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At level 1, a wizard has a very small amount of hp compared to most classes, and lacks armour proficiencies meaning they must invest in Dexterity as well as constitution to have less AC than most other classes on top of less hp. They can improve their armour class using the Mage Armor spell, but they only get 2 spell slots per day which makes this a rough choice even with the long duration.

What spell choices, tactics, or assistance from party members could be used to help a Wizard in avoiding dying at level 1?

Nobody the Hobgoblin
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user2754
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4 Answers4

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There are many tools you can use, but no guarantees

While there is no surefire way to survive the first level, there are several things you can do to increase the odds:

  • Defensive Spells The classical options are mage armor and shield. Yes, you have very limited slots, but these spells still help. Mage armor, depending on your play style, you can also cast in the mornings if you have remaining slots from the prior day, to last you a good while. Expeditious retreat allows you to disengage from melee without the opponent being able to catch up and attack.

  • Information gathering You also use find familiar to scout ahead and avoid being ambushed. An orc is a lot more dangerous, if you are ambushed by them, than if you know where they are and can assault them with your team.

  • Keeping back This is another tried and true tactic, you don't walk in front where the fighters and barbarians are that can soak up more damage in melee and block opponents from getting at you, you hang out in back. That is why sleep and fire bolt are often better than burning hands: they do not require you to get up close and personal.

  • Having friends. Yes, you can go down more easily, but that still gets you at least three rounds to make death saves, if you do not have a cruel DM kicking you when you are down. That is time for your party cleric to stabilize you, or to pick you back up with healing word or cure wounds.

  • Getting OK Con and Dex. As you mentioned, Con and Dex are typically the two secondary stats for Wizard after putting their best effort into Intelligence, for this very reason. They will not help you to get a great AC, but with mage armor and 14 Dex, you are at least respectable for first level. Con also will help you longer term with your Concentration checks.

  • Taking variant human. If you really are super concerned, and want to prioritize survivability over overall power, you can take a variant human which will give you access to an extra feat on level one. You can pick Tough, and get an extra 3 hit points, putting you at 9 to start out with, 11 if you put 13 into Con and one of your Stat increases there, too. That is not that much worse than even the fighters. Alternatively you can take the Lucky feat, to possibly turn some deadly attacks into misses.

  • Roll up a new one when you die. A bit of natural luck can get you there, but there also is the fact that when your character dies, you can make a new one. Make another wizard. One will be lucky enough to survive, or the party will have advanced in level and you will be able to make a higher-level wizard. You will still end up with a wizard, just not the exact same one you started with.

Jack
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Nobody the Hobgoblin
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    Mage Armor and Sleep are go to 1st level wizard spells for a reason. Remember that Sleep has no save and a decent range, which is pretty awesome for a 1st level spell. – Michael Shopsin Oct 03 '22 at 18:37
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    The Blade Ward cantrip is also useful for a low level Wizard. Resistance is a big deal, especially at level 1. – ValhallaGH Oct 03 '22 at 19:32
  • @ValhallaGH: Have you seen it used to good effect yourself? It costs your action, so you can't take any other action that round, at most casting a spell as a bonus action. But you probably don't have any of those at level 1. I could see casting it before the party opens a door, but it only lasts 1 round. Once you're fully in combat, in 5e it normally helps more to take enemies off the board with damage or crowd control than spending actions on healing. – Peter Cordes Oct 05 '22 at 09:10
  • Mitigation for a big hit you know is coming can help if you get caught in a bad spot I guess, but that should be a rare case; if you can get out of danger with disengage or dash as your Action, that's better than taking half damage with Blade Ward. (Although if someone's going to take the hit, wizard tank with blade ward might be it?). Or Dodge; with low +hit bonuses on enemies appropriate for a 1st level party, even a wizard's AC might be enough to make disadvantage cause some misses. But that's a gamble, even with Mage Armor or Shield, vs. worst case half dmg. Still big opportunity cost. – Peter Cordes Oct 05 '22 at 09:12
  • hide behind your warrior friend!
  • – AnoE Oct 05 '22 at 11:26
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    @PeterCordes I have, in fact. My Wizard used Ray of Frost to draw agro, then used Blade Ward to play off-tank when the melee arrived to stab me for blasting them with freezing rays. Between Blade Ward, Mage Armor, and Shield, a level 1-3 Wizard is a stunningly effective off-tank. – ValhallaGH Oct 05 '22 at 11:56
  • @ValhallaGH: Ok, that's fair, it's not like the melee have much HP to take hits either. So if you're intentionally trying to off-tank, then yeah blade ward makes sense; you're not going to get lucky with Mage Armor + Shield every time. And if you don't have both Mage Armor and Shield, you can't count on Dodge. If your DM lets you switch it out later for a more useful cantrip at higher levels, definitely worth considering. – Peter Cordes Oct 05 '22 at 12:02