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God Wizard: Level 1 

 
Race:​ I choose Variant Human with the Magic Initiate (Druid) feat. For Ability score boosts, 
Int should be obvious as the first selection, the second selection could go either Dex or Con, I 
choose Dex. As for bonus skill, perception is an easy choice. 
 
Feat:​ Magic Initiate (Druid) 
This provides me one first level spell that can be cast once per day. That spell will be 
Goodberry, which I will cast at the start of every day, giving me 10 delicious, nourishing, 1 hp 
healing berries. 
 
It also provides 2 cantrips. Guidance is an obvious fist pick, as it is an excellent cantrip, and 
normally not available to Wizards. The second choice I go for Mending. I want to avoid 
spells that will rely on my not great Wisdom score, and Mending is a moderately handy utility 
cantrip that won’t be affected by my unimpressive Wisdom. Mold Earth and Shape Water 
will also considered, but ultimately, I go with Mending. 
 
Ability Scores​: The method used in this group is the Standard Array. This allows the 
assigning of 15, 14, 13, 12, 10 and 8 to ability scores. 
 
15: Goes to Int. This provides a 16 after the racial bonus, which provides a +3 bonus, which is 
what you want for your primary ability. 
14: Goes to Con. +2 to HP will be vital to the lower HP wizard Also helps the common Con 
save. 
13: Goes to Dex. With the racial bonus, that’s a 14, which provides a +2 AC and Initiative, both 
of which are important for wizards. Also helps the common Dex save. 
12: Goes to Cha. I would normally prioritize Wisdom, but I want a bonus to social skills, as this 
character is intended to be decent at that sort of thing. 
10: Goes to Wisdom. Won’t have a fantastic perception, but at least Wisdom saves will have 
proficiency bonus added 
8: Goes to Strength. It has to go somewhere, and this is the pretty obvious choice for most 
wizards. 
 
 
Final Ability scores: Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 12 
Looks solid to me. 
 
Class: ​Wizard 1. This provides Arcane Recovery, 6 first level spells, ritual casting, and 3 
cantrips. 
 
For cantrips I choose:  
1: Minor Illusion: Pretty much always my first choice if available. Minor illusion in my opinion is 
the best cantrip in the game. Lots of utility, no concentration. 
2: Prestidigitation: From a roleplaying standpoint, I find I get endless use from this. Clean 
your clothes, have a magic bath, make your food taste better, little tricks to show off. 
3: Ray of Frost: I could go so many ways here, but ultimately, eventually I will want at least 
one damage cantrip that fires with a ranged spell attack, and one that is save or take 
damage. Ray of Frost slows enemies, which I figure might be a good idea for a party that is 
primarily ranged combat. 
 
For First level spells: 
Strategy: I will be able to prepare 4 spells, so there is no reason at all to have more than 4 
spells that require preparation, and since we only have 2 spell slots, maybe not even that 
many. This is something to keep in mind as we go up in levels, what can we prepare? What 
spells are good to have in the book even if not prepared (rituals obviously, but sometimes it’s 
good to have circumstantial stuff in there too if we can take some time to switch 
preparations). 
 
1: Find Familiar: The best first level spell in the game. It’s a ritual, provides excellent scouting 
potential, spying potential, the aforementioned delivery of goodberries, ​the help action​, and 
more. Just an amazing spell for first level. If a familiar dies (and it will, repeatedly), you can 
bring it back as a ritual, so no spell slot use. 
2: Detect Magic: A staple for any adventuring party. The Cleric could take this, but for her it 
would require preparation, for a wizard, as long as it’s in the book. 
3: Sleep: At first level, this is a show-stopper. I’m not going to want to prepare this much past 
2nd or 3rd level, but I expect it to pay off a ton in the first couple levels. 
4: Mage Armor: I probably won’t be casting this much at level 1, because those slots are too 
valuable, but I want this on the list, because by level 3, I’ll be casting this every day at least 
once. With an Enchanter, maybe by level 2. 
5: Thunderwave: This spell doesn’t level great, but it’s a good option at low level. The 15’ 
square is decent coverage (much better than burning hands), 2d8 damage isn’t bad, and it 
has the effect of moving enemies. Not an amazing spell, but worth a spot in a low level 
wizards list. 
6: Comprehend Languages: Again, an adventuring party staple. This will get used over and 
over, and as a ritual, won’t require preparations. 
 
Preparations: 
At first level, this is easy. I will prepare Mage Armor, Sleep, Thunderwave...and...I guess Detect 
magic.. The 4th slot probably doesn’t matter. 
 
Slots:​ 1st: 2 
Cantrips​: Minor Illusion, Prestidigitation, Ray of Frost, (guidance, mending) 
1:​ Mage Armor, Sleep, Thunderwave, Detect Magic 
Rituals available​: Detect Magic, Find Familiar, Comprehend Languages 
 
So I grab my starting equipment (nothing special there) and I’m ready to go. 
 
Strategy: At first level, I have very few tricks. Cantrips, 2 first level spells (one can be 
regained on a short rest) and that’s it. My cantrips aren’t very good at first level, so my best 
bet is to use Ray of Frost. If I can grab a light crossbow from someone, I’ll use that instead 
unless slowing the enemy provides a tactical advantage, as I would expect the crossbow to 
deliver more damage. (+4 to hit with 1d8+2 damage is better than +5 to hit 1d8 damage 
unless AC is VERY high). 
 
In the big combats, I will cast a first level spell. At this level, a first level spell is pretty 
dramatic, and you can generally expect some pretty flashy results (unless you are unlucky). 
This helps make up for your less impressive cantrip/light crossbow attacks. 
 
If a bunch of enemies are crowded together, Thunderwave is a great option, and can not only 
scatter them, but provide 9 damage on average (½ on save). This can one shot lots of 1st 
level enemies. A 15’x15’ area means we could probably expect 3 or 4 enemies at once.   
 
Against a single tougher enemy, I would favor sleep. 5d8 HP on sleep will likely result in 
about 22 hp dropping with no save. Sleep can also be used on clustered enemies, and I would 
use it as a backup to Thunderwave if range is an issue. 
 
Minor Illusion is an option when an enemy is responding with ranged attacks. Create some 
illusionary cover to boost AC, or provide total cover, or provide cover for an ally. 

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