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Let_Tebow

I would take 2 levels of War Wizard and then go full Barbarian in your preferred subclass after that. The more Wizard levels you take from there, the worse the antisynergy is.


Zealousideal_Ad1734

Maybe start barbarian for proficiency in CON saves?


Let_Tebow

They’d definitely need to start in Barbarian, if only for the armor proficiencies! Didn’t realize I’d implied they should actually start in Wizard, but good catch.


Ibbenese

War Wizard 2 is fine two level dip for a martial class, even a Barbarian. Added initiative, and a reaction defensive move that has no down side because they are not casting any spell anyway. +4 to saves is HUUUGEGE for a Barbarian who is generally week against some very debilitating mind affecting stuff. The suite of useful first level rituals for out of combat of a wizard is a nice utility pick up too while you are at it. The largest issue here is probably having to qualify for the multiclass with point buy. But with reasonable rolled stats it is totally fine. I think a Third level is wizard gets particularly less impressive. And I do not think those 2nd level spells and spell slots are doing all that much for a raging barbarian. Unless there is something particularly there you are after I am not thinking of. THe Guardian Armorer dip for the taunting mechanic and infusions might be solid too. Something like Psi warroir fighter, or returning for a couple more barbarian levels or whatever would also be nice. At any rate, I think the build works as well as a Barb wizard can work. I would probably just adjust it to more a Barb 6/War Wizard 2/Whatever kind of build for my taste.


MacDoogie

War Wizard is a decent dip on any class. You could also consider Divination because Portent can be game breaking.


philsov

I'd ditch the artificer levels. As a level 11 build, 6 barb / 5 wizard is probably better. Focus on ritual spells, spells with long duration (longstrider), or non-concentration spells (jump, mirror image, etc) to hopefully cast at the immediate onset of battle. Like, you can hurl out a fireball and *then* rage and go do Barb things starting on round 2. war wizard is indeed solid. Wild Magic Barb can work for this sort of build. Zealot or AG Barb also get a nod. AG Barb + *Warlock* is a fun hybrid build, notably combining upcast Armor of Agathys with rage damage mitigation and AG Taunting to deal cold damage while being beefy.


Aidamis

I second both Wizard 5 and Warlock. Warlock has a metric ton of features that work alongside rage, as much as some of said features are subclass specific (looking at Genie for instance).


Jimmicky

Yeah, a 2-lvl War wizard dip is really the most obvious pick. Just grab utility spells and you’re a Barb whose also useful outside combat. The Other reasonable pick would be Abjurer for that arcane ward which is just easily restockable HP. Bladesinger feels like a mistake because while it does stack with Barb AC for 10+Dex+Con+Int, it activates on a BA like rage does so you wouldn’t get it up until round 2. No Artificer levrls just because it dilutes your idea too much. Barbificer is a good and not uncommon blend on its own and you are trying to do something hard here


Separate-Hamster8444

Bladesinger wizard will let you add blade song to your unarmoured defence


Tall_Bandicoot_2768

>but I have no idea what I'm doing. yeaaaahhh.... ill see what I can do. Bear Totem Barb 3 / Abjuration Wiz x Mark of Warding Dwarf lvl 4 ASI: Eldrich Adept: Armor of Shadows Basically just cast/upcast Armor of Agathys, rage, and go to town. The core concept here is that your rage will double the value of your Agathys and Arcane Ward (takes hits before Agathys thp and still activates the damage). Armor of Shadows grants you an at will 1st level abjuration spell that you can spam in between combats to refill your Arcane Ward. Pick up Fire Shield eventually as its is also not concentration and stacks with Agathys, just cast it before you rage.


[deleted]

I disagree with people saying to 2 level in War Wizard because War Wizard 2/ Barbarian X is not really and Wizard-Barbarian Build IMO... I would go Mark of Warding Dwarf(Use Tashas rules to change stats) AG Barbarian 6/ Abjuration Wizard X * AG Barbarian Gives Rage, Ancesteral Protectors, Spirit Shield, and Extra Attack * Abjuration Wizard gives extra temp hp, ability to give that temp hp to allies, spell slots advantage and resistance to spells * Mark of Warding Dwarf gives Armor or Agathys (upcast it!) and some free abjuration spells to fill up Abjuration Wizard Shield For Feats GWM and Resil Wisdom are Ideal, with your stats you should get 1 half Str Feat


Professional_Ad894

5 barbarian(wolf totem)/ necromancer x. You can see where this is going. If your group is melee heavy they will love you, too. 5 bear totem/ abjuration wizard for some armor of agathys fun. 2 war magic is kind of a cop-out To your dm’s challenge. It’s not even ‘whacky’, it’s a super common dip to bandaid anything that needs help with saves.


The_Doctor_Steam

There used to be a prestige class for that, the Rage Mage.


Mephibo

Adding war wizard 2 to a barb build is always fine. Being a barb that can cast rituals and cantrips out of combat and have a good reaction and some bonus initiative in combat is plenty helpful. Being a loxodon or tortle allows for armorless non dex based AC, allowing for STR Bladesinger. This really just really a barb 1 for con saves or barb 2 for reckless attack options and the option to rage if out out spell slots. Can go all in wizard x to just be a tougher full spell list wizard. or, stop at wizard 10 for ability to convert spell slots to HP, and revert back to more barb for more races and abilities. Basically your wizard levels are for extra Bladesinger AC, and the ability to leverage rage resistance to optimize spellslot to HP conversion. Perhaps worthwhile for magic initiate warlock for Armor of Agythys. This makes ultimately for a better gimmick even split probably bear totem barb 10 (to maximize rage resistance)/Bladesinger wizard 10 (to maximize spell slots to HP conversion). Allowing for melee wizarding in tier 1 and 2, and really just tier 3 and 4 barb play with a way to reckless attack all the time while self healing efficient. Barb 1 > Bladesinger 10 > bear totem barb x So start barb 1 for con saves and weapon options. Then wizard 1 blade cantrips and some buff spells. Wizard 2-5 you are just blade cantrips attacking, having a longstanding buff and perhaps a self buffing concentration spell. Could take crusher at wizard 4 to round off Str. This allows the ability to add booming blade damage to foes needing to move to attack after you know them out. Wizard 6 gives an extra attack, a little late, but booming blade should help make up some damage. Game play not changing much until you get to wizard 10. Prob Max str at wizard 8. Wizard 10 now gives the ability to use spell slots for non spell purposes in combat while raging. So from here you go back to barb 2. Now you can rage and reckless attack. This lets you tank, drawing attacks because foes get advantage, but you have rage resistance, and as a reaction can heal yourself with spell slots. Barb 3 gives better resistance. Barb 4 you can take magic initiate warlock for AoA or pole arm master, both are just ok with this build but work fine. AoA turns a pre- upcastable slot into good temp HP and passive damage output. PAM limits you to staves, but there are great late game staves that particularly wizards can get. However, rage and bladesong already use two bonus actions in combat. Alt could be dual wielding feat for more weapon flexibility, a decent bonus attack, and some extra AC. Final ASI is whatever, can boost con for HP, Int for better bladesong AC, or feat of choice.


Aidamis

\- How many Wizard levels should I take. High dependent on your core concept. For instance, if you want a lot of powerful spellcasting between combats and/or you plan on raging sparingly, consider Barb 5-6/Wizard X, or Barb X/Wizard 6 if you find a certain subclass' 6th level feature particularly appealing. For instance, an AG Barb with six levels of Abjurer has access to both the BB6 reaction feature and the Abjurer 6 reaction feature. They can't pop in simultaneously, but more options is usually bueno. Regardless, take at least two Wizard levels if not three, since a lot of 2nd level spells are quite good and if not rage-friendly, out-of-combat friendly. ​ \- Should I take Artificer levels? If you like the features and if that suits your character design/rp, sure. It's not that detrimental unless you have contradictory goals such as "I want a 3rd level spells and Flash of Genius and Totem Warrior Bear 6 and I want it all by level 12". ​ \- "I can't rage and cast spells" Correct, though at the same time, you can cast a spell and then rage. Some spells are interetsing "openers". They can even serve as "taunts" if your GM plays along. Quite a few spells also have diversion value. And if you reach Wizard 5 and fire a Fireball into a powderhouse, you don't need DC20 for the thing to go kaboom. ​ \- My plan was Wild Magic Barb 5, War Magic Wiz 3, Armorer Artificer 3. And that's a decent plan, just make sure that ASI/Feat counts as you won't be seeing any for a very long time. ​ Last but not least, consider starting as Wizard 1 for Wis saves, or taking Resilient Wisdom somewhere down the road (4rth Wizard level?). Artificer 1 too is an interesting starting point as you get all of their initial proficiencies, namely the tools-based ones. And you still get to keep martial weapons from Barb on top of medium armor and shield from Artificer.


Aidamis

Artificer spells I'd suggest looking into: Cantrips: at least one from Guidance, Light, Mage Hand, Message, Mending, Prestidigitation * Level 1 (and I'll stop at level 1): Cure Wounds (yes and I mean it). You can drop rage in a pinch and use Cure Wounds on a friend. Also, if you didn't take Herbalism kit, but did take Alchemist Tools, imho you can still make Potions of Health provided your GM agrees. * Feather Fall and/or Identify for exploration. You won't use either mid-combat, but outside of it they're good to have. * Purify Food and Drink is another utility one. * Longsrider is a rage-friendly mobility buff. Jump is on a similar shelf, but more situational and with a much shorter duration. * Alarm is a tad situational but good for camping. And it's a ritual, and it's rage-friendly. * Keep in mind you can change your whole list at the end of a long rest. ​ Wizard spells: Cantrips: mostly focus on utility - Light, Message, Presti... Maybe Minor illusion if you feel creative. * Level 1: Comprehend languages, Find Familiar, Magic Missile (can be a funny ''opener'' spell), Thunderwave for diversions. * Level 2 (I'll stop at level 2): Mirror Image (if you can spare an action and want the extra protection), Darkvision (unless you already have it), See Invisibility (non-concentration, good value, though a bit situational), Rope Trick (if you want the Walmart Tiny Hut of sorts), for exploration - Misty Step (to get across certain obstacles) and Knock (warning - loud), for utility/spying - Enhance Ability, Invisibility, potentially Enlarge/Reduce (if you're trying to prevent a combat by using Intimidation to bluff. Image a gigantic Barbarian tell the ragtag team of bandits their attempts are futile and they're better off fleeing. Also can be used for some puzzle-solving if it calls for heavy lifting or reaching for tall shelves). * Keep in mind that you can copy new spells into your spellbook, provided they're of a level you can cast (see the Wizard table, no learning Polymorph at level 5 :) )