Talk:Sid's Character Sheet: Difference between revisions

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*Feats (in most likely order): Elven Accuracy, INT ASIs, Warcaster, Mobile or Wood Elf Magic
*Feats (in most likely order): Elven Accuracy, INT ASIs, Warcaster, Mobile or Wood Elf Magic
*Spells to consider:  
*Spells to consider:  
**Level 1: Earth Tremor, Fog Cloud, snare, puppet (UA), false life, disguise self,
**Level 1: Earth Tremor, snare, puppet (UA), false life, disguise self,
**Level 2: Misty Step, Phantasmal Force, Mirror Image, Blur, Darkness, Levitate, Suggestion, Web
**Level 2: Misty Step, Phantasmal Force, Mirror Image, Blur, Darkness, Levitate, Suggestion, Web


== 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 19:23, 25 January 2020

Level Plans

  • Level 6: Rogue 4 - feat: Elven accuracy (+1 DEX), +1 always prepared enchantment or illusion spell known (Shadow Blade)
  • Level 7: Wizard 3 - +2 spells
  • Level 8: Wizard 4 - +2 spells (FIREBALL!), Level 3 slots, Feat: INT ASI
  • Level 9+: Probably Rogue 5-7/Wiz X, or alternatively Rogue X/Wiz 4
  • Feats (in most likely order): Elven Accuracy, INT ASIs, Warcaster, Mobile or Wood Elf Magic
  • Spells to consider:
    • Level 1: Earth Tremor, snare, puppet (UA), false life, disguise self,
    • Level 2: Misty Step, Phantasmal Force, Mirror Image, Blur, Darkness, Levitate, Suggestion, Web

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).