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Praetorian Arcanist

ThyWoof edited this page Jul 10, 2022 · 1 revision

Praetorian Arcanist

Primary Combat Role: Controller and AoE Damage
Secondary Combat Roles: Buffs (Spell Shield, and Infusions)
Out of Combat Role: Lockpicker, Crafting
Lineage: Sylvan Elf
Background: Any (except Sellsword)

Build Notes

We are basically going for a sort of on-the-front-lines Wizard that can do control and AoE with a splash of off-tanking and a little bit of gish-ing. We start as a Tinkerer as that gives us proficiency in medium armor and shields, proficiency in CON saving throws, and also lets us ignore somatic components of spells (nice!). We also get proficency with every tool and some nice utility spells and cantrips. Not bad for level 1, eh? After that, we're gonna take Wizard levels because we don't want to delay getting 3rd and 4th level spells any longer than we have to (though we may want to in a low magic campaign where handing out infusions to the party is more valuable). Once we have secured all the heavy impact control and AoE damage spells, we'll go back to Tinkerer to get infusions, and as we'll be going Weaponsmith we will be able to hand out 4 infusions across the party. I recommend Enhanced Focus and Mind Sharperner for yourself, and Enhanced Weapon and Armor to other members, but you could also be greedy and infuse yourself with everything. We don't get extra attack, but Resonating Blade (or Sunlit Blade) cantrips will let you do better-than-ranged-cantrip filler damage with a melee weapon (in which case also give yourself the Weaponsmith special infusion to do use INT modifer for weapon to-hit/damage). The protector summons is really handy for taking hits that would otherwise go to you or the someone else in the party, and for imposing disadvantage on anyonethat attacks a nearby ally. For our Wizard subclass, we'll take Court Mage for the staggering number of free temporary hitpoints it lets us hand out (180 total temporary HP per long rest). The Counterspell mastery feature is also quite nice for dealing with pesky enemy spellcasters (don't forget to take proficiency in Arcana!). Playstyle is basically, you buff yourself and 1-2 of your favorite party members up with infusions, summon a familiar and protector robot-ghost-wolf, and then loiter around the party members that like to wade into melee. While there on the front lines, you (and your robot!) will lock down or blast any enemies and maybe even get some cheap shots in with a blade cantrip when opportunities present themselves and risk or resources are low! With your Spell Shield up, Shield spell loaded, and respectable AC, you shouldn't have too much trouble living at the front lines! For the second ASI/Feat selection, the safest choice is just bolster HP via Tough, but raising AC by 1 is never unwelcome. As a greedy wanna-be "mage tank", I also heartily recommend taking Sentinel since you'll have a good to-hit with a weapon (because weaponsmith infusion), and it's a nice little trick to stop an enemy from trying to escape (even if they Disengage!).

Ability Scores

STR: 8
DEX: 14
CON: 15 +1
INT: 17 +2
WIS: 12
CHA: 8

Level Progression

  1. Tinkerer 1 [Feature: Infusion Casting]
  2. Wizard 1
  3. Wizard (Court Mage) 2 [Feature: Arcane Recovery] [Feature: Always Prepared] [Feature: Spell Shield] [Fighting Style: Protection]
  4. Wizard 3
  5. Wizard 4 [Feat: Telekinetic (INT)] or [Feat: Fey Teleportation (INT)]
  6. Wizard 5
  7. Wizard 6 [Feature: Counterspell Mastery]
  8. Wizard 7
  9. Tinkerer 2 [Infusion: Mind Sharpener] [Infusion: Enhanced Armor] [Infusion: Enhanced Focus] [Infusion: Enhanced Weapon]
  10. Tinkerer (Weaponsmith) 3 [Feature: Summon Protector Construct] [Feature: Weaponsmith Weapon Infusion]
  11. Wizard 8 [Feat: Tough] or [Feat: Sentinel] or [Feat: Armor Mastery]
  12. Wizard 9

Spell Selection

  1. Grease, Faerie Fire, Cure Wounds, Identify, Detect Magic, Guidance, Resonating Strike
  2. Shield, Find Familiar, Sleep, Magic Missile, Fog Cloud, Thunderwave, Minor Lifesteal, Light, Ray of Frost
  3. Protection vs Evil and Good, Hideous Laughter
  4. Shatter, Knock (or Misty Step if not taking Fey Teleportation)
  5. Hold Person, Blindness, Air Blast (if not taking Telekinetic) or Chill Touch or Shocking Grasp
  6. Fireball, Hypnotic Pattern or Sleet Storm or Slow
  7. Counterspell, Hypnotic Pattern or Sleet Storm or Slow
  8. Wall of Fire or Ice Storm, Banishment or Black Tentacles
  9. Feather Fall, Expeditious Retreat, ^Dazzle, ^Sparkle, ^Shine 10.^Hunter's Mark, ^Shield, ^Heroism
  10. Wall of Fire or Ice Storm, Banishment or Black Tentacles
  11. Mind Twist, Hold Monster

^spell denotes a spell granted by a subclass, spell denotes a recommended spell, and cantrip denotes a recommended cantrip

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