Wednesday, October 11, 2017

Dwarven War-Sage (Mountain Dwarf Abjurer)


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.

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

Proficiency Bonus: +2

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

Proficient Skills
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

3rd Level - +6 HP (20)
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

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

Proficiency Bonus: +3

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

Proficient Skills
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

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

9th Level - Proficiency Bonus +4, +6 HP (56)
Spells: Teleportation Circle, Wall of Stone

10th Level - Improved Abjuration, +6 HP (62)
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

Proficiency Bonus: +4

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

Proficient Skills
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

12th Level - Ability Score Improvement: Resilience: Constitution, +6 HP (74)
Spells: Guards and Wards, Sunbeam

13th Level - Proficiency Bonus +5, +6 HP (80)
Spells: Prismatic Spray, Symbol

14th Level - Spell Resistance, +6 HP (86)
Spells: Mordenkainen's Magnificent Mansion, True-Seeing

15th Level - +6 HP (92)
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

Proficiency Bonus: +5

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

Proficient Skills
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

17th Level - Proficiency Bonus +6, +7 HP (106)
Spells: Foresight, Prismatic Wall

18th Level - Spell Mastery, + HP (112)
Spells: Investiture of Wind, Time Stop

19th Level - Ability Score Improvement: +2 Int, + HP (118)
Spells: Investiture of Water, Wish

20th Level - Signature Spell, +HP (124)
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

Proficiency Bonus: +6

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

Proficient Skills
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

Some 5e Builds

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