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Gnome has Forest gnome which gives you a free speak with animals if you don't have a party member to help with that.
Elves has the high elf for a bonus cantrip that uses your intelligence so you can use it at its max potential. Elven traits are also pretty good.
Drow has a bunch of little spells that run off your charisma which won't be too high but that's not a problem. The superior darkvision though is extremely nice as I don't usually ever include non dark vision races in my personal selection.
These would by my 3 personal choices with High elf probably coming out on top sort of. I'll be playing Drow though to see how some things were done but if you don't dislike small races like I do gnomes can be a lot of fun.
That's actually my Wizard build I'll be running with.
Not sure if Azuth, God of Wizards, is an option for your deity, but that would be the ideal choice for your Cleric deity as well. There's books found in game that reference Azuth so probably is an option.
There's no 'arcane spell failure' with wearing armor in 5E. If you're proficient in it, you can wear it without issue.
So if you want to pick a race or feat that gives you access to Medium and Heavy armor, go for it.
Or you could just go Draconic Sorcerer, as their AC is 13 + Dex modifier.
Deep Gnomes also get superior dark vision, as well as a bonus to Stealth. I'm gonna assume Duergar also get Superior Dark Vision, since they live in the Underdark with Drow and Deep Gnomes.
Just looked it up, Stone Camouflage gives you advantage on Stealth checks.
Gnome Cunning gives advantage on all INT, WIS and CHA saving throws against magic.
Honestly, Gnomes seem pretty darn powerful. I can understand why the community hates dealing with them. :-)
Yep. Multiclass.
Attributes have no effect on your armor rating, with the exception of a dexterity bonus, unless stated otherwise.
Monks and Barbarians get Unarmored Defense, which combines their Dexterity and Wisdom, or Dexterity and Constitution to decide their armor class bonus.
Draconic Sorcerers have a base AC of 13 plus their Dexterity modifier.
And shield as well, which the races don't and is worth another 2 AC.
Assuming it works as in 5e, I'm pro-Rock Gnome Enchanter with an initial 1 level dip for Knowledge Cleric. Expertise in 3 of the 4 Knowledge skills on an Int-focused character is extremely useful, Enchanter is the most comfortable up close and personal of all the Wizards (starting a Hypnotic Gaze staring contest can really lock down some big, tough enemies, and Instinctive Charm is staggeringly good), and the level 10 feature is absolutely top-tier.
That will no longer be a thing at release, given the changes to racial attributes.
We will now reserve ten minutes for the teeth grinding that accompanies any mention of the changes to the attribute system.
Thank you.