Try to use only cantrips for the minor fights, keeping the bigger spells for the bigger battles, especially those where you can long-rest, straight after combat. If I were to highlight one major fighting technique, it would be to use as few spell resources as possible on lesser encounters. Wizards are also a natural choice for the Manacalon Rosary, a necessary item to convert all those 'primed' weapons and armour into magical ones. I even stuck a 19 Str item on my wizard and watched her really thump an enemy with her Qstaff when they are annoyingly adjacent to her (which would give you disadvantage on spellcasting).īattle clerics can do quite a few things wizards can, with solid zap spells.BUT they can't just take 10 mins to identify magic items and there is lots of gear and potions to identify. They can wear either light armour (Green Mage option, I believe) or medium armour (Sellsword background) - I've run both types.
You can make your wizard tougher depending on your early choice of cleric type. You could add a Paladin instead of a Cleric, but it isn't as good. The ability for halfling rogues to run round and through enemies to get behind them is very nice. Rogues do consistently high damage both with a bow and in melee with two light finesse weapons from stealth. Wizards are good as a Green Mage or Shock Arcanist (haven't tried the other option). Cleric is subclass Battle for the martial weapons proficiency (battleaxe or warhammer) and makes a good secondary fighter with warhammer and shield.
Everyone has a bow or crossbow, Ranger is a dual wielder (finesse based weapons). I know in any game it's common to want "just one more companion", but I'm currently running Ranger, Rogue, Wizard, Cleric (similar to kebab-case in the post above this) and that covers pretty much anything.