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1

Extra AC is always better due to flat bonuses on attacks and bounded accuracy, while damage is a scaling increase based on CR. Saves are based on abilities now so increasing Wis is always bettter than extra HP. This is assuming that you use Array and put your highest att on Dex > Cha > Wis due to Sorc Multiclassing.


3

Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put ...


4

3. The text says you spend as many points as the level of the spell. So you spend as many points as the slot you use for the spell. When you cast Fireball as a 4th level spell, you're expending a 4th level slot and you're casting a 4th level spell. So you'd spend 4 points.


2

I am not yet really familiar with the fifth edition, but as far as I know, it seems important to me to also consider that +2 WIS is also a boost to your save and some skills which can drastically affect your survavibility. Instead of giving you my very own answer which may not be your depending your style of play, I will give you list of pros for each ...


13

Unarmored Defenses and Draconic Resilience are both AC calculations and thus do not stack. Only one of the two will apply, unless there was something else you wanted a dip into monk for that is suboptimal. You might also consider the tough feat if your table is allowing feat use as it provides +2 hp per level of survivability over +1 to hp or AC from a ...


1

The +1 AC is just for hits. +20 HP is for everything. There really is no better option. It depends. It depends on your GM, your place in the group, your combat behaviour... it basically depends on the question: do you lose a lot of HP to getting hit? If yes, then take the AC improvement. If not, then take the HP. That's something only you can evaluate, no ...


10

The plus 1 AC gives more survivability. At level 20 where you would actually gain 20 hp, monsters are doing so much damage that 20 hp is not worth the extra 5% of missed hits.


2

Item's generally don't have properties to boost accuracy Weapon accuracy is tied to 2 things inherent to the item itself: Weapon proficiency bonus and magic item enhancement bonus. Since you've gtot inherent bonuses on the magic item enhancement bonus doesn't matter and since you are using implements, there is no proficiency bonus to tap into. 4e really ...


1

The 5th edition of D&D aims to present rules in plain English rather than precise, technical language. The Careful Spell metamagic rules state (PHB, p. 102): When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. In plain English, when can mean either the timing ...


5

To give a proper answer here. We have to understand what careful spell does, and when it does it. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. (PHB 102). Two parts of the feature are interesting. The first is "When you cast" and the second is "forces." ...


1

To disagree with Josh, the Careful Metamagic must apply in some way. We know: a) "The spell Web forces anyone who is in the area when the spell is cast to make a saving throw". We also take the assumption: b) I cast Web. Therefore we can conclude. c) I cast a spell that forces anyone in the area when the spell is cast to make a saving throw. The fact ...


1

I would say that Careful Spell does not apply at all. The Careful Spell metamagic states (p. 102 Player's Handbook): When you cast a spell that forces other creatures to make a saving throw [...] And the Web spell does not force a saving throw when cast (p. 288 Player's Handbook): You conjure a mass of thick, sticky webbing [...] Each ...


5

Incantatrix, spell-selection, and metamagic feats are the heart and soul of the mailman. The remaining class levels are not important, and could be archmage levels. In other words, you definitely can do it. Just take the feats and spells you need and have at it. You’ll still be phenomenally powerful. That said, there is a problem. The problem with ...


3

As The Mailman article says, "the first 16 levels are pretty critical, but the last 4 are fielder's choice". You can easily replace any of the higher levels with Archmage. This is because Incantatrix is really powerful, to a degree that most DMs find unreasonable. But if yours is okay with it, have fun. At 32 point buy, Str9 Con14 Dex14 Int14 Wis8 Cha17 ...


14

By RAW? No The spellbook rules say this: Once a wizard understands a new spell, she can record it into her spellbook. It says "wizard" explicitly, so by a direct RAW reading of the rule, no. A Sorcerer can't do it. It also says a wizard can copy into her spellbook, not into someone else's book. That makes sense, as it's hard for a wizard to ...


1

It seems to me that this build is viable but not optimal. Dual wielding weapons will be better than using a 1d8 rapier (you'll be doing 2d6 when you hit both time). When your cantrips or spells would be better used than attacking with a weapon, as a "free action" (those don't have a real term in 5e) you can stow one of your weapons, giving you a free ...


4

This really isn't as viable as you'd probably want it to be. First, there really isn't a way to hide and play in melee at the same time (unless you're a halfling). Second, a 16 AC is OK at first level, but will be pretty bad late in the game (the couple of high CR creatures we've seen would hit that 95% of the time, which is as much as they can). So ...


7

Nahal's Reckless Dweomer has been directly incorporated into the Sorcerer's class features. Starting in 3.5E, the spell was converted into the "Reckless Dweomer" class feature for the Wild Mage prestige class: Complete Arcane, Page 68 Reckless Dweomer (Su): At 9th level and higher, a wild mage knows how to spontaneously convert her own spell energy ...


6

Equipment: Amor: Plate: 18 Base Armor Class (via MC, best recommendation is Life/War cleric) Shield: +2 Weapon: Any finesse weapon. (See Defensive Duelist Feat) Feats: Defensive Duelist: Adds proficiency to AC as reaction if wielding a finesse weapon you're proficient in. War Caster: Allows casting while using weapons/shield. Important for utilizing ...


5

Draconic Resilience : AC 13 Dexterity 20 (+5) : AC 18 Bracers of Defense (Horde of the Dragon Queen Supplement, +3) : AC 21 Staff of Defense (Lost Mine of Phandelver, +1) : AC 22 Ring of Protection (Lost Mine of Phandelver, +1) : AC 23 Temporary: Shield spell (+5) : 28 Buff from someone else: Shield of Faith spell (+2) : 30


2

21 without magic. Higher with it That's pretty much the universal answer to this question (with the barbarian being the potential exception). There are several ways to go about about this. Pretty much the go to here is to MC something that gets you heavy armor and shields. Life or War cleric is the go to. You get access to Plate right away (as soon as you ...


16

You are able to cast the cleric spells at a higher level. While spells known / prepared are handled on a class basis, your spell slots are combined. PHB, page 164, Multiclassing, Spellcasting, Spell slots Spell Slots. You determine your available spell slots by adding together all your levels ... Use this total to determine your spell slots by ...


5

1. How useful is the bonus to elemental spell damage compared to re-rolling the damage dice using Empowered Spell if the only direct-damage elemental spell you have that matches your ancestry is a cantrip? Assuming a Charisma bonus of 3 or greater, the bonus to elemental spell damage at level 6, is about the same as empowering. However, at level 11 it's ...


11

Yes and No. You get both sorcerer spells and wizard spells, but you must keep track of them separately. Your sorcerer spells must come from the limited spells you have chosen to learn as a sorcerer, have their save DC set with Charisma, and use your sorcerer spells per day. Your wizard spells must be prepared from a spellbook, have their DC set with ...


2

Sorc 1/Cleric 1 should be pretty solid. You'd have 3 L1 spell slots per day, you'd get access to medium armor and Shields, which is a nice boost to your AC. You'd also pick up the first domain feature for your cleric, which can be quite good. A S1/C1 would be a solid combination, it's a bit MAD as you'd want to make sure you have wis/cha/dex, but that's ...


6

Roll every time. The exact wording says "can", but you aren't rolling on the wild magic table, rather a d20 to see if you roll on the wild magic table where only a 1 on the die will result in a wild magic table roll. Given that very low chance I think it behooves both the player and the DM to have the wild magic sorcerer roll everytime a level 1 spell (or ...


13

There is nothing to prevent you from being made to roll twice on the table. They are two separate class features, if you've used Tides of Chaos, the DM is well within his rights to make you roll the d20 to check to see if you need to roll (for casting a spell), and making you roll on the table to get Tides of Chaos back. That's not to say he should, ...


-1

Neither option is correct. The DM either asks you to roll for Magic Surge, or they ask you to roll for Tides of Chaos, but never both. To clarify, there are 3 possible options: DM demands you roll a d20 for possible wild surge, and you roll a 1, rules then demands you roll a d100 DM demands you roll a d20 for a possible wild surge, and you roll > 1, DM ...


0

Yes, the player's handbook does give guidance as to when you should roll for wild surge. However it is very subtle and easily overlooked. There are two abilities you gain at first level for Wild Magic. One is Magic Surge, and the other is Tides of Chaos. These two abilities are actually linked to each other, in that after each spell that you cast above ...


10

It does seem kind of intentionally-vague. I suppose that's so the DM and players can determine how much wackiness they want to inject into the campaign. Perhaps there will be more guidance for this in the DMG, when it comes out. Like most things that are left up to DM discretion, this is something that the DM and players should discuss ahead of time, ...



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