Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Your spell selection and gear matter. A Wizard is a swiss army knife and not locked into a specific build due to their learning any spell they want unlike Bard, Cleric, Druid, and Sorcerer.
You could make the Wizard a CC with spells like Slow, Confusion, Fear. Just need decent gear with Spell DC on it, which shouldn't be hard to come by in Act 3, and you should already have some decent ones by Act 3 itself unless you missed the gear.
List of gear that affect Spell Save DC. Get this and Spell Attack Roll as high as you can and the Wizard will be blazing the field.
https://bg3.wiki/wiki/List_of_equipment_that_affect_Spell_Save_DC
level 12 is a feat. Feats can be a big deal or not much depending on the class, so losing it is up to you, but it should be better than a dip. You got this far without armor and shield... but those are nice (gale has the best AC in my current team, wearing the heavy armor that grants proficiency for itself + a big shield).
I actually plan on going Diviner, because Portent is about the 3rd best class ability in 5E, but if you'll note I specifically said that the level 12 (of the Wizard class) is a bit of a dud. It gets you a feat, and little more (not the Lucky isn't good, but I digress).
Regardless, you didn't answer my actual question, which was if MC'ing into Cleric gets you two skill proficiencies for... reasons, I guess.
The wiki specifically states that MCing into Cleric gets you 2 skill ups (not counting Domain abilities), and notes it as being weird. Which is why I'm asking. :)
If I DO go this route I won't have "[gotten] this far without armor and shield", because the plan would be Wiz1/Clr1/Wiz2-11, and Human gives shield proficiency anyway. MCing into Cleric also nabs awesome stuff like Bless and Prot.v.E&G.
"but that takes 2 levels"
If I WAS going to burn two levels (which I'm DEFINITELY not, because that'd cost me access to level 5 spells), I'd go Fighter into Wizard, so I could Action Surge 2 spells in a round.
it does not. Some of the subclasses offer a proficiency, and knowledge offers expertise (which I think can be used to grant proficiency as well due to implementation) in specific skills but its not full choice. Read the domains, its a lot of repeated info typing to list them all here, but for sure nature and knowledge may offer what you want (unclear?).
I enjoy doing play runs with all members classed the same. The strongest group I have done was a party made up of 4 Clerics. 1 Light, 2x Tempest, 1 War Domains. It convinced me they are just a awesome class to play.
But I am also sure there will be other opinions on what class and multi-classing is the best.
My second strongest was 4 Oath of Vengeance Paladins, multi-classed with 4 levels of Battlemaster Fighter.
On Custom Mode, Honor Mode rule set for Bosses, other combat settings all on Tactician. Highest you cans set it on Custom Mode.
this works for ranger as well, and not sure about anyone else with subclass proficiency but anything tied to the subclass isn't blocked like the base class ones are.
Then just destroy everything with water and lightning.
Very fun.
Correct. It's one of the more badly-designed things about the tabletop ruleset, considering how much power gets crammed into certain subclasses.
Example: one-level dip into Twilight cleric gets you
* Martial weapons proficiency
* Heavy armor proficiency
* Darkvision 300'
* Ability to share that darkvision for an hour, to (WIS mod) friendlies
* Advantage on initiative (which you could grant to somebody else instead)
* Faerie Fire and Sleep as always-prepared
and that's just from subclass-specific features; Cleric by itself gets you proficiency in light armor, medium armor, shields, access to 1st-level Cleric spells, and appropriate spell slots depending on whether or not you were already a caster of some sort).
Granted, in tabletop single-level dips are a little more restricted because you need to meet ability score minimums in both the class you already have and the class you want to take; so if you want to be a hexadin, you do need at least a 13 STR even if you intend to max CHA in order to attack with a hexblade weapon; and likewise, you'd need a 13+ WIS to dip into Cleric.
Sadly most of the good spells from previous editions of D&D that were from the illusion, conjuration & transmutation schools no longer exist in table top, let alone in game.
And a number of them that do are kneecapped by requiring concentration instead of having a set duration like they used to.
Illusion magic especially used to have a lot of potential due to being able to mimic evocation & conjuration spells with spells like Shadow Evocation & Shadow Conjuration (and their greater versions)
You used to actually be able to do actual damage to targets that didn't make the saves on those spells. (was a wisdom save, they took no damage if they made it)
Which worked hilariously with allies who knew ahead of time that you were going to cast an illusion.