Talk:Sid's Character Sheet: Difference between revisions

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*Feats (in most likely order): INT ASIs, Warcaster, Mobile or Wood Elf Magic
*Feats (in most likely order): INT ASIs, Warcaster, Mobile or Wood Elf Magic
*Spells to consider:  
*Spells to consider:  
**Level 1: Expeditious Retreat, Illusory Script (ritual 10' or prepared 1', SM(a lead-based ink worth at least 10 gp, which the spell consumes)),
**Level 1: Illusory Script (ritual 10' or prepared 1', SM(a lead-based ink worth at least 10 gp, which the spell consumes))
**Level 2: invisibility, Phantasmal Force(illusion), Blur, Darkness, Web, Earthbind, Maximilian's Earthen Grasp, Skywrite(just for ritual foolishness),
**Level 2: Arcane Lock, Blindness/Deafness, Blur, Continual Flame, Darkness, Detect Thoughts, Earthbind, Invisibility, Knock, Maximilian's Earthen Grasp, Phantasmal Force(illusion), Spider Climb, Web
***rituals: Gentle Repose, Skywrite


== Tactics ==
== Tactics ==
*Mobile and high AC. Can be effective with blade (with extra cantrip damage) for melee or can use chill touch for ranged attacks. Offhand kept free for spellcasting or can TWF melee or throw dagger when bonus action isn't spent by a spell or cunning action. Spells mostly for control and to gain advantage more often (triple advantage with elven accuracy feat).
*Mobile and high AC. Can be effective with blade (with extra cantrip damage) for melee or can use chill touch for ranged attacks. Offhand kept free for spellcasting or can TWF melee or throw dagger when bonus action isn't spent by a spell or cunning action. Spells mostly for control and to gain advantage more often (triple advantage with elven accuracy feat).

Revision as of 02:24, 1 March 2021

Level Plans

  • Level 8: Wizard 4 - +1 cantrip, +2 spells known, Level 3 slots, Feat: INT ASI
  • Level 9+: Probably Rogue 5-7/Wiz X (get Wiz 6 and extra attack asap), or alternatively Rogue X/Wiz 4
  • Feats (in most likely order): INT ASIs, Warcaster, Mobile or Wood Elf Magic
  • Spells to consider:
    • Level 1: Illusory Script (ritual 10' or prepared 1', SM(a lead-based ink worth at least 10 gp, which the spell consumes))
    • Level 2: Arcane Lock, Blindness/Deafness, Blur, Continual Flame, Darkness, Detect Thoughts, Earthbind, Invisibility, Knock, Maximilian's Earthen Grasp, Phantasmal Force(illusion), Spider Climb, Web
      • rituals: Gentle Repose, Skywrite

Tactics

  • Mobile and high AC. Can be effective with blade (with extra cantrip damage) for melee or can use chill touch for ranged attacks. Offhand kept free for spellcasting or can TWF melee or throw dagger when bonus action isn't spent by a spell or cunning action. Spells mostly for control and to gain advantage more often (triple advantage with elven accuracy feat).