DC-Chaos
2017-02-13, 07:46 AM
Hi guys,
I played a lot of 3.5 but we are about to start our first 5e campaign and I need a little advice on how to build my character.
Kinda complicated setting but basically he's going to be a old wise wizard that heads up the national research department of a wizard run government.
He study's all of "the 5 greater schools of magic" and is therefore able to cast many different spells from different classes.
As all our campaigns we usually do everything with a satirical edge and focused on fun so I'm not too hung up on maxing out the character.
I really just want to to reflect the character Bio while still being a useful party member.
I also prefer to take Feats over the attribute increases as I won't be too focused on offensive magic and this will be a lot more about Role Playing than a standard adventure.
We start at level 3...
Wizard 2/Cleric 1 - Aburation Specialist/Knowledge Domain - Sage background
Aiming towards Wizard 16/Cleric 4
I have basically everything figure out with stats and his spells but we are starting out with 1 Feat (maybe 2) which I will use to dip into even more spells from another class.
However I can't decide between Ritual Caster or Magic Initiate but I could perhaps even take both once I hit Lvl 4 which would be cool I guess.
Furthermore I'm not really sure which class/spells are the best ones to take with these feats or even the full implications of what they can do.
And finally is there a way to maximise the multiclass build in a way that for example the feat Practiced Spellcaster used to do in 3.5
So to sum up...
-Which Feat is better for my build?
-Is it worth it to take both Feats?
-Which class/spells should I go for?
-If I select Ritual casting can I then use my Ritual Book to constantly add new spells to my repertoire?
-If I select Magic Initiate can I also gain more spells from this as I level up?
-Any other good Feats, Tricks, Items etc. for what I'm trying to do with this character?
Thanks guys!
P.S. for those that are curious here's the letter written to the party and DM to introduce my character...
My esteemed colleagues,
I am pleased to receive the news of the coming together of our council to further this great nation in times of strife.
I would therefore like to announce my official position as the newly instated head of national magical research and study.
As decreed by our forefathers, Magic (or Majik in the old tounge) has been defined and split into 5 distinct separations.
The role of our department is to study all 5 in an effort to gain an in-depth and esoteric knowledge of the true power and capabilities of magic so that our society may gain the most benefit from it's use.
I hope to bring this knowledge to our group in order to help solve the current debacle which has beset us.
Therein the 5 schools of Magic are as follows...
Psionics
The practice of using innate powers to manipulate or produce energy usually through force manifestation.
Characterized by a lack of arcane rituals, gestures, components, and other typical features of magic.
Notable sub schools include Telekinesis, Psychometabolism and Psychometry.
Hermeticism
As defined by Hermes the Wise this school uses elements, environments and wildlife to generate magical force which can be used to augment, modify or manipulate things in nature.
Characterized by primal forces, beast or plant like manifestations as well as ancient rituals, traditional ceremonies and the use of organic ingredients.
Notable sub schools include Witchcraft, Druidism and Alchemy.
Arcanism
The obtaining of great magical knowledge and powerful spells through use and study of tomes, scrolls, artifacts, magical items, runes, incantations and somatic gestures.
The most common of the great arts and is most identifiable by the use of a Spellbook and the channeling of magic though a wand or staff.
Notable sub schools include Aburation, Conjuration and Necromancy.
Thaumaturgy
The most difficult of the magical arts to explain but the classical definition is translated as "To work miracles or marvels".
A Thaumaturgist seems to use divine, metaphysical, advanced scientific and sometimes bizarre or unexplainable means to perform acts of great wonder.
Characterized by producing magical energy through prayer, worship, meditation, astral communion, complex enchanted machinery and abstract calculations.
Notable sub schools include Divination, Mathemagics and Scientology.
Sorcery
Something of an amalgamation of the first 3 schools mentioned but still unique in its own right.
Sorcerers have usually obtained their powers though super natural means and with practice may use their new found gift to channel powerful magic through their own body and mind.
They tend to practice similar disciplines of magic to Arcanists but notably powerful ones of preference are Pyromancy and Cryomancy.
Thus came into existence the department of Psionic, Hermetic, Arcane, Thaumic And Sorcerous Studies.
Thank you for your time and I look forward to our collaboration on this endeavour.
With Kind Regards,
Ned Vesuviaas Aulderant
Head of the P.H.A.T.A.S.S. department
I played a lot of 3.5 but we are about to start our first 5e campaign and I need a little advice on how to build my character.
Kinda complicated setting but basically he's going to be a old wise wizard that heads up the national research department of a wizard run government.
He study's all of "the 5 greater schools of magic" and is therefore able to cast many different spells from different classes.
As all our campaigns we usually do everything with a satirical edge and focused on fun so I'm not too hung up on maxing out the character.
I really just want to to reflect the character Bio while still being a useful party member.
I also prefer to take Feats over the attribute increases as I won't be too focused on offensive magic and this will be a lot more about Role Playing than a standard adventure.
We start at level 3...
Wizard 2/Cleric 1 - Aburation Specialist/Knowledge Domain - Sage background
Aiming towards Wizard 16/Cleric 4
I have basically everything figure out with stats and his spells but we are starting out with 1 Feat (maybe 2) which I will use to dip into even more spells from another class.
However I can't decide between Ritual Caster or Magic Initiate but I could perhaps even take both once I hit Lvl 4 which would be cool I guess.
Furthermore I'm not really sure which class/spells are the best ones to take with these feats or even the full implications of what they can do.
And finally is there a way to maximise the multiclass build in a way that for example the feat Practiced Spellcaster used to do in 3.5
So to sum up...
-Which Feat is better for my build?
-Is it worth it to take both Feats?
-Which class/spells should I go for?
-If I select Ritual casting can I then use my Ritual Book to constantly add new spells to my repertoire?
-If I select Magic Initiate can I also gain more spells from this as I level up?
-Any other good Feats, Tricks, Items etc. for what I'm trying to do with this character?
Thanks guys!
P.S. for those that are curious here's the letter written to the party and DM to introduce my character...
My esteemed colleagues,
I am pleased to receive the news of the coming together of our council to further this great nation in times of strife.
I would therefore like to announce my official position as the newly instated head of national magical research and study.
As decreed by our forefathers, Magic (or Majik in the old tounge) has been defined and split into 5 distinct separations.
The role of our department is to study all 5 in an effort to gain an in-depth and esoteric knowledge of the true power and capabilities of magic so that our society may gain the most benefit from it's use.
I hope to bring this knowledge to our group in order to help solve the current debacle which has beset us.
Therein the 5 schools of Magic are as follows...
Psionics
The practice of using innate powers to manipulate or produce energy usually through force manifestation.
Characterized by a lack of arcane rituals, gestures, components, and other typical features of magic.
Notable sub schools include Telekinesis, Psychometabolism and Psychometry.
Hermeticism
As defined by Hermes the Wise this school uses elements, environments and wildlife to generate magical force which can be used to augment, modify or manipulate things in nature.
Characterized by primal forces, beast or plant like manifestations as well as ancient rituals, traditional ceremonies and the use of organic ingredients.
Notable sub schools include Witchcraft, Druidism and Alchemy.
Arcanism
The obtaining of great magical knowledge and powerful spells through use and study of tomes, scrolls, artifacts, magical items, runes, incantations and somatic gestures.
The most common of the great arts and is most identifiable by the use of a Spellbook and the channeling of magic though a wand or staff.
Notable sub schools include Aburation, Conjuration and Necromancy.
Thaumaturgy
The most difficult of the magical arts to explain but the classical definition is translated as "To work miracles or marvels".
A Thaumaturgist seems to use divine, metaphysical, advanced scientific and sometimes bizarre or unexplainable means to perform acts of great wonder.
Characterized by producing magical energy through prayer, worship, meditation, astral communion, complex enchanted machinery and abstract calculations.
Notable sub schools include Divination, Mathemagics and Scientology.
Sorcery
Something of an amalgamation of the first 3 schools mentioned but still unique in its own right.
Sorcerers have usually obtained their powers though super natural means and with practice may use their new found gift to channel powerful magic through their own body and mind.
They tend to practice similar disciplines of magic to Arcanists but notably powerful ones of preference are Pyromancy and Cryomancy.
Thus came into existence the department of Psionic, Hermetic, Arcane, Thaumic And Sorcerous Studies.
Thank you for your time and I look forward to our collaboration on this endeavour.
With Kind Regards,
Ned Vesuviaas Aulderant
Head of the P.H.A.T.A.S.S. department