Firstly, we get theJack of All Tradespassive, which gives us half of our proficiency bonus (rounded down) in any Ability Checks that we’re not proficient with. This is particularly useful for out of combat encounters, slightly increasing our odds of increasing even in disciplines that we hav...
Firstly, we get theJack of All Tradespassive, which gives us half of our proficiency bonus (rounded down) in any Ability Checks that we’re not proficient with. This is particularly useful for out of combat encounters, slightly increasing our odds of increasing even in disciplines that we hav...
At this stage of the game we are mainly focusing on finding items that improve our Spell Save Difficulty Class –increasing this stat means that enemies need to roll a higher number to succeed a Saving Throw against our spells. However most items that improve this stat are fairly light on ...
This also has the knock-on effect of increasing your INT Ability Modifier from +3 to +4, which is useful for reasons we’ll explain in just a moment. At this level, you’ll be able to choose one more Cantrip. You can choose whatever you want here, we already have the important ...
Firstly, we get theJack of All Tradespassive, which gives us half of our proficiency bonus (rounded down) in any Ability Checks that we’re not proficient with. This is particularly useful for out of combat encounters, slightly increasing our odds of increasing even in disciplines that we hav...
Increasing your Wisdom also increases the number of spells you can have prepared, in addition to the slot you always get from leveling up. This means we can choose two new spells at Level 4: Spiritual Weapon –This lets you choose a spectral weapon to conjure. The weapon itself isn’t ve...
Once per Short Rest, Wild Magic Sorcerers can activate Tides of Chaos to gain Advantage on their next Attack Roll, Ability Check or Saving Throw – with the side-effect of increasing the likelihood of Wild Magic Surges. When you reach Level 11, you can use your Reaction to direct a Wild...
Lastly, you gain Magical Ambush, which causes targets to roll with a Disadvantage on Saving Throws against your spells, if you casted the spell while hiding. Disadvantage means that they will roll two dice and be forced to choose the dice that rolled the lowest, considerably increasing the cha...
ll be doing the latter – grab theAbility ImprovementFeat, which will give you two extra Ability Points to spend. Put both points intoIntellgence, which will take you up to 19 INT. This also has the knock-on effect of increasing your INTAbility Modifierfrom +3 to +4, which is useful...
At Level 3, the Wizard build gains another Arcane Recovery charge, increasing the number of Spell Slots they can replenish without needing a Long Rest.You also gain two Second Level Spell slots, meaning you can now Learn, Prepare and cast Second Level Spells. Some First Level Spells such as...