wildshaped Druid with Sentinel

  • druid turns into mount
  • mount druid
  • enemy attacks fighter, druid uses sentinel
  • enemy attacks mount, fighter redirects themselves as target, druid uses sentinel

Comments

  • Blink/Greater Invisibility, Haste
  • Dissonant Whisper/3 or more allies
  • Divine Favor/monk with two weapon fighting
  • samurai/Elven Accuracy
  • dwarvish noble blood feat/berserker barb
    • dodge and heal using action, swing with bonus
  • Hypnotic Pattern/Aura of Devotion
    • no friendly fire
  • Rogue/Haste/Hold Action
    • hasted rogue gets sneak attack with hasted action
    • holds action to out of turn, second sneak attack
  • Barb-x, Rogue-2
    • grapple enemy
    • use dash as bonus action to reposition
    • drag through AoE

Summoning Spells

Why Use Summoning

  • offense
  • cr often gets multiple attacks
  • bc, crs take up space, block access
  • protect allies
    • attacks on summoned crs are attacks not made on allies
  • scouting
  • crs expendible
  • trap detector
  • useful against enemies with magic resistance, legendary resistances
  • great action economy
  • flanking
  • summoned crs often have spells or cool abilities
  • not dependent on spellcasting ability

Why do people dislike summoning?

  • two turns for one player
  • several creatures, even longer, lots of decisions
  • looking up cr statistics, options for creatures
  • DM might need to determine crs
    • time for him to decide
    • he won't necessarily know where to look
  • overcrowding on a map
    • crs might be large
  • players are blocked

How to minimize disruption

  • Player
    • Always have your turn prepared before your turn
      • what to summon
      • where to put them
      • have spell opened in book
      • have DM options available
        • for each CR
    • roll attacks all at once with multiple dice
    • involve other players at the table
      • let other players run a cr
      • or let them suggest a play
    • use d20 as mini that shows its hp
    • summon fewer crs if full count is too many for the board
    • let DM know you want to get a summoning spell
  • DM
    • have list of creatures available
      • split by terrain type
    • you're allowed to set guidelines
    • keep thing moving
    • use average damage
    • don't ban a whole class of magic
    • be fair in choosing creatures
    • believable for unintelligent enemies to target summoned crs
    • intelligent enemies will probably try
      • counterspell
      • dispel magic
      • interrupt caster's concentration
        • players
          • use summoned as shield
          • conjurer, con't lose conc by taking damage
          • maintain cover
        • things that probably won't work
          • summon using glyph of warding
            • conjure elemental might work
          • planar binding
            • matter of interpretation
            • "extending" duration, still need concentration?

Summoning Classes

  • Druid
    • conjure animals is 3rd level, early
    • get more
    • Circle of the Shepherd
      • all about summoning
      • summoned crs damage is magical
  • Wizard
    • Summon lesser demons at 3rd, but awkard spell, can't control
    • summoning comes later
    • conjurer
      • summoned crs get more hp
      • safe from conc
  • Warlock
    • about the same as Wizard
    • no special abilities
  • Cleric
    • summoning later
    • Conjure Celestial, Conjure Planar Ally
      • couatl
    • single creatures
  • Rangers
    • later
    • get druid summoning spells
    • better for rangers with low Wisdom
  • Bards
    • lore bard
    • conjure animals
    • other bards later
    • glamor bard gives more hp to creatures

Summoning Spells

  • consider casting time, 1a, 1m, ..
  • consider control of crs
    • what happens if lose conc
  • who picks the cr, player, DM?
  • Conjure Animals
    • level 3
    • DM picks
    • up to 8 cr
    • combat usage
    • 1h duration
  • Conjure Celestial
    • 1m cast
    • 1h
    • couatl
      • spells
  • Summon Gr Demon
    • limited control
    • st every rd
    • many demon options, abilities
    • should get a rd or two
  • Conjure Elemental
    • 4 choices
    • resistances
    • always air around
    • great maneuverability, flight, speed

Using Summoning Spells Optimally

  • place them well
    • want the cr to be attacked
    • make enemies go through them
    • put them away from the caster
  • know your options
    • different abilities, spells, combat roles
  • know the spell or abilities of what you summon
  • use the cr best abilities immediately
    • might lose control
    • might lose it
  • don't worry about cr health
    • let them get hit, draw attacks, be tempting
  • protect your conc
    • feats, warcaster, lucky

Circle of the Shephard Druid

Circle of the Shephard

  • has a focus on summoning
  • Moon Druid is very strong early, other Druids get better as their spellcasting improves

Race

  • Summoning doesn't need a high Wisdom
    • consider DEX, CON
  • Aarakocra
    • flight
    • can fly out of range and let summoned crs attack for you
    • DMs might try to squeeze out benefit of flight
  • Hill Dwarf
    • extra hp
    • CON bonus
    • weapon profs if you want them
  • Wood Dwarf
    • DEX
    • longbow prof for early levels
    • 35 speed
    • hide
  • Ghostwise halfling
    • DEX
    • Lucky
    • Telepathy
  • Lizardfolk
    • good for duids
    • CON
    • WIS
    • create shields
  • Goblin
    • DEX
    • CON
    • small but 30 speed
    • darkvision
    • fury of the small, extra damage against bigger crs
    • Nimble Escape
      • disengage, hide, as ba
      • summon, then hide

Background

  • urban, urchin
    • stealth, sleight of hand
    • disguise kit

Level 1

  • skills
    • perception
    • animal handling
  • DEX 16, CON 16, WIS 15, INT 10, STR 8
  • equip
    • scimitar
    • wooden shield
  • cantrips
    • Guidance
    • Thorn Whip?
      • don't have ranged weapon
    • Frostbite
  • 1st Level Spells
    • Healing Word
    • Faerie Fire
    • Detect Magic (rit) (only two spell slots)
  • Overview
    • can melee
    • helpful spells
    • not using ba much
      • can disengage
    • ranged: frostbite

Level 2

  • druid circle
    • speech of the woods
      • sylvan
      • speak with animals
    • spirit totem
      • 1/r, ba
      • aura
      • tend to go with Bear
        • also hawk (reaction, adv attack), unicorn; ok too
        • extra hp
        • adv STR checks, st
  • 1st level spell
    • absorb elements
  • wild shape
    • CR 1/4
    • full action to change
    • Wolf
    • more about utility, use spells instead

Level 3

  • 2nd level spell
    • drop detect magic to make room
    • healing spirit (conc)
    • pass without trace

Level 4

  • wild shape
    • slightly better
    • swimming speed
  • ASI
    • WIS+1 => 16
    • CON+1 => 17; setting up for Resilient CON
  • 2nd level spell
    • flaming sphere
      • can attack on ba
  • AC 16
    • want studded leather soon => 17
    • then need magic armor and shield, or dragon scale mail

Level 5

  • 3rd level Spells
    • Conjure animals
      • friendly
      • can place them
      • they're fey, understand sylvan
      • go with 8x 1/4CR crs, unless need something special
      • DM chooses
      • not a big difference between 1/4 and 1/2 CR
    • Water Breathing (rit)
      • ritual to save slot for two Conjure Animals
  • 2nd level
    • primal savagery
      • WIS is getting higher

Level 6

  • mighty summoner
    • more 2hp more for summoned crs
    • 11 with bear totem
    • crs have magical damage

Level 7

  • 4th level spells
    • drop healing word; keep goodberry
    • Conjure Woodland Beings
      • 1/4 blink dogs, sprite
      • 1/2 satyr
      • 1 dryad
      • 2 sea hag
      • so know what we're getting
      • be careful about ff with sea hag
      • satyr has ranged attacks
      • dryads are great
        • hp with bear and mighty, 40+
        • entangle, goodberry
        • barkskin (conc) (AC 11)
        • pass without trace (conc)
        • shillelagh
        • can charm humanoid
    • Freedom of Movement
      • no conc
      • great when you need it
      • also prevents effects that cause paralysis, restrained, reduced movement
      • escapes grapples
      • movement, attacks unaffected by being underwater
    • could do Polymorph
      • conflicts with summoning

Level 8

  • wild shape
    • CR 1
    • flying
  • ASI
    • Resilient CON
    • CON+1 => 18
  • 3rd level spell
    • Dispel Magic
    • drop Flaming sphere
    • Enhance Ability (non-combat)
    • keeping Faerie Fire for mild combats

Level 10

  • Guardian Spirit
    • boosts totem
  • Cantrip
    • thorn whip
  • 5th level spell
    • Conjure Elemental
      • Earth, fire, water, air
      • 1m cast
      • lots of hp, resistances, immunities
      • air, fly 90, whirlwind
      • two attacks
      • don't lose conc, turns hostile
    • Planar Binding (maybe not)
      • 1h cast
      • discussion of duration, concentration, etc.
    • Greater Restoration
      • sometimes, nothing else will work
  • 93 hp, +8 CON
  • conjure animals, still good

Level 12

  • level 6 spells
    • Heal
      • 70hp, ranged
    • Bones of the Earth
      • no conc
      • 6 pillars of stone
      • dia 5ft, ht 30ft
      • small walls
      • under them, <= Large; DEX/lifted, 66bl, restrained
    • Conjure Fey
      • animal form
      • Mammoth, similar or weaker than elemental
      • compare, upcasted Conjure Elemental
      • elementals have two attacks
  • ASI
    • WIS=>18, but 16 is just fine
    • War Caster

Level 14

  • Faithful Summons
    • 0 hp or incap, get Conjure Animals, 4 beasts CR<=2
    • within 20ft, protect, attack foes
    • no conc, 1/LR
    • last 1h
  • 7th level spells
    • weak choices at this level, 7-8, for druid; cleric too
    • Plane Shift
    • Mirage Arcane
      • good in large areas
    • Reverse Gravity?
      • talk to DM
      • enemy succeeds at DEX st, unaffected or holding on and can't do anything?

Level 16

  • ASI, Lucky
  • 8th level spells
    • nothing good
    • Animal Shapes
    • Anitipathy/Sympathy

Level 18

  • Timeless Body
    • age slowly
  • Beast Spells
    • great for moon druids
    • cast spells while wild shaped
  • 9th level
    • Foresight
      • best buff in game
      • cast everyday
    • True Resurrection
      • 25000gp
    • Shapechange
    • Storm of Vengeance

Level 20

  • not a big change, could multiclass at 17th
    • maybe 3 levels of rogue
  • ASI, WIS=>18
  • Archdruid
    • unlimited wild shape
    • CR<=1 (non moon druid)
    • still ok for utility
    • cast spells better when wild shaped
  • spells
    • Wind Walk (6)
    • Heroes' Feast (6)
    • Commune with Nature (5)
  • char is best, level 5-11

Fog Cloud

What is it

  • most misinterpreted in the game
  • conc, 1h
  • 1 action, 120ft
  • 20ft rad sphere, 64 squares
  • goes around corners
  • wind disperses
  • upcast, radius increases by 20ft
  • lots of classes get it

remove adv from enemies

  • "heavy obscured"
    • blocks vision entirely
    • blinded condition
      • automatically fails any ability check requiring sight
      • attack rolls against cr have adv
      • cr's attack rolls at disadv

remove enemy's darkvision adv

  • anyone inside cloud
    • adv and disadv cancel, even fight
    • cancels adv from other effects
  • devil's sight doesn't work on fogs
  • true sight doesn't work on fogs
  • real fog, not an illusion
  • blindsight works

boost stealth in combat

  • fog doesn't hide crs, but allows hide action
  • in combat, being hidden doesn't reduce speed
  • making attack reveals hidden cr (except Skulker feat)
  • ba stealth really benefits from fog cloud (rogue, goblin)
    • but needs buddy to get sneak attack

remove los

  • spells often require los
  • debuffs spellcasters

doesn't

  • doesn't slow anyone down
  • doesn't impose disadv
  • doesn't tell people where you are

Magical Secrets

10th Level Bard

  • treated as bard spells, CHA as spellcasting modifier
  • bard spell list, lots of conc spells
  • cast conc spell, then actions are left with little use
  • lack of good BC spells on bard list
    • no walls, etc.
  • Wall of Force (conc)
    • contain monster with legendary resistances, immunities to nonmagical damage, etc.
    • not so much wizards
      • can counterspell or teleport out
  • Counterspell
    • good at all levels
    • bards have jack of all trades, good ability score checks
  • Find Greater Steed (4, paladins)
    • pegasus, griffon
    • fly in combat
    • utility
    • no conc
    • permanent
    • crs are intelligent, INT=6
    • don't fall if steed dies
      • consider adding feather fall
  • Destructive Wave
    • if you like to get close
      • armor prof
    • 30ft rad, CON half/10d6 prone
    • no ff
  • Transmute Rock
    • good BC
    • no conc
    • 40ft cube
    • worse than dif ter
  • Telekinesis + Spritual Weapon
    • tele, 10m duration, can cast before combat
    • restrained
    • STR check to pull object (wands, weapons, etc.) away from enemy
    • bards especially good with tele
    • utility
    • sw, ba
    • with tele, have adv
    • can upcast sw
  • (not) Swift Quiver
    • ba, 2 additional ranged weapon attacks
    • 1m, conc
    • idea is to be archer
      • spells get better, but archery weakens compared to fighters
      • want to strengthen their archery
      • use ba on 1st round to cast spell
      • get 4 attacks on 2nd round, uses ba and conc
      • 4 attacks but weak attacks
      • better to just switch to full spellcaster as archery declines
      • better to use animate objects

14th Level Bard

  • more non-conc spells available in bard list now
  • mass suggestion, forcecage
  • some wizard spells get really good around here
  • Simulacrum
    • cast outside of combat
    • duplicate of yourself
  • Contingency
    • low hp => dim door
  • Magic Jar
    • put your soul in the jar
    • possess humanoid within 100ft, put his soul in the jar
    • can swap back if within 100ft
    • target body dies, target's soul dies, you go back to jar if within 100ft
      • you must make CHA st vs your own spell DC
    • wizards usually have low CHA and not prof in CHA st
      • but bards are better at those
  • Heal
    • 60ft, 70 hp
  • Wall of Thorns (6)
    • druid
    • circle or wall, 5ft thick
    • 7d6 damage if it forms on you
    • 4ft for 1ft movment
    • good BC
  • Bones of the Earth
    • druids
    • 6 pillars, 5ft diam
    • no conc
    • can make a wall
    • make it under a cr, can pin them to ceiling, restrained, take damage
      • action to escape
  • (not) Tenser's Transformation
    • start off good at melee or bow
    • martial skill doesn't keep up, might miss it
    • lose bard's extra attack
    • already have weapon prof
    • valor, sword bard have armor prof
    • do get adv on attacks
    • but can't cast spells

18th Level Bard

  • 9th level spells
  • bards get four choices, but two are bad
    • good
      • foresight
      • true polymorph
    • bad
      • power word heal
      • power word kill
  • wish
  • mass heal
    • divide 700 hp among any allies
    • cures blindness, deafness, diseases, ..
    • can cast in combat
  • other not as good but ok choices
    • maze
    • demiplane
    • clone
    • prismatic wall
    • shapechange

6th Level Lore Bards

  • stuck with light armor
  • not many spells to protect you
  • shield
    • similar to cutting words
    • but lasts until next turn
  • counterspell
  • fireball
    • no conc
    • still decent at 6th level
  • revivify
    • bards get healing but not spells like this one
  • conjure animals
  • spirit guardians
    • might have moderately armored feat
    • better AC
    • now can go into battle
    • 15 ft rad
    • enemies slowed and take damage, st vs more damage
    • long duration, maybe multiple battles
    • best to get a lot of enemies around you
  • healing spirit
    • upcasts well
    • can move it around
    • bring up downed opponents
  • (not) eldritch blast
    • true, bards don't get good attack cantrips
    • but don't trade 6th level spell options for a cantrip
    • consider multiclassing into warlock instead
    • lore bards not good at single target ranged combat until have animate objects

Treantmonk Variants

Ranger

  • Class Features
    • Profs
      • herbalism kit
    • skills
      • four skills, instead of 3
      • prob perc. stealth, surv.
    • equipment
      • two weapons, or weapon and shield
      • longbow or light crossbow
    • favored enemy
      • doesn't provide bonus to many skills against fe
      • doesn't improve with levels, just add new fe
      • more langs than sages, but doesn't fit idea of hunter rather than scholar
      • hit or miss in choosing fe
      • 1m watching enemy, tracking, defeat in combat
        • can switch fe to that one
        • 1/LR
      • adv Surv, INT, St, Dec, Int vs fe
      • 6th level: adv init vs fe
      • 14th level: critical on 19-20 vs fe
    • natural explorer
      • 3 favored terrain
      • have to guess well
      • prof WIS, INT checks vs ft
      • LR in terrain, can change to that one
      • travel 1h: same as PHB
      • 6th: can't be slowed in ft
      • 10th: can't be surprised in ft
    • fighting style
      • same
      • add mod to bonus attacks
      • feat changes to be described later
    • spellcasting
      • now a prepared caster, like a druid
    • primeval awareness
      • changed list, added beasts plants
      • get quantity, direction, distance, size
      • exact type in ft
    • master trapper
      • new, dropped Land Stride
      • 8th
      • can set traps
        • falling net
        • poison gas
          • adv ft
        • pit
        • spiked pit
    • Vanish
      • 10th: ba hide
      • mask tracks, even allies
    • Hide in Plain Sight
      • 14th
      • 1m, camo
      • hide in lightly obscured
      • must replace at LR
    • Feral Senses
      • 18th: blindsight 30ft
    • Foe Slayer
      • 20th: when hit fe, add two damage dice
  • Hunter
    • little reason to stay past 5th level
    • Hunter's Prey
      • 3rd
      • colossus slayer
        • same
      • Giant Killer
        • large
        • +1d8 damage next turn
        • keep reaction
      • horde breaker
        • same
    • Defensive tactics
      • 7th
      • Escape the Horde
        • movement, no AoO
      • Multiattack Defense
        • after first attack, attacks disadv
      • Steel Will
        • immune to fear
    • Multi Attack
      • 11th
      • Volley
        • same
      • Whirlwind Attack
        • melee weapon
        • additional attack if against different enemy
    • Superior Hunter's Defense
      • 15th
      • Spell Evasion
        • adv st against spells
        • full -> half -> none
      • Stand Against the Tide
        • resistant to their damage if adjacent to 2+ enemies
      • Superior Dodge
        • hit, reaction, reroll with disadv
  • Beast Master
    • Ranger's Companion
      • med, CR 1/4
      • can also choose Riding Horse
      • can spend ranger's HD to heal cr during rest
      • no action movement options
      • action to make it attack
        • will continue to attack
      • can give up one of your attacks to give to beast
      • you incap or absent, acts alone
      • beast moves stealthily in ft
      • new beast, 1h
    • Exceptional Training
      • 7th
      • beast, help, hide
      • multiattack
      • half->none splash damage
      • magical attacks
    • Bestial Fury
      • 11th
      • same with multiattack addition
    • Share Spells
      • 15th
      • same

Monk (rev 2)

  • 20191018
  • Class Features
    • Prof
      • improvised weapons
    • ST
      • WIS, DEX
      • both "primary" st: WIS, DEX, CON
    • unarmored defense
      • was AC = 10 + WISmod
      • if attacked
        • reaction
          • add unarmored defense bonus to AC hoping to prevent that one attack
    • martial arts
      • monk weapon
        • added improvised weapons that don't resemble weapons
    • ki
    • flurry of blows
      • 1 ki pt = 2 unarmed strikes
        • monk levels
        • 11th: 3
        • 20th: 4
    • patient defense
      • 1 ki pt = impose disadv against you until beg next turn
    • step of the wind
      • 1 ki pt = spd doubled until end of turn, no AoO, adv ACR DEX, jump doubled
    • unarmored movement
    • deflect missiles
      • reaction
        • reduce damage by 1d10 + DEXm + monk level
        • continues to work on every ranged attack until beg of your next turn
        • if reduce to 0, can catch and make ranged attack with it, 20/60
        • one such attack until bg next turn
    • asi
    • slow fall
      • no longer requires reaction
    • extra attack
    • stunning strike
    • ki-empowered strikes
    • evasion
    • standing still
      • 7th
      • first round, skip turn, stand still
      • need conc, like spell
      • attacks against, attacker must pass WIS st, like sanctuary
      • next turn
      • regain 2+WISm expended ki pts
      • 1m, or until lose conc
      • can attack 3x
      • melee attack against you misses
        • reaction
          • unarmed strike
          • if hits, DEX/disarmed
      • 1/R
    • purity of body
    • agile athletics
      • 13th
      • can use DEX instead of STR for any STR check
      • jumping, etc.
    • diamond soul
    • timeless body
    • empty body
    • perfect self
      • roll init: regain all ki points
      • start turn, 0 ki: get 1 ki pt
  • Open Hand
    • Open Hand Technique
    • Wholeness of Body
      • now healing pool, 3 * monk level
      • restored at LR
    • Tranquility
      • sanctuary effect
      • may end the effect and go directly to Standing Still without lost turn
    • Quivering Palm
  • Shadow
    • Shadow Arts
      • 1kp, can see through your darkness
    • Shadow Step
    • Cloak of Shadows
    • Opportunist
      • if hits, may use shadow step without ba
  • Four Elements
    • major revisions
    • Disciple of the Elements
    • Casting Elemental Spells
      • no mat comp
      • implicit upcast, PB/2 (round down), max 3
        • no ki cost
      • use your action to cast spell
        • can also use MA or FoBlows
    • Elemental Disciplines
      • arranged by level
      • replaced all level 6
      • major changes, 6+
      • Elemental Attunement
      • Fangs of the Fire Snake
        • 1 ki pt
        • range +10ft
        • fire damage
        • immune fire
        • cr within 5ft, 1d10 fire
      • Fist of Four Thunders
        • 1 ki point, thunderwave
      • Fist of Unbroken Air
        • 1 ki point
        • DEX half/3d10 bl + 1d10 per extra ki pt
      • Rush of the Gale Spirits
        • 11th, enemies disadv STR st
      • Shape the Flowing River
        • 60ft
      • Sweeping Cinder Strike
        • 1 ki pt
      • Water Whip
        • 1 ki pt
      • Call the Fury of the Storm (6)
        • 3kp, call lightning
      • Walk the Waves
        • 0kp
        • water walk, self
        • 11th: water breathing
      • The Burning Staff
        • 3kp
        • elemental weapon, fire
        • can cast on fists
      • Join the Earth
        • meld with stone
        • ritual option, no ki points
      • Call of the Deep (11)
        • 4kp
        • conjure elemental, water only
      • Flames of the Phoenix
        • 4kp
        • wall of fire
      • Grip of the Stone
        • 4kp
        • hold monster
      • Poison the Air
        • 4kp
        • cloudkill
      • Breath of Winter (17)
        • 6kp
        • otiluke's freezing sphere
        • 1/LR
      • Everflowing Winds
        • 5kp
        • wind walk
        • 1/LR
      • The Searing Sun
        • 5kp
        • sunbeam
        • 1/LR
      • Wave of Rolling Earth
        • 5kp
        • move earth
        • 1/LR

Sorcerer

  • Flavor
    • inborn magic
  • Class Features
    • equipment
      • don't get arcane focus or component pouch
    • eschew materials
      • don't need to provide components
      • free material component
        • don't need it
      • costly component
        • use ba to prepare yourself
        • ba spell cast next turn
      • costly consumed components
        • take 1d6
        • over 50gp, 1 level of exhaustion
        • over 100gp, need components
          • no sorcerer spells like this in PHB
      • takes damage after spell goes off, can lose conc
    • magical blood
      • ba, 1a
      • can cast spell up to 5th without using spell slot
      • take 1d6 nec
      • lets you cast a lot more spells, by freq
      • can't cast the same spell this way until after LR
    • metamagic
      • distant spell
        • can double teleport distance
      • extended spell
        • bump duration up to next category
      • subtle
        • no need to mention material components
    • sorcerous restoration
      • sr, regain all sp
      • init, no sp, regain 1 sp
  • Draconic Bloodline
    • draconic resistance
      • add resistance to your chosen damage type
    • elemental affinity
      • can change fire ball into lightning ball if your type is lightning
      • initial type must have been fire, cold, poison, acid, lightning
    • dragon wings
      • fly speed = 2 * walking speed
    • draconic presence
      • no longer requires conc
  • Wild Magic
    • wild magic surge
      • d6, use table 4+
      • next, 5+
      • after that, 6+
      • resets to 4 at LR
    • tides of chaos
      • d6, 4+, can use again
    • bend luck
      • 2sp, 1d12
      • reaction
      • bonus or penalty to target's attack roll, check, st
    • spell bombardment
      • chance of double damage

Warlock

  • Issues
    • more of a dipping class, rather than full class
    • revolves around eldritch blast
    • sit at 2 pact slots for a long time
    • invocations are not really unique, cast one spell once
    • hexblade better than other patrons
    • so give its goodies to everybody
  • Class Features
    • prof
      • add medium armor
    • equipment
      • scalemail option
    • eldritch blast
      • class feature
      • no longer a cantrip available to anyone
    • otherworldly patron
    • pact magic
      • 2 cantrips
      • spell points
      • spellcasting ability
        • charisma, but INT would be fine too
      • eldritch invocations
    • pact boon
      • pact of the blade
        • CHAm instead of STRm or DEXm
        • for attack and damage
      • pact of the chain
        • find familiar
        • imp, pseudodragon, quasit, sprite
        • pseudodragon weakest
          • others got invis
          • here, it gets invis
      • pact of the tome
        • unchanged
    • mystic arcanum
      • 6th level spell, once, no sp
      • later, 7th, 8th, 9th
      • added ability to switch out at level up
    • eldritch master
      • action
      • regain sp
      • restore 6,7 mystic arcanum
  • The Archfey
    • fey presence
      • action
      • 30ft, 1 cr
      • WIS/charmed or frightened
    • misty escape
    • beguiling defenses
    • dark delirium
  • The Fiend
    • unchanged
  • The Great Old One
    • awakened mind
      • added ability
        • action
        • WIs/frighten
    • entropic ward
    • thought shield
    • create thrall
  • Eldritch Invocations
    • all
      • no conc
      • no limits on usage
      • not spells
    • agonizing blast
    • armor of shadows
      • AC = 13 + DEm, adv stealth
    • ascendant step
      • levitate
    • beast speech
    • begiling influence
      • prof dec, per
    • bewitching whispers
      • your charmed cr
      • WIS/follow instrs
    • book of ancient secrets
    • chains of carceri
      • bind cr, 600ft
      • STR/restrained
      • action, escape, STR st
    • devil's sight
    • dreadful word
      • WIS/confusion
    • eldritch sight
      • see magic
    • eldritch spear
    • eyes of the rune keeper
    • fiendish vigor
      • temp hp
    • gaze of two minds
    • lifedrinker
      • again
    • mask of many faces
      • disguise
    • master of myriad forms
      • aquatic
      • change appearance
      • natural weapons
    • minion of chaos
      • summon fiend or fey
      • gibbering mouther
      • hostile to everyone
      • circle of protection
    • mire of the mind
      • alter time
      • WIS/affected
      • spd halved
      • AC-2, no reactions
      • one attack
    • misty visions
      • image of obj, cr
      • 5cuft
      • can move
    • one with shadows
    • otherworldly leap
    • repelling blast
    • sculptor of flesh
      • willing cr
      • new form
      • CR <= 1
    • sign of ill omen
      • touch, WIS/cursed 1m
      • disadv ability checks, st
    • thief of five fates
      • 30ft
      • CHA/attack, st - d4
    • thirsting blade
    • visions of distant realms
      • sensor, 1m, see or hear
    • voice of the chain master
    • whispers of the grave
      • corpse, mouth, ask 5 questions
    • witch sight
      • see true form, illusions

Author: Mike Wilson, cmikewilson@gmail.com, funarg.org

Created: 2019-11-07 Thu 15:13

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