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How to Build Doctor Strange in Dungeons & Dragons
How to Build Doctor Strange in Dungeons & Dragons,Building Doctor Strange in Dungeons & Dragons Fifth Edition will give players the chance to wield magic like the MCU's most powerful sorcerer.

How to Build Doctor Strange in Dungeons & Dragons

Doctor Strange has a host of intriguing abilities that fans of the Marvel Cinematic Universe and Dungeons & Dragons may want to include in their games. To design his character in the game, the first thing that must be done is put the "Sorcerer" mantel aside. In D&D, Doctor Strange isn't a Sorcerer.

The good news is that there are several feats and options available to customize a player character based on Stephen Strange. With so many choices available, narrowing them down can be tricky. However, certain subclasses and options stand out as the best choices for Doctor Stephen Strange.

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Doctor Strange Build Summary

RaceVariant Human
ClassWizard
BackgroundSage
Ability Scores (in order of importance)Intelligence, Wisdom, Constitution, Dexterity, Charisma Strength

The Best D&D Race For Doctor Strange

In the MCU and the comics, Doctor Strange is human, which fits him well in the game. When choosing human, it's best to go with the variant route. It will allow players to boost Intelligence and Wisdom, which are both crucial to this build. A high Intelligence score will be crucial to Doctor Strange's casting ability, while high Wisdom will ensure that he's strong enough to resist some of the most potent spells in the game, such as Hold Person.

The feat granted by Variant Human also allows Doctor Strange to start with Metamagic Adept. This feat grants two Metamagic options from the Sorcerer's list and provides two sorcery points. Not only will this feat provide useful abilities like Quickened and Empowered spell, but it also offers a bit of Sorcerer flair to the character, who is, in D&D, a Wizard.

Additionally, this racial choice allows the player to choose a skill that would benefit him, since Wizards must pick two skills from History, Arcana, Medicine, Religion, Insight, and Investigation. Considering Doctor Strange's canon backstory, it makes sense to choose Medicine. Arcana is another fitting option for him considering his deep knowledge of magic and the arcane arts.

The Best D&D Background for Doctor Strange

Since Doctor Strange is an actual medical doctor, he has a wide array of information stored away in his mind that he can reference when needed. Choosing a background like Sage works well because it suggests a higher level of academia. Sage provides a specialty, like Alchemist, Researcher or Astronomer, to name a few, and grants proficiency with the Arcana and History skills. He also gains access to two additional languages, further confirming just how smart he truly is.

Doctor Strange's Most Important Ability Scores

As a Wizard, Intelligence will be Doctor Strange's spellcasting ability, so that stat should be maxed out as soon as possible. This also works perfectly from a role-playing perspective, as the hero is a former medical doctor known for his impressive smarts. Additionally, a high Constitution will help improve this build's hit points since Wizards only get a d6 hit die, making them notoriously squishy. Follow these up with Wisdom, which will allow him to more easily resist opponent spells like the aforementioned Hold Person. While not as important as the other three, a positive Dexterity modifier will give him an initiative and armor class bonus.

The Best D&D Class for Doctor Strange

In the world of D&D, Stephen Strange is not a Sorcerer, but a Wizard. While D&D's Sorcerers are born with inherent magical abilities, Strange learns to use magic from study. The Wizard's subclasses also fit his skills much better than those offered by the Sorcerer class, with two in particular standing out. One of them is a part of Critical Role content: Chronurgy Magic.

Chronurgy is perfect for a player who wants to focus on Doctor Strange's possession of the Time Stone. The subclass offers several useful features that act like the Infinity Stone, including Temporal Awareness, which lets players add their Intelligence modifier to their initiative rolls. Convergent Future is especially perfect for Doctor Strange, as it allows the player to peer into the future and achieve a particular outcome. It grants the ability to ignore a die roll and instead choose for it to succeed or fail by one. While it does bestow exhaustion, being able to cause a Legendary Creature with no Legendary Saves left to be banished is worth it for a time-wielding wizard.

War Magic is another great subclass option for players who don't have access to Critical Role content or are not permitted to use it. While it doesn't focus on time manipulation, it does reflect the Sorcerer Supreme's ability to create powerful wards and sling deadly spells. War Magic grants the Intelligence bonus to Initiative rolls and provides a useful feature called Power Surge. This allows players to steal magic from a foiled spell and use it to increase the damage of an attack spell.

The Best D&D Feats For Doctor Strange

War Caster is typically a given for spellcasters when it comes to feats. The advantage it provides to Constitution checks to maintain concentration is extremely helpful to Wizards, and it's a nice homage to the protection spell Strange puts on the Time Stone that held up even while he was being tortured by Ebony Maw.

Another useful feat for Doctor Strange is Spell Sniper. Like Sharpshooter, Spell Sniper ignores half and three-quarters cover when making a ranged spell attack. It also doubles the range of the player's attack roll spells. Best of all, it grants Strange a cantrip from another spell list. Eldritch Blast is a great choice because it always gives Stephen a damaging attack, which now has a larger range and ignores cover. Keen Mind is another feat that can be a fun choice for Doctor Strange. Strange is well-known for his brilliant mind, and the feat channels that aspect of the Doctor. The bonus to Intelligence is useful, as is remembering anything the player has seen or heard in the past month.

D&D Spells For Doctor Strange

Unfortunately, there isn't a Cloak of Levitation in Dungeons & Dragons, but there are spells like Fly that allow characters to defy gravity anyway. This is a must-have for Doctor Strange. Additionally, Mage Armor and Shield are important for pretty much every Wizard, and they are on-brand for Stephen.

Mirror Image is another good choice for Doctor Strange, and it even reflects the Mirror Dimension that he pulls magic from. The Teleportation, Evocation and Abjuration schools are the best ones to focus on when trying to evoke the character's style. Finally, Dispel Magic is another powerful spell that reflects Doctor Strange's canon skill-set.