I like using the hobgoblin war wizard and getting the medium armored feat instead of multi classing. Full wizard spell casting progression with medium armor and a shield is awesome.
Hobgoblin War Mage is what I am currently playing. Instead of Fireball initially, I got minute meteors... concentration spell, BUT, every round after casting it, as a bonus action you can toss two meteors... your ACTION you can toss a firebolt. So at 5th level, two meteors that do 2d6 fire that use a DEX save, then a 2d10 firebolt. If they all hit that is 6 to 32 damage a round for several rounds. Also, it isn't as 'messy' as a fireball since you can aim each meteor and the firebolt at different creatures if you want.
The war wizard's arcane deflection is so deceptive. I thought it would mean I didn't need to take shield, but arcane deflection only useful for the saving throw reaction. When you use arcane deflection, you end up CCing yourself by removing your casting ability next turn. I ended up taking shield at level 5!
Arcane deflection is still really good for saving throws. Only being able to cast cantrips the following turn isn’t the worst thing as firebolt’s damage scales.
I have played a similar character but feel one is better off just investing a feat into moderately armored and then continuing your spell casting progression uninterrupted. You deny yourself a whole level to get one additional AC and action surge which is not nothing, but it’s not a trade off I like to make especially since 4th and 5th level spells are so stinking powerful.
I've been wondering about this for awhile... are summoned minions also considered allies that count towards saving face? If so I'm definitely going to main a hobgoblin wizard.
@@theonlymatthew.l the multi class armour rule page in the players hand book. If I am mistaken in my words then it does not effect the primary classes armour. My mistake
This is a really cool thematic build. I'm thinking about using it, or at least elements if it. My only question is how you got the +5 to Initiative with a 14 Dexterity.
@@RollingWithAdvantage thank you. I admittedly haven't familiarized myself with the War Magic archetype for Wizards. That was my mistake. Should have looked that up first. Thanks for the reply. BTW, I'm really enjoying your channel. You have great build ideas. I'd love to see you make a video on Sorcerers, especially on the tactics of various spells with the Metamagic class feature.
@@davidriggs538 Thanks for the feedback! I'm playing a sorcadin in one game and I can tell you that twin casting haste is pretty stupid. Also twin casting guiding bolt feels like cheating. In the paladin/sorceror build I also found twin casting booming blade is pretty neat. Quicken spell is also really good in a pinch.
You can also specifically buy the hobgoblin race for a couple dollars. You have to do a bit of searching around on the website to find it, but you can buy just a subclass, race, or stat block on dndbeyond for a few bucks.
I'd love to play a Hobgoblin, but I'd want to be able to fight (possibly dual) and cast magic. Hopefully something that my bonus in Fortune from the Many and Fey Gift won't go to waste. But I'm not sure what class to take that will enable me to get in there and fight. I would like to fight up close and with some range spells in there to. Magic wise I'm liking Fire Bolt, Fog Cloud, Disguise Self, Levitate, and Vampiric Touch. I wonder if there is a spell that you can place on your weapon for combat? Like during combat or just before you cast a temporary spell of poison, fire or whatever on your weapon.
I like using the hobgoblin war wizard and getting the medium armored feat instead of multi classing. Full wizard spell casting progression with medium armor and a shield is awesome.
I think you may be right in keeping the spell progression on track. I just love the stupidity of having action surge as a caster.
With Tashas, you could also take a few levels into artificer for boots of flying and other items/infusions.
That’s an interesting character concept for sure.
That's definitely an option. I'd talk with the DM about having a small flying carpet. Thematically it fits better, but boots of flying could work.
Hobgoblin War Mage is what I am currently playing. Instead of Fireball initially, I got minute meteors... concentration spell, BUT, every round after casting it, as a bonus action you can toss two meteors... your ACTION you can toss a firebolt. So at 5th level, two meteors that do 2d6 fire that use a DEX save, then a 2d10 firebolt. If they all hit that is 6 to 32 damage a round for several rounds. Also, it isn't as 'messy' as a fireball since you can aim each meteor and the firebolt at different creatures if you want.
I love moving away from Fireball!
The war wizard's arcane deflection is so deceptive. I thought it would mean I didn't need to take shield, but arcane deflection only useful for the saving throw reaction. When you use arcane deflection, you end up CCing yourself by removing your casting ability next turn. I ended up taking shield at level 5!
Arcane deflection is still really good for saving throws. Only being able to cast cantrips the following turn isn’t the worst thing as firebolt’s damage scales.
I have played a similar character but feel one is better off just investing a feat into moderately armored and then continuing your spell casting progression uninterrupted. You deny yourself a whole level to get one additional AC and action surge which is not nothing, but it’s not a trade off I like to make especially since 4th and 5th level spells are so stinking powerful.
I definitely see your point on this one. Though having action surge on any character is good.
I've been wondering about this for awhile... are summoned minions also considered allies that count towards saving face?
If so I'm definitely going to main a hobgoblin wizard.
This video was just quality.
Thanks!
I'd be interested in seeing where you take this at say level 10, 15, etc... Great video, thanks!
why wouldn't you take fighter at first level? If you did that you would gain proficiency in Con saves as well as heavy armor proficiency....
Armor proficiency doesn't carry over for heavy armour in multi class rules BUT level 1 war cleric heavy armour proficiency does since its a blessing.
@@hawktondog yes it carries over, what did you read that makes you think it doesn't?
@@theonlymatthew.l the multi class armour rule page in the players hand book. If I am mistaken in my words then it does not effect the primary classes armour. My mistake
This is a really cool thematic build. I'm thinking about using it, or at least elements if it. My only question is how you got the +5 to Initiative with a 14 Dexterity.
Check the ability Tactical Wit for war magic wizards. They can add their intelligence modifier to initiative.
@@RollingWithAdvantage thank you. I admittedly haven't familiarized myself with the War Magic archetype for Wizards. That was my mistake. Should have looked that up first. Thanks for the reply. BTW, I'm really enjoying your channel. You have great build ideas. I'd love to see you make a video on Sorcerers, especially on the tactics of various spells with the Metamagic class feature.
@@davidriggs538 Thanks for the feedback! I'm playing a sorcadin in one game and I can tell you that twin casting haste is pretty stupid. Also twin casting guiding bolt feels like cheating. In the paladin/sorceror build I also found twin casting booming blade is pretty neat. Quicken spell is also really good in a pinch.
How do you get to make monster pc in d&dbeyond
For Hobgoblin you’ll need to have purchased Volo’s Guide through DND Beyond.
You can also specifically buy the hobgoblin race for a couple dollars. You have to do a bit of searching around on the website to find it, but you can buy just a subclass, race, or stat block on dndbeyond for a few bucks.
I'd love to play a Hobgoblin, but I'd want to be able to fight (possibly dual) and cast magic. Hopefully something that my bonus in Fortune from the Many and Fey Gift won't go to waste. But I'm not sure what class to take that will enable me to get in there and fight. I would like to fight up close and with some range spells in there to. Magic wise I'm liking Fire Bolt, Fog Cloud, Disguise Self, Levitate, and Vampiric Touch. I wonder if there is a spell that you can place on your weapon for combat? Like during combat or just before you cast a temporary spell of poison, fire or whatever on your weapon.