As I have said in a recent blog post, there is a reduced incentive for me to combine the dwarf race with anything that gains Martial Weapon Proficiency because of the perception that I am wasting points in doing so due to their being no consideration for the overlap of the racial proficiencies and class proficiencies. Similarly, the mountain dwarf subrace is even more incentive to avoid places where a class provides Light and Medium armor proficiency for the same reason. That said, this presents a lot of incentive for playing a dwarf of a class not normally associated with those skills.
In this case, I'm focusing on a Wizard.
For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.
In this case, I'm focusing on a Wizard.
For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.
1st Level Mountain Dwarf Wizard
Str: 15
Dex: 14
Con: 14
Int: 15
Wis: 11
Cha: 10
HP: 8
AC: 12
Save DC: 12
Speed: 25 ft
Save DC: 12
Speed: 25 ft
Proficiency Bonus: +2
Darkvision 60ft
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency: Brewer's Supplies
Stonecunning
Dwarven Armor Training
Darkvision 60ft
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency: Brewer's Supplies
Stonecunning
Dwarven Armor Training
Armor Proficiencies: Light Armor, Medium Armor
Weapons: Battle Axes, Daggers, Darts, Handaxes, Light Crossbows, Throwing Hammers, Slings, Quarterstaffs, Warhammer
Tools: Brewer's Supplies
Saving Throws: Intelligence, Wisdom
Languages: Common, Draconic, Dwarven, Giant
Languages: Common, Draconic, Dwarven, Giant
Proficient Skills
Arcana (Sage) +4
History (Sage) +4
Investigation (Wizard) +4
Medicine (Wizard) +2
Arcana (Sage) +4
History (Sage) +4
Investigation (Wizard) +4
Medicine (Wizard) +2
Background: Sage
Spellcasting
Arcane Recovery
Cantrips: Booming Blade, Mage Hand, Prestidigitation
Spell Slots: 2 (1st)
1st Level Spells: Detect Magic, Expeditious Retreat, Find Familiar, Longstrider, Shield, Thunderwave
Prepared Spells: Expeditious Retreat, Shield, Thunderwave
Equipment
Reasoning: Starting equipment limits on wizard would prevent making the best use of the character's weapon and armor proficiencies. But I imagine that would be ameliorated within a couple of levels. Shield can be cast as long as there is a hand free, so versatile weapons don't prevent its use. Same with other somatic spells, though being a caster closer to the front-line means that more Concentration checks will be called for. I took 14 Dex rather than Constitution because it allows me to nearly max out the potential of medium armor. I'd have to take a feat and two more points of Dex to get a better situation. I avoided mage armor for the reason that I will be playing an armored mage, making mage armor not so useful.
2nd to 5th Level
2nd Level - Arcane Tradition: Abjurer, Abjuration Savant, Arcane Ward, +6 HP (14)
Spells: Absorb Elements, False Life
Spells: Absorb Elements, False Life
3rd Level - +6 HP (20)
Spells: Enlarge/Reduce, Shatter
Spells: Enlarge/Reduce, Shatter
4th Level - Ability Score Improvement: War Caster, +6 HP (26)
Cantrip: Green-Flame Blade
Spells: Identify, Catapult
5th Level - Proficiency Bonus: +3, +6 HP (32)
Spells: Counterspell, Dispel Magic
Spells: Counterspell, Dispel Magic
Reasoning: I have generally found Catapult to be a wonderful spell. The rest of these are taken towards the idea of increasing the character's survivability on the front lines. This is the same reason I took Abjurer as the tradition though I considered Transmuter given the stone that tradition produces can grant proficiency in Constitution saves. But the rest of the tradition didn't fit very well with the concept of the character, and the Abjurer's Ward works out wonderfully with it. War Caster, of course, is a natural choice for front-line casters. Also note the attack cantrips I'm taking are those that are cast with a weapon in hand, Booming Blade and Green-Flame Blade. Also by this level I expect they'd have gained a battle-axe and some scale mail.
5th Level Statistics
5th Level Mountain Dwarf Abjurer
Str: 15
Dex: 14
Con: 14
Int: 15
Wis: 11
Cha: 10
HP: 32
AC: 16
Save DC: 13
Speed: 25 ft
Save DC: 13
Speed: 25 ft
Proficiency Bonus: +3
Darkvision 60ft
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency: Brewer's Supplies
Stonecunning
Dwarven Armor Training
Darkvision 60ft
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency: Brewer's Supplies
Stonecunning
Dwarven Armor Training
Armor Proficiencies: Light Armor, Medium Armor
Weapons: Battle Axes, Daggers, Darts, Handaxes, Light Crossbows, Throwing Hammers, Slings, Quarterstaffs, Warhammer
Tools: Brewer's Supplies
Saving Throws: Intelligence, Wisdom
Languages: Common, Draconic, Dwarven, Giant
Languages: Common, Draconic, Dwarven, Giant
Proficient Skills
Arcana (Sage) +5
History (Sage) +5
Investigation (Wizard) +5
Medicine (Wizard) +3
Arcana (Sage) +5
History (Sage) +5
Investigation (Wizard) +5
Medicine (Wizard) +3
Background: Sage
Feat: War Caster
Spellcasting
Arcane Recovery
Tradition: Abjuration
Abjuration Savant
Arcane Ward
Cantrips: Booming Blade, Green-Flame Blade, Mage Hand, Prestidigitation
Spell Slots: 4 (1st) 3 (2nd) 2 (3rd)
1st Level Spells: Absorb Elements, Catapult, Detect Magic, Expeditious Retreat, False Life, Find Familiar, Identify, Longstrider, Shield, Thunderwave
2nd Level: Enlarge/Reduce, Shatter
3rd Level: Counterspell, Dispel Magic
Prepared Spells: Absorb Elements, Catapult, Counterspell, Expeditious Retreat, False Life, Shield, Thunderwave
Equipment
Scale Mail
Battle Axe
6th to 10th Level
6th Level - Projected Ward, +6 HP (38)
Spells: Erupting Earth, Protection from Energy
Spells: Erupting Earth, Protection from Energy
7th Level - , +6 HP (44)
Spells: Banishment, Stoneskin
8th Level - Ability Score Improvement: +1 Int, +1 Str, +6 HP (50)
Spells: Dimension Door, Evard's Black Tentacles
Spells: Dimension Door, Evard's Black Tentacles
9th Level - Proficiency Bonus +4, +6 HP (56)
Spells: Teleportation Circle, Wall of Stone
Spells: Teleportation Circle, Wall of Stone
10th Level - Improved Abjuration, +6 HP (62)
Cantrip: Sword Burst
Spells: Conjure Elemental, Telekinesis
Cantrip: Sword Burst
Spells: Conjure Elemental, Telekinesis
Reasoning: I've added a touch of summoning here and there at these levels. 5th Level only had one abjuration spell, Planar Binding, and it is one I'm not fond of both because I find it not very in line with the morality of most characters I play and because it's incredibly risky. Teleportation is a good general use power and Wall of Stone presents a good block. Wall of Force is also at 5th Level, but Wall of Stone has its own benefits. By now I'd expect they have a breastplate.
10th Level Statistics
10th Level Mountain Dwarf Abjurer
Str: 16
Dex: 14
Con: 14
Int: 16
Wis: 11
Cha: 10
HP: 62
AC: 16
Save DC: 15
Speed: 25 ft
Save DC: 15
Speed: 25 ft
Proficiency Bonus: +4
Darkvision 60ft
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency: Brewer's Supplies
Stonecunning
Dwarven Armor Training
Darkvision 60ft
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency: Brewer's Supplies
Stonecunning
Dwarven Armor Training
Armor Proficiencies: Light Armor, Medium Armor
Weapons: Battle Axes, Daggers, Darts, Handaxes, Light Crossbows, Throwing Hammers, Slings, Quarterstaffs, Warhammer
Tools: Brewer's Supplies
Saving Throws: Intelligence, Wisdom
Languages: Common, Draconic, Dwarven, Giant
Languages: Common, Draconic, Dwarven, Giant
Proficient Skills
Arcana (Sage) +7
History (Sage) +7
Investigation (Wizard) +7
Medicine (Wizard) +4
Arcana (Sage) +7
History (Sage) +7
Investigation (Wizard) +7
Medicine (Wizard) +4
Background: Sage
Feat: War Caster
Spellcasting
Arcane Recovery
Tradition: Abjuration
Abjuration Savant
Arcane Ward
Projected Ward
Improved Abjuration
Cantrips: Booming Blade, Green-Flame Blade, Mage Hand, Prestidigitation, Sword Burst
Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th)
1st Level Spells: Absorb Elements, Catapult, Detect Magic, Expeditious Retreat, False Life, Find Familiar, Identify, Longstrider, Shield, Thunderwave
2nd Level: Enlarge/Reduce, Shatter
3rd Level: Counterspell, Dispel Magic, Erupting Earth, Protection from Energy
4th Level: Banishment, Dimension Door, Evard's Black Tentacles, Stoneskin
5th Level: Conjure Elemental, Telekinesis, Teleportation Circle, Wall of Stone
Prepared Spells: Absorb Elements, Banishment, Catapult, Counterspell, Dimension Door, Erupting Earth, Evard's Black Tentacles, Expeditious Retreat, False Life, Shield, Stoneskin, Thunderwave, Wall of Stone
Equipment
Breastplate
Battle Axe
11th to 15th Level
11th Level - +6 HP (68)
Spells: Globe of Invulnerability, Investiture of Stone
Spells: Globe of Invulnerability, Investiture of Stone
12th Level - Ability Score Improvement: Resilience: Constitution, +6 HP (74)
Spells: Guards and Wards, Sunbeam
Spells: Guards and Wards, Sunbeam
13th Level - Proficiency Bonus +5, +6 HP (80)
Spells: Prismatic Spray, Symbol
Spells: Prismatic Spray, Symbol
14th Level - Spell Resistance, +6 HP (86)
Spells: Mordenkainen's Magnificent Mansion, True-Seeing
Spells: Mordenkainen's Magnificent Mansion, True-Seeing
15th Level - +6 HP (92)
Spells: Anti-Magic Field, Mind Blank
Spells: Anti-Magic Field, Mind Blank
Reasoning: There were quite a few more useful abjurations at these levels. Guards and Wards isn't so much a great spell for combat, but it is very much to theme. Also, one of the good things about wizardry is that while I like keeping to a particular theme, I have no need to and stepping outside that theme does not cause me any suspension of disbelief issues. This character has a lot of stone-related powers, but just as many are sprinkled here and there from other themes as well and I've skipped a lot of stone themed spells. By now I expect they'd have half-plate.
15th Level Statistics
15th Level Mountain Dwarf Abjurer
Str: 16
Dex: 14
Con: 15
Int: 16
Wis: 11
Cha: 10
HP: 92
AC: 17
Save DC: 16
Speed: 25 ft
Save DC: 16
Speed: 25 ft
Proficiency Bonus: +5
Darkvision 60ft
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency: Brewer's Supplies
Stonecunning
Dwarven Armor Training
Darkvision 60ft
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency: Brewer's Supplies
Stonecunning
Dwarven Armor Training
Armor Proficiencies: Light Armor, Medium Armor
Weapons: Battle Axes, Daggers, Darts, Handaxes, Light Crossbows, Throwing Hammers, Slings, Quarterstaffs, Warhammer
Tools: Brewer's Supplies
Saving Throws: Constitution, Intelligence, Wisdom
Languages: Common, Draconic, Dwarven, Giant
Languages: Common, Draconic, Dwarven, Giant
Proficient Skills
Arcana (Sage) +8
History (Sage) +8
Investigation (Wizard) +8
Medicine (Wizard) +5
Arcana (Sage) +8
History (Sage) +8
Investigation (Wizard) +8
Medicine (Wizard) +5
Background: Sage
Feat: Resilient: Constitution, War Caster
Spellcasting
Arcane Recovery
Tradition: Abjuration
Abjuration Savant
Arcane Ward
Projected Ward
Improved Abjuration
Cantrips: Booming Blade, Green-Flame Blade, Mage Hand, Prestidigitation, Sword Burst
Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th) 1 (6th) 1 (7th) 1 (8th)
1st Level Spells: Absorb Elements, Catapult, Detect Magic, Expeditious Retreat, False Life, Find Familiar, Identify, Longstrider, Shield, Thunderwave
2nd Level: Enlarge/Reduce, Shatter
3rd Level: Counterspell, Dispel Magic, Erupting Earth, Protection from Energy
4th Level: Banishment, Dimension Door, Evard's Black Tentacles, Stoneskin
5th Level: Conjure Elemental, Telekinesis, Teleportation Circle, Wall of Stone
6th Level: Globe of Invulnerability, Guards and Wards, Investiture of Stone, Sunbeam
7th Level: Mordenkainen's Magnificent Mansion, Prismatic Spray, Symbol, True-Seeing
8th Level: Anti-Magic Field, Mind Blank
Prepared Spells: Absorb Elements, Banishment, Catapult, Counterspell, Dimension Door, Erupting Earth, Evard's Black Tentacles, Expeditious Retreat, False Life, Globe of Invulnerability, Investiture of Stone, Mind Blank, Mordenkainen's Magnificent Mansion, Prismatic Spray, Shield, Stoneskin, Thunderwave, Wall of Stone
Equipment
Half-Plate
Battle Axe
16th to 20th Level
16th Level - Ability Score Improvement +2 Int, +6 HP (100)
Spells: Feeblemind, Maze
Spells: Feeblemind, Maze
17th Level - Proficiency Bonus +6, +7 HP (106)
Spells: Foresight, Prismatic Wall
Spells: Foresight, Prismatic Wall
18th Level - Spell Mastery, + HP (112)
Spells: Investiture of Wind, Time Stop
Spells: Investiture of Wind, Time Stop
19th Level - Ability Score Improvement: +2 Int, + HP (118)
Spells: Investiture of Water, Wish
Spells: Investiture of Water, Wish
20th Level - Signature Spell, +HP (124)
Spells: Investiture of Fire, Meteor Swarm
Spells: Investiture of Fire, Meteor Swarm
Reasoning: As usual, once I get to the higher levels of the spells, I tend to start just picking things that sound cool. In a sorcerer, I'd be a bit annoyed with a lack of spells on theme, but as this is a wizard, it's perfectly reasonable to, as said above, have spells from across multiple themes. I also note that this character is much less focused on out-of-combat stuff than usual for my wizards, though that said they likely picked up a number of spells after scribing from scrolls as they leveled. For spell mastery, I went with Shield (At Will Shield, yes please) and Enlarge, Shatter was considered, but I felt Enlarge provided broader use. For Signature, I went with Counterspell and Erupting Earth.
20th Level Statistics
20th Level Mountain Dwarf Abjurer
Str: 16
Dex: 14
Con: 15
Int: 20
Wis: 11
Cha: 10
HP: 124
AC: 17
Save DC: 19
Speed: 25 ft
Save DC: 19
Speed: 25 ft
Proficiency Bonus: +6
Darkvision 60ft
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency: Brewer's Supplies
Stonecunning
Dwarven Armor Training
Darkvision 60ft
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency: Brewer's Supplies
Stonecunning
Dwarven Armor Training
Armor Proficiencies: Light Armor, Medium Armor
Weapons: Battle Axes, Daggers, Darts, Handaxes, Light Crossbows, Throwing Hammers, Slings, Quarterstaffs, Warhammer
Tools: Brewer's Supplies
Saving Throws: Constitution, Intelligence, Wisdom
Languages: Common, Draconic, Dwarven, Giant
Languages: Common, Draconic, Dwarven, Giant
Proficient Skills
Arcana (Sage) +11
History (Sage) +11
Investigation (Wizard) +11
Medicine (Wizard) +6
Arcana (Sage) +11
History (Sage) +11
Investigation (Wizard) +11
Medicine (Wizard) +6
Background: Sage
Feat: Resilient: Constitution, War Caster
Spellcasting
Arcane Recovery
Tradition: Abjuration
Abjuration Savant
Arcane Ward
Projected Ward
Improved Abjuration
Spell Resistance
Spell Mastery: Shield, Enlarge
Signature Spell: Counterspell, Erupting Earth
Cantrips: Booming Blade, Green-Flame Blade, Mage Hand, Prestidigitation, Sword Burst
Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th) 2 (6th) 2 (7th) 1 (8th) 1 (9th)
1st Level Spells: Absorb Elements, Catapult, Detect Magic, Expeditious Retreat, False Life, Find Familiar, Identify, Longstrider, Shield, Thunderwave
2nd Level: Enlarge/Reduce, Shatter
3rd Level: Counterspell, Dispel Magic, Erupting Earth, Protection from Energy
4th Level: Banishment, Dimension Door, Evard's Black Tentacles, Stoneskin
5th Level: Conjure Elemental, Telekinesis, Teleportation Circle, Wall of Stone
6th Level: Globe of Invulnerability, Guards and Wards, Investiture of Fire, Investiture of Stone, Investiture of Water, Investiture of Wind, Sunbeam
7th Level: Mordenkainen's Magnificent Mansion, Prismatic Spray, Symbol, True-Seeing
8th Level: Anti-Magic Field, Feeblemind, Maze, Mind Blank
9th Level: Foresight, Meteor Storm, Prismatic Wall, Time Stop, Wish
Prepared Spells: Absorb Elements, Banishment, Catapult, Conjure Elemental, Dimension Door, Dispel Magic, Evard's Black Tentacles, Expeditious Retreat, False Life, Globe of Invulnerability, Investiture of Stone, Longstrider, Maze, Mind Blank, Mordenkainen's Magnificent Mansion, Prismatic Spray, Prismatic Wall, Shield, Shatter, Stoneskin, Sunbeam, Symbol, Thunderwave, Time-Stop, Wall of Stone
Equipment
Half-Plate
Battle Axe
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