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other than that potions and some spells that gives hp or ac
Mage armor lasts for 8 hours and massively boosts your Wizard's AC. One cast is usually good for an entire day, or use a scroll to save the spell slot.
Shield is a reaction spell that gives +5 AC before an attack hits. Huge, huge bonus.
Someone else mentioned positioning. Wizards should rarely ever be in the frontline, and usually its best to put them between/behind other party members so enemies have to go through them to get to Mister Squishy.
Wait release version, pick a race with shild from level 1, give him +2 AC from shild.
Also deside if you want to carry medium armor (so maximum +2 on dex needed) over your race or 1 level of multiclass, or light armor or even the spell mage shild, which need dex +X as high as possible.
Get your AC up, so that you get less hit or dogde the crits.
It's a normal problem for a level 1-2 wizard. Enemies probably have a 50% chance to hit them, and with only 4-6 hp, a lot of attacks will one-shot you. Once you have a few levels you're much more likely to survive a hit, because damage doesn't scale as quickly as hp.
Those sound like BG1 HP values. A BG3 wizard with 14 Constitution should have 8 HP at level 1, which is hopefully enough to not die to a stray arrow.
- Heavy Armor: 14-18 AC
- Shield: +2 AC
- Fighting Style: +1 AC
You now have a non-magical AC of 17 to 21, proficiency in CON saving throws (hold concentration better), and second wind for more HP. You can take 11 levels of Wizard right after and still have access to your 6th level spells. With magical items boosting AC further and using the Shield spell as a reaction, even a dragon will have a tough time hitting you through a 30 AC.
Ah, true. I actually hadn't noticed they bumped up the hit dice since 3.5. 6-8hp is still low enough to get one-shot uncomfortably often.