Tuk'n Rol - A Lucky Guy

Post/Author/DateTimePost
#1

Undrhil

Oct 17, 2014 0:47:44

I am working on a build for the living campaign Adventurer's League and I have some ideas which I want to bounce off of people here.

 

First off, I will start as a Human (Variant) with the Lucky feat.  I will be a Wild Magic Sorcerer.  Off the bat, this gives me a way to (sometimes) negate disadvantage and give myself advantage instead.  Also, it gives the DM an excuse to sometimes throw blame on me for the party failing an encounter, when my Shield spell sets off a Fireball or something.

 

He will take two levels of Wizard, in order to pick up the Divination school, which gives him 2 die rolls per day that he can use to ensure his own success on something or to give someone else a bad day.

 

He will then take 5 more levels of Sorcerer to pick up his ABI and the level 6 Wild Magic ability. Nothing else after level 6 matters for Wild Magic (well, for this build).

 

He will then take the rest in Wizard, in order to get the rest of the Divination school abilities.

 

His stats are STR: -8, DEX: 16, CON: 12, INT: 13, WIS: -8, CHA: 16.  Since it's point buy, his two +1 stat bumps for Human Variant go to DEX and CHA.  I haven't finished coming up with his planned ABIs as he levels up.  And, since he's going for 6 in Sorcerer, he is going to be missing out on one of them.

 

I know that I could bypass anymore levelling in Sorcerer and take one level of Rogue for Expertise, but I have no idea what other classes would fit into this build.  Does the Bard have anything which can grant Advantage on checks?  I guess I could take four levels of Fighter in order to gain Action Surge (and Second Wind, which is nice to have situationally.)  This would also give me one more caster level, if I decide to go with the Eldritch Knight archetype and it would give me an ABI.  If I don't take one of these three classes to level 4, then I'm missing out on *two* ABIs, which could be painful overall in this character's career.

#2

Granville7482

Oct 17, 2014 2:58:05

It's a very cool idea.

 

However....

 

Divination Wizard is a very fustrating class to play. Your divination dice can come up with lame numbers like "7 and 11" and you'll find that to be annoying, more so in the AL where you are stuck with those two dice for the entire session/night.

 

The other bonuses from the school...well, it's mostly redundency with the spells you get a discount on, and most of those spells are rituals. Wizard on it's own is a great class, Divination may be one of the worst builds in the book. Add in the lack of spell scrolls in the AL (And the debate on if you can copy from another wizard PC) and you'll find yourself wishing you were playing any other school.

 

The Wild Mage is more or less the dreaded subclass of the AL. It depends on what store(s) you play at to some degree, but if you sit down at a table with random players X Y Z, dont expect to be too popular if your DM gets tough on you about Wild Surge. Our store has a turn out of 12-18 on AL night and one guy is hellbent on playing his wild mage. After "incident 1" to which I was not present, but resulted in a TPK, the other players seem to form parties before even sitting down or sometimes before even setting foot in the store, if you get my drift. I'm not saying dont play it, but I am saying it earms a lot of ire among strangers, much like the flavor of the class.

 

Human and Lucky = Two thumbs up. Pretty popular choises among just about any class build and combianation.

 

Planning out a character beyond level 6,7,8 range in the AL..... I would not bother right now. Very few adventures in that level range, even fewer players with characters high enough level. I have a half-orc fighter sitting at level 6 for two weeks now, and a DM ready to roll, but we can never get more than two other players with PC's above 5th. Players like to reroll, play multiple characters, DM and some even want to repeat adventures after the first go around just to "meta" enough to kick some serious ass. But it's hard to find characters level 6 and above. It takes about 8 games which is making it every week for 2 months.

(Reply to #2)

Undrhil

Granville7482 wrote:
#4

Timborama

Oct 17, 2014 6:11:57

You're going to be stuck at Level 1 spells for a loooong time. I know you get level 2 slots once you hit Sorc1/Wiz2, but you won't get an ACTUAL 2nd level spell until Sorc3/Wiz2

 

The character looks good and fun, just be careful about that!

 

(personally, I don't like Wild Magic, especially when compared to Dragon Sorcerer. But that's more a personal choice than a flavor choice! Wild Mage+Lucky+Divination rolls makes sense thematically, and is cool!)

#5

Mommy_was_an_Orc

Oct 17, 2014 6:14:39

I think that is going to end up being a very underpowered caster. At 4th level as an example, you won't have any 2nd level spells. It gets a lot worse if Fighter or Rogue ends up in there somehow.

Yes, slots can be leveled up, but being 12th level and only having 3rd level spells to level up for 6 of your slots won't be fun for the rest of your party.

#6

7he_professor

Oct 17, 2014 7:07:58

I concur that you will end up very underpowered as compared to any other full caster.  The concept is legit, and sounds like a lot of fun to play (despite how unattractive the consequences may be to some players).  I think the extent to which you're taking the concept is hurting you mechanically.  I think Wild Magic + Lucky is pretty solid by itself, and adding Wizard only delays your access to more cosmic power.  Alternatively, I think Diviner + Lucky is also very solid, and adding Sorcerer likewise doesn't add enough to make up for the loss in spellcasting might.

 

In either case, it is mere a statistical advantage.  If you're not worried about such things, I think you have a solid concept going and will be okay.

 

Similar abilities (rerolls vs. rolling an extra d20, but basically the same thing):

 

Halfling's Lucky: reroll 1's

Fighter Great Weapon Fighting: reroll 1's or 2's (once) on two-handed weapon damage

Fighter Indomitable: Reroll a saving throw. (1/day @ 9th, 2/day @ 13th, 3/day @ 17th)

Monk's Diamond Soul: 1 ki point to reroll a saving throw that you have failed

Sorcerer Empower Spell: 1 Sorcery point to reroll damage dice

Savage Attacker Feat: reroll weapon damage dice once/turn

Wish spell: force a reroll of anything made last round

 

 

Either way...just my 2 cp

#7

Kalani

Oct 17, 2014 7:38:33

I agree. You are mechanically hurting your character to play this concept (which is flavourful). Given the fact that Wild Mages are 100% dependant upon DM fiat for their primary class feature (its up to the DM if/when you make the surge rolls) - I would skip on the sorcerer completely as some DMs wil never let you make rolls (in which case you will kick yourself for playing it) - and others will force you to roll every time. At least in the latter case, you will get frequent chances to recharge your surge effects etc.

 

Personally, were I to focus on this concept, I would go one of two routes:

 

Human Diviner (Lucky feat), or if you can afford to wait - the better option would be a Halfling Diviner who takes Lucky at 4th level.

#8

Undrhil

Oct 18, 2014 8:54:50

I played him last night and it was great.  I have Shield and Thunderwave for my two Sorcerer spells.  I primarily use Tides of Chaos when starting combat to get Advantage on my Initiative roll.  It works out to have a flip card in front of me that says Wild Magic so the DM remembers that he can tell me to roll on the table.  I don't think DMs intentionally don't tell you to roll, it's that they don't remember or think about the fact that that is who you are playing, when at an AL table.  I guess there could be DMs that don't want to trouble or the extra work, but it worked for us last night.

 

Well, the first surge sent me to the Astral Plane until my turn came around.

 

The second surge ...

 

At least we survived the fireball ... I saved on my Dex save, so I only took 12 damage, which wasn't enough to kill me thanks to my 12 CON score.  In fact, I think everyone saved on their Dex throws cause no one died from it.  It did destroy three skeletons we were fighting.  I told the party paladin afterwards that I was a better warrior than he was since I did more damage per capita than he did with his greatsword.

 

We survived the mod and Tuk'n is now level 2.  I am debating about making him a Fighter (with Archery fighting style to make him shoot his crossbow better.)  This will also allow him to up his AC to 18 with scale armor and a shield and replace the light crossbow with a hand crossbow.  Or I can take him to Wizard 1, which will get him started on the path to the School of Divination, but will keep his AC low (16 with Mage Armor, but that will use up a spell slot each day.)

 

I understand about getting second level spells later.  But I will have second level spell slots which will allow me to cast Thunderwave (my main damaging spell) at second level, if I get to Wizard 2.  If I go Fighter, I'll be stuck with 1st level Thunderwave for a while.  Which isn't too bad thanks to the fact that I am not adventuring in a vacuum and there are others doing damage as well.

#9

Mistwell

Oct 18, 2014 8:59:12

How are you not a Halfling?

#10

Undrhil

Oct 18, 2014 9:04:56

Human (Variant) for the lucky feat at level 1.

#11

Noctaem

Oct 18, 2014 9:22:50

Yep, i'm guessing if the variant wasn't allowed, halfling would have been his choice though.  Gotta love that overshadowing :p

 

#12

Undrhil

Oct 18, 2014 9:25:49

Actually, I never considered Halfling for this.  I would have probably gone with Half-Elf for the +2 CHA.

 

However, it would fit the character for him to be a halfling. 

#13

Undrhil

Dec 20, 2014 15:20:02

Just an update to Tuk'n Rol.

 

As per the rebuilding rules in Adventurer's League, I rebuilt him at some point so he started as a Wizard.  At Wizard 2, he chose the School of Divination.  At level 3, he picked up Rope Trick, which is a nice spell for getting away from crazed Minotaurs.  At level 4, he took a 1 level dip in Sorcerer, which gave him Wild magic.

 

Actually, before I play him to level 5, I'm going to change it up again so he starts as Sorcerer, since that gives him proficiency on CON saves, which might come in handy in the future.

 

Anyway, his two Sorcerer spells are Shield and Magic Missile.  Neither requires a CHA score, but he is an Entertainer (Jester) for his background and he likes to Perform and Persuade.

 

His stats at Sorc1/Wiz3
STR 8
DEX 16
CON 14
INT 13
WIS 9

CHA 14

 

At Wiz4, he is going to take a bump to one of his stats.  I am thinking of bumped DEX, as that will increase his AC, Initiative, and his attack modifier for his Light crossbow.  It will also give him a better Acrobatics score for his Jester-ing antics.