While Blur doesn’t make you beefy in a traditional sense, it does make you harder to hit.
You won’t have access to all these spells, of course, but many of them will work depending on your situation. Spells - Blur, Flaming Sphere, Ray of Enfeeblement, Shadow Blade.
Resistance and extra damage? Yes, please. Once you’ve summoned your tiny buddy (and managed not to kill it), swap the spell out for absorb elements. Please remember that while you may be tanky now, your familiar is not. We skipped getting a familiar at 1st level, which is a bit strange for a wizard, but we were just so excited to hit things we put it off.
With Tactical Wit, you’ll get +3 to your initiative, so have fun getting to attack the bad guys first. With Arcane Deflection, when you are hit by an attack, or you fail a saving throw, you get to use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. This is a great choice if you are going damage, but we are a Beefy Wizard. Looking around the internet, the common wisdom is to go abjuration wizard. Your 8 hit points and AC 13 are better than most wizards out there, but you’re not invincible…yet.Īrcane Tradition - War Magic. There’s nothing wrong with stabbing the bad guys with your rapier, but make sure you kill them quick. I don’t think you’re on par with Hilda the barbarian, so no running headfirst into battle. Well, everything is pretty much covered all the bases above. Shield is a spell every wizard should take. You can get close enough to use burning hands (15-foot cone) and not worry about getting killed. True strike gives you advantage to hit those bad guys with your rapier, and it’s not as hard to maintain concentration now. Every situation is different, so if you know you’re walking into a fight at dawn with creatures immune to fire, don’t prepare burning hands.īooming blade because, you know, you get to hit things with your rapier. The spells listed above are the ones I’m recommending have prepared most of the time. Spells - Booming Blade, Fire Bolt, True Strike, Burning Hands, Hideous laughter, Magic Missile, Shield You’ve got proficiency in both because you’re a hobgoblin, and with 40 starting gold, you can afford both and have a little left to buy a backpack and some other trinkets. Skill Proficiencies - Arcana, Athletics, Intimidation, ReligionĪrmor/Weapons - Leather armor and a rapier. Intelligence, Constitution, and Dexterity provide us everything we need. Make sure to take the rapier as one of the weapons you can gain proficiency with since we’ll be a Dexterity “fighter.” Saving Face gives you a chance to correct the injustice done to you by your dice once per rest. Just as important to our hobgoblin wizard is its Martial Training ability. No matter your thoughts about this, they are perfect for making a wizard who can take a hit. A +1 Intelligence bonus may strike some as weird, but given their penchant for war, it makes sense. Now a +2 to Constitution makes total sense, as a big bad hobgoblin is one tough mother. The Hobgoblin’s racial stat bonuses may seem a bit odd, but in reality, they make perfect sense. After all, you are a wizard, so spells are quite important. We’ll take some different feats and list out the important spells and the reasons we are taking them. The Hobgoblin Wizard isn’t exactly an original creation, but let’s see if we can add our own twist on this character.