Barzer - Optimization Guide
Current Build Summary
Variant Tiefling War Magic Wizard 3 | INT 20 (+5) | DEX 17 (+3) | CON 16 (+3)
Known spells: Tenser's Floating Disk, Silvery Barbs, Shield, Magic Missile, Identify, Fog Cloud, Feather Fall, Mage Armor, Find Familiar, Mage Hand, Prestidigitation, Fire Bolt, Misty Step, Mirror Image
Barzer is well-equipped for this environment. The spell list is strong. The main work here is preparation choices and knowing which tools to reach for in a cave chokepoint.
Priority Changes
1. Always Prepare Shield
If Shield is not currently prepared, prepare it now. As a reaction when hit by an attack, +5 AC until the start of your next turn. With Arcane Deflection also available as a reaction, you have two defensive reactions. Arcane Deflection costs a bonus action the next turn; Shield does not. Use Shield against single large hits, Arcane Deflection against saves.
2. Prepare Fog Cloud for Chokepoint Control
Fog Cloud is already in your spellbook. A heavily obscured 20-foot sphere at a bottleneck shuts down ranged attacks from both sides - which cuts the enemy's options more than yours when the melee fighters are in front. The party has several characters with Darkvision. Enemies may not.
Worth preparing alongside Mirror Image in cave environments.
3. Prepare Web When Slot 2 is Available
Web (if acquired) at a cave chokepoint is extremely strong. Restrained creatures have attack disadvantage and grant advantage to attackers. Combined with melee fighters at the front, it locks down a group. Consider adding to spellbook at next opportunity.
Spells to Use Actively
| Spell | Usage |
|---|---|
| Magic Missile | Auto-hit, no attack roll, no save. Use against enemies in total cover, prone targets, or invisible creatures. 10 damage at 1st level is reliable baseline. Also good for finishing low-HP enemies without risking a miss. |
| Mirror Image | Cast before combat if possible, or first round. Three duplicates absorb hits without requiring concentration. Excellent survival tool in melee range. |
| Silvery Barbs | Already in the spellbook. Use as reaction when an enemy succeeds on a save or lands a big hit - force the reroll and give an ally advantage. High-value reaction. |
| Misty Step | 30-foot teleport as a bonus action. Get out of melee instantly, no opportunity attacks. Also good for reaching elevation or crossing gaps in a cave. |
| Mage Armor | 13 + DEX = 16 AC without armor. Should be active at all times. Cast during short rest, costs one 1st-level slot and lasts 8 hours. |
War Magic Features
Arcane Deflection - When you fail a save or get hit, use a reaction to add +4 to AC or +2 to the save. You can only cast cantrips the next turn if you use this. Plan accordingly - save it for big effects (breath weapons, area saves) rather than routine hits. Fire Bolt and Poison Spray are still available afterward.
Tactical Wit - Add INT modifier (+5) to initiative. Barzer should be acting in round 1 consistently. Use that early position to set up Fog Cloud or Mirror Image before enemies act.
Next Level-Up Plan
Level 4: ASI. INT is 20, consider CON for concentration saves and survivability, or War Caster for the same effect plus casting spells as opportunity attacks. Given Barzer's role as a glass cannon in melee range, CON improvement or War Caster both extend survivability meaningfully.