Magic Initiate suites

Post/Author/DateTimePost
#1

Lharn

Oct 08, 2014 20:56:19

So, considering this feat, which suite of [2 cantrips / level 1 spell] for each of the primary caster classes stands out? Warlock is obviously Hex, Eldritch Blast & one other cantrip.

#2

Litania84it

Oct 08, 2014 21:06:58

druid:

 

characters with high wisdom like clerics will find this invaluable: shillelagh + guidance/thorn whip.

1st level has nice options: Entangle is good. Goodberry is excellent for life clerics, because each berry gets their healing bonus.

 

Others may struggle to find something good not keyed off Wis... Fog Cloud/Speak with animal/Longstrider... But guidance is still good.

#3

MacEochaid

Oct 08, 2014 21:11:21

I want this guide! Definitely do a main stat, non stat spells

#4

Kavrek

Oct 08, 2014 22:40:20

A guide for the magic initiate feat would be great. Outside of general/mechanical usefulness to a class or subclass, i think an added section for themes/character themes would be great.

 

An example might be the magic initiate feat used to build an archer for the fighting ranks of a holy order or church/theocracy based nation:

 

Archer of Dawn

Suggested Races: Variant Human or Half-Elf

Battle master fighter

Archery Fighting style

Suggested Skills: Animal Handling, Perception

Suggested Background: Acolyte (Insight, Religion)

Feats: Magic Initiate Cleric

   Cantrips: guidance, light/sacred flame

    Level 1 spell: Guiding Bolt

Subclass: Battle Master Fighter

Stat Focus: Dexterity, Wisdom, Charisma (16,16,12-14)

 

*feats can be taken in any order most relevant to character concept/campaign*

 

Suggested Feat or Ability Score Improvements: Dex to 20 (2 feats), Wis to 20 (2 feats), Sharpshooter (1 feat), Magic Initiate (1 feat), Mounted Combat or Inspiring Leader (1 feat)

  

**Spell Usage:

Light on arrows (or take sacred flame if you have darkvision)

Guidance when needed

Guiding Bolt to help party or the Sharpshooter feat

 

***Suggested Maneuvers

Rally

Menacing Attack

Precision Attack

Distracting Attack

Maneuvering Attack

Disarming Attack

Parry

Evasive Footwork

Commander's Strike (after level 5)

 

#5

Nevvur

Oct 09, 2014 0:37:17

Litania84it wrote:
#6

Strill

Oct 09, 2014 1:56:42

Shocking Grasp is a great melee-range cantrip for caster clerics.

 

Shield is great for tanks.

 

Find Familiar has lots of possibilities. It's especially good for Rogues since it gives you an extremely easy source of Advantage.

 

Guidance is absolutely amazing for anyone who doesn't have it.

 

Bless is one of the best first-level spells.

 

Hex synergizes well with Eldritch Blast, even if you don't have any invocations.

(Reply to #5)

Jell_Moo

Nevvur wrote:
(Reply to #7)

Nevvur

Jell_Moo wrote:
(Reply to #8)

Litania84it

Nevvur wrote:
#10

Nevvur

Oct 10, 2014 21:03:09

Must have missed that, my apologies. Still a no-go at my table though, just seems too imbalancing.

#11

JRutterbush

Oct 11, 2014 8:15:48

Nevvur wrote:
#12

Demosthenes2054

Oct 11, 2014 9:24:52

JRutterbush wrote:
(Reply to #9)

Timborama

Litania84it wrote:
#14

Nevvur

Oct 11, 2014 13:17:31

Hehehe, healer feat doesn't exist in at my table (mentioned in another thread). I'm just really stingy about healing in general. I think its a side effect of wanting to write fiction based on my games, and needing to balance the mechanics vs. dramatic tension. Also a reaction against 4e's HP as an encounter resource, rather than a daily resource. I liked that edition fine, but 5th is definitely my new home.

 

JRutterbush made a good point, you're casting a spell to conjure berries, not casting a spell to heal. 

 

In any case, I second the recommendation of getting Familiar for Magic Initiate. They just have so many uses. Shocking grasp would be a good cantrip, though another of my house rules scales cantrip damage by caster level, not character level, so less useful at my table. Maybe Prestidigitation to create small effects when you want to convince people you are indeed a mighty wizard! Light is also handy. Torches are cheap, but need to be held. Keep your party's hands free and ready when dungeon crawling