Kroop’s tactics guide
Table of content
Introduction 2
Playstyle 2
Principles 2
Spell rating criteria 2
Must have spells 3
Cantrips 3
Rituals 3
1st level spells 3
2nd level spells 3
3rd level spells 3
4th level spells 4
Scroll priorities 4
Strategy approach 5
Tactical decision tree 5
Introduction
Kroop is a Hobgoblin Wizard. This is one of the most fantastic race & class combinations
because:
● Even before custom origin rules, it had perfect +2 CON, +1 INT racial modifiers;
● It grants Light Armor proficiency for free;
● An amazing short rest bonus to saving throws (including Concentration checks!);
● A minor benefit of selecting two martial weapons for free (Net is awesome!)
Playstyle
A common powergaming practice to mitigate the natural flimsiness of Wizards is to multiclass
Cleric or Artificer to get armor proficiency and access to healing spells -- the big drawback is a
delayed spell selection. This is not a problem for a Hobgoblin Wizard. In practical terms,
Kroop has an undiluted Wizard spell progression and he is also remarkably durable due to his
additional proficiencies -- which allows more bold movement in the battlefield, pressuring
enemies with tactical positioning and even sharing the burden alongside tank allies.
At low levels, Kroop doesn’t need to worry about Mage Armor (usually a defensive table stake
for any Wizard). This represents somehow his strong decision of being a pacifist, it’s easy to get
rid of all offense spells, Wizards have plenty of options for debuff and crowd control (Sleep is the
best spell at levels 1-3), so giving up Mage Armor shows how Kroop is committed to his cause.
At level 4+, however, after the traumatic events at the Goblinoids Dungeon and uncovering the
truth behind the Grand Master, Kroop got his warrior sense triggered once again, reflecting his
former years as a Hobgoblin Captain. He took the feat Moderately Armored, which granted him
proficiency with medium armor, shield and a small bump to DEX.
Having said that, let’s deep dive in our main strategy and understand our spell choices.
Principles
● Battlefield control over pure damage
● Protection & prevention over direct healing
● Always prioritize multiple target spells
● Buff is not a focus, backup with scrolls
● Damage cantrips flexibilized after level 5
● Blasting spells can be considered if there is a rider debuff effect attached
Spell rating criteria
★ Overall impact in combat
★ Applicability (Range/Area; Concentration; Duration; Friendly-fire)
★ Limitations (Immunities; Components; Sight; Monster type restriction)
★ Saving throw (CHA > INT > DEX > WIS > STR > CON)
★ Save type (No save > One save > EOTS > SOTS)
Must have spells
Cantrips
1. Minor Illusion
2. Mind Sliver ◉
3. Toll the Dead ◉
4. Mage Hand
Backup cantrips
5. Mold Earth
6. Create Bonfire ©
7. Chill Touch
8. Shocking Grasp
Rituals
1. Find Familiar
2. Leomund’s Tiny Hut
3. Unseen Servant
4. Phantom Steed
5. Core utility package (Detect Magic ©, Comprehend Languages, Water Breathing, etc)
1st level spells
1. Shield
2. Absorb Elements
3. Tasha’s Hideous Laughter © ◉
4. Sleep
5. Dissonant Whispers ◉
6. Grease
7. Thunderwave
2nd level spells
1. Web ©
2. Tasha’s Mind Whip ◉
3. Pyrotechnics ◉
4. Misty Step ◉
5. Blindness/Deafness ◉
6. Levitate © ◉
3rd level spells
1. Slow ©
2. Animate Dead
3. Counterspell ◉
4. Summon Undead © ◉
4th level spells
1. Polymorph © ◉
2. Raulothim’s Psychic Lance
3. Dimension Door
Scroll priorities
1. Feather Fall, Protection from Evil and Good ©
2. Detect Thoughts ©, Misty Step, Hold Person ©, Levitate ©, Dragon’s Breath ©
3. Stinking Cloud ©, Haste ©, Remove Curse, Fly ©, Water Breathing
Strategy approach
The most important driver to take the right decision and effectively pursue the best course of
action is the Initiative Order. Always consider the factors below:
➔ Who is the next one to go after me?
➔ Did a dangerous enemy already act?
➔ If I heal/help/support my ally in danger, will he/she have an opportunity to stay safe?
➔ Do I have clear sight and/or an advantageous position to act?
➔ What’s the impact that I want to cause in the battlefield?
◆ Will my actions prevent any harm to my allies?
◆ Will my actions completely lockdown dangerous enemies?
◆ Can I take advantage of external elements to increase my effectiveness
(coverage, obscurement, positioning)?
Tactical decision tree
Type Round Action Bonus action Reaction / Special action
- Swarms or strong WIS: Web
- 2+ strong enemies: Slow
1 - Solo enemy: Tasha’s Hideous Laughter
- Ranged/caster: Pyrotechnics
- Magic resistant: Summon Undead
Once Concentration is occupied:
- Always cast Pyrotechnics to generate - Command Skeleton to
- Provide advantage through
Offense obscurement attack debuffed, near to die
2 Familiar help action
- Swarms / 2+ strong enemies: Upcast Mind Whip or next to act enemy
- Solo enemy / melee: Mind Whip & advise allies
- Ranged/caster: Blindness
- If dangerous or boss fight: same as above
- If regular fight: follow-up with cantrips (Mind Sliver,
3+
Toll the Dead)
- If ally is near to death: Polymorph (Giant Ape)
- Do not stay too close to allies in order to avoid - Move Unseen Servant - Activate Shield OR Absorb
1
enemies' AoE next to ally Elements
- Command Unseen
- Never forget to move and look for coverage or - Scouting, intel collection and
2 Servant to deliver potion if
Defense obscurement area area recognition with Familiar
needed
- If no way to disable trap,
- Create cover or protection through Minor Illusion - Cast Misty Step in really
3+ send kamikaze Phantom
- Take the Dodge Action whenever needed dangerous situation
Steed