If your dungeon master is anything like me, they’ll reward creativity that matches into the truth of the planet that you will be playing in.Įach article will soon be broken into five sections – The spell attributes, pros, cons, when you are able put it to use, and when you should be contemplating a much better option. Then for actions in combat I will try to get fire shield, shillelagh and spirit shroud up before combat with priority to fire shield, if I didn't manage that I would put fire shield and and shillelagh on the first turn and move right outside the reach of an enemy, when they enter my range I get opportunity attack with BB, second turn I would cast fire shield, attack and exit the range(if you can take mobile to avoid enemy opportunity attack it would be better) to prompt another opportunity attack next turn, and then every turn after that I would do attack and bonus action attack then exit enemy range for BB oppretunity attack and cast spells as necessary.Welcome to the Shillelagh 5E cantrip breakdown! Since you have an idea concerning how we experience each spell, we can now delve to the fun part – playing the overall game! It sounds like an interesting concept but without some sort of extra attack you can't compete against bladesinger or any other gish in terms of raw melee damage, first idea for making it better is to take spirit shroud and polarm master and then you get a bonus action attack but it would probably conflict with BB I didn't run the numbers but I think it would be better damage wise, maybe also grab warcaster and you can add extra damage via BB opportunity attack that also guarantees the additional damage. Add power surge damage to your attacks when possible. Have your familiar give the help action to activate Elven Accuracy super advantage. Then start swinging away with Booming Blade. As a bonus action, then cast Shillelagh (I know this is technically not RAW but it's been allowed at all of the tables I've ever played with and I'd be surprised if it wasn't changed in 1D&D). You also have a +6 to all of your saving throws with Arcane Deflection and Durable Magic. You now have an AC of 25 (Full Plate + Shield + Defense + Arcane Deflection + Durable Magic) or 28 with the Shield spell making you extremely hard to hit. Level 13: War Wizard, +2 Int, Spells: Disintegrate, Mass SuggestionĬast Fire Shield, Longstrider, and Phantom Steed before combat and then on round 1, throw out a big concentration spell. Level 12: War Wizard, Spells= Tenser's Transformation, Contingency Level 11: War Wizard, Durable Magic, Spells= Green Flame Blade, Synaptic Static, Summon Draconic Spirit Level 10: War Wizard, Spells= Wall of Force, Telepathic Bond
Level 9: War Wizard, Feat= War Caster, Spells= Fire Shield, Tiny Hut, buy a shield Level 8: War Wizard, Spells= Greater Invisibility, Banishment, unprepare Sleep Level 7: War Wizard, Spells= Phantom Steed, Hypnotic Pattern Level 6: War Wizard, Power Surge, Spells= Counterspell, Fireball Level 5: War Wizard, Feat= Elven Accuracy, Spells= Sword Burst, Mirror Image, Augury, Pass without Trace (free, counteracts heavy armor stealth disadvantage) Level 4: War Wizard, Spells= Web, Misty Step Level 3: War Wizard, Arcane Deflection/Tactical Wit, Spells= Feather Fall, Alarm, Longstrider (free, 35 speed) Level 2: War Wizard, Spells= Booming Blade, Minor Illusion, Mind Sliver, Find Familiar, Detect Magic, Absorb Elements, Shield, Comprehend Languages, Sleep
Level 1: Fighter, Defense Fighting Style, Chain Mail (eventually Full Plate, 25 speed), Quarterstaff, Thieves' Tools, Explorer's Pack, 25 gp, Elvish, Thieves' Cant, Perception, Stealth, Investigation, Spells= Druidcraft, Guidance, Int-Shillelagh, Healing Word. So, reading through the new UA, I realized just how powerful the new Magic Initiate feat is and wanted to build a non-bladesinger melee wizard to try to demonstate an interesting potential build.