MikeRoxTheBoat
2019-10-27, 12:34 AM
Looking for advice on my Tabaxi Lore Bard 4/Wizard 1. I built him mainly for the social/exploration/RP pillars of the campaign, which he did great in, but we had our first combat today and I realized that I'm pretty far behind the power curve.
For some background, we're playing in a homebrew campaign with a lot of UA and homebrew allowed, with DM approval. When we were creating our characters, we weren't allowed to discuss our choices with the other players (DM wanted it to be a "you're all people who came randomly into this, not an optimized premade party), which I was worried about, but we ended up with a good spread. I'm unfamiliar with a lot of UA, so I just went Lore Bard so I knew I'd have an answer to most things and I took the Wizard level so I'd have the option of going War or Divination if I wanted to and to cover Wizard stuff if we didn't have enough casters.
Group is an Order of the Immortal Mystic, a Sorcadin, a Fighter/Knowledge Cleric archer, a Fighter 1/Conjuration Wizard 4, a Fighter 5 that's some homebrewed class with that mixes some brute/champion/barbarian bits, and myself. We were all given a homebrewed magic item to start that's story-centric and quite powerful. For instance, mine give me a +2 cha, advantage on Wis/Cha saves, and gives enemies disadvantage on Wis and Cha saves against my spells. The Wizard has one that lets him cast two spells in the same round. Not sure of the others, but I'm positive they're all equally busted. I was worried at first, but the DM seems to be going for a superhero thing, where we're all extremely powerful, but the enemies are just as powerful.
And the rest of the party is really damn strong. The mystic can tank, heal, dps, and she has skills that let her absorb health and fly. The Sorcadin is a Sorcadin (21 AC, 23 with Shield of Faith, 28 with Shield), the Fighter is a damage monster that crits on a 19 and does extra weapon damage on hits (also AC of 20) and his weapon casts an AoE slow on hit 1/lr on up to 6 targets, the Wizard was flinging shatters, magic missilies, enlarges, and hold persons, usually two per turn, and the cleric was doing beast ranged damage as well as smashing things in the face with a mace when they got too close. I've pretty much come to terms that party support and campaign face/skill monkey is going to be my role in this campaign (both of which I'm fine with), but I want to make sure I'm supporting the best I can both in and out of combat (I've just been casting Faerie fire, flinging inspiration, and doing the occasional healing word so far).
Tabaxi Lore Bard 4/Wizard 1. Stats: 8, 16, 12, 14, 8, 20 after racials and my magic item.
Cantrips: Vicious Mockery, Message, Minor Illusion, Mage Hand, Prestidigitation, Mending, Ray of Frost (Wizard)
Level 1: Absorb Elements, Alarm, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Find familiar, Feather Fall, Healing Word, Identify, Mage Armor, Shield
Level 2: Enhance Ability, Invisibility, Suggestion
I have 3 more spells known than I normally would, because the DM let me copy spells that Bard and Wizard shared into his spellbook, so I've been switching in rituals on level up, copying them to the Wizard spell book, then swapping them out with a different ritual on the next level up. I have Shield, Absorb Elements, and Mage Armor prepared from Wizard each day.
Really just looking for advice on the best way to go from here in order to best support a party of superheroes, as well as get some use out of my own busted magic artifact. Disadvantage to all Wis and Cha saves is pretty nasty, so I'm thinking battlefield controller/buffer/inspiration machine is where I'm headed. Any advice on spells to swap out, magical secrets, and when to use my cutting words so I don't get blasted and regret it later would be appreciated. Also if/when I should take that 2nd level of wizard and what school I should go.
Also, advice on other magic items that could be useful. It's hard to find specific PHB magic items, but it's a high magic campaign and getting someone to enchant something custom made seems pretty easy (our Mystic got a bandanna that gives her +1 str for, like, 50 gold and our Fighter got his club enchanted to cast slow once a day for 100 gold).
For some background, we're playing in a homebrew campaign with a lot of UA and homebrew allowed, with DM approval. When we were creating our characters, we weren't allowed to discuss our choices with the other players (DM wanted it to be a "you're all people who came randomly into this, not an optimized premade party), which I was worried about, but we ended up with a good spread. I'm unfamiliar with a lot of UA, so I just went Lore Bard so I knew I'd have an answer to most things and I took the Wizard level so I'd have the option of going War or Divination if I wanted to and to cover Wizard stuff if we didn't have enough casters.
Group is an Order of the Immortal Mystic, a Sorcadin, a Fighter/Knowledge Cleric archer, a Fighter 1/Conjuration Wizard 4, a Fighter 5 that's some homebrewed class with that mixes some brute/champion/barbarian bits, and myself. We were all given a homebrewed magic item to start that's story-centric and quite powerful. For instance, mine give me a +2 cha, advantage on Wis/Cha saves, and gives enemies disadvantage on Wis and Cha saves against my spells. The Wizard has one that lets him cast two spells in the same round. Not sure of the others, but I'm positive they're all equally busted. I was worried at first, but the DM seems to be going for a superhero thing, where we're all extremely powerful, but the enemies are just as powerful.
And the rest of the party is really damn strong. The mystic can tank, heal, dps, and she has skills that let her absorb health and fly. The Sorcadin is a Sorcadin (21 AC, 23 with Shield of Faith, 28 with Shield), the Fighter is a damage monster that crits on a 19 and does extra weapon damage on hits (also AC of 20) and his weapon casts an AoE slow on hit 1/lr on up to 6 targets, the Wizard was flinging shatters, magic missilies, enlarges, and hold persons, usually two per turn, and the cleric was doing beast ranged damage as well as smashing things in the face with a mace when they got too close. I've pretty much come to terms that party support and campaign face/skill monkey is going to be my role in this campaign (both of which I'm fine with), but I want to make sure I'm supporting the best I can both in and out of combat (I've just been casting Faerie fire, flinging inspiration, and doing the occasional healing word so far).
Tabaxi Lore Bard 4/Wizard 1. Stats: 8, 16, 12, 14, 8, 20 after racials and my magic item.
Cantrips: Vicious Mockery, Message, Minor Illusion, Mage Hand, Prestidigitation, Mending, Ray of Frost (Wizard)
Level 1: Absorb Elements, Alarm, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Find familiar, Feather Fall, Healing Word, Identify, Mage Armor, Shield
Level 2: Enhance Ability, Invisibility, Suggestion
I have 3 more spells known than I normally would, because the DM let me copy spells that Bard and Wizard shared into his spellbook, so I've been switching in rituals on level up, copying them to the Wizard spell book, then swapping them out with a different ritual on the next level up. I have Shield, Absorb Elements, and Mage Armor prepared from Wizard each day.
Really just looking for advice on the best way to go from here in order to best support a party of superheroes, as well as get some use out of my own busted magic artifact. Disadvantage to all Wis and Cha saves is pretty nasty, so I'm thinking battlefield controller/buffer/inspiration machine is where I'm headed. Any advice on spells to swap out, magical secrets, and when to use my cutting words so I don't get blasted and regret it later would be appreciated. Also if/when I should take that 2nd level of wizard and what school I should go.
Also, advice on other magic items that could be useful. It's hard to find specific PHB magic items, but it's a high magic campaign and getting someone to enchant something custom made seems pretty easy (our Mystic got a bandanna that gives her +1 str for, like, 50 gold and our Fighter got his club enchanted to cast slow once a day for 100 gold).