Aron Times
2014-10-18, 01:28 PM
Davion, the Dragon Knight
http://i234.photobucket.com/albums/ee136/Joseph_Silver/Dungeons%20and%20Dragons/Cosmetic_icon_Dragons_Ascension_zps44e96afe.png
Armor not included. Batteries sold separately.
The thread I started regarding multiclass cutoff points got me thinking about good multiclass gish builds, specifically those involving the sorcerer. Of particular interest are the dragon sorcerer's permanent "Mage Armor," which I really want to use for a gish, and the various ways of getting Extra Attack, so my character will be at least halfway decent in physical combat. Here's what I came up with.
Oh, before I begin, I'd like to note that the only optional rule that this guide assumes to be in use is multiclassing. If your DM doesn't allow multiclassing in this game, then obviously these builds can't be used. Other than multiclassing, no other assumptions are used; the guide doesn't assume that feats and the variant human race are allowed, and provides stat spreads for both racial options. Ask your DM first before using any build you find online.
The Builds
I recommend two ways of building this character, both of which follow the Warrior 5/Mage X build. I write "Mage X" because this build comes online with only a single sorcerer level. The key feature is the permanent Mage Armor, which enters the battlefield comes into play at level 1.
1. Fighter (Eldritch Knight) 5/ Dragon Sorcerer X
Highlights:
Draconic Resilience - You get a permanent Mage Armor that can't be dispelled. This saves you money on armor, and encourages you to boost dexterity. No armor + high dexterity means you can hide with the best of them. From a roleplaying perspective, you can have the protection of armor even in places where you aren't allowed to wear armor, e.g. when you're captured and stripped naked. At level 1, you have AC 18 with a shield or AC 16 with a bow (you can't use a shield with a bow). At level 9, you get up to AC 20 without armor, magic, or magic armor.
Extra Attack - Can attack twice per attack action, which is the same as non-fighter martial classes.
Caster Level 16 - Has the same number of spell slots as a single-class caster except for the 9th-level spell slot. Which isn't that big of a deal, considering you can only cast up to 8th-level spells anyway.
8th-Level Spells - Or rather, a single 8th-level spell known.
Increased Low-Level Spells Known - Two extra cantrips and four extra 1st-level spells. Be sure to pick spells that sorcerers can't already cast!
Action Surge - 1/rest, get a second action. This is a powerful enough ability to justify even a 2-level dip into fighter. In fact, during the open playtest, the best mage (wizards were called mages then) was a fighter 2/mage 18.
Weapon Bond - You cannot be disarmed! Leave your rapier with the guards, and when there's trouble, summon it to your hand.
Haste - One of the most powerful combat buffs in 5e, this gives you an extra attack per turn, starting with the turn you cast it. Quite useful with Twinned Spell.
Variant Human Starting Stats (27 Point-Buy):
Strength 10 (Dump stat, but lets you lift 15 lbs. per point.)
Dexterity 15 + 1 = 16 (The 5e god stat.)
Constitution 14 (HPs are always welcome.)
Intelligence 8 (Be sure to pick Eldritch Knight spells that don't require a saving throw or an attack roll.)
Wisdom 8
Charisma 15 + 1 = 16 (Your casting stat.)
For your bonus feat, pick War Caster. This allows you to cast spells while your hands are full, and also lets you use Shocking Grasp as an attack of opportunity. Fun times.
Standard Human Starting Stats (27 Point-Buy):
Strength 10 + 1 = 11 (We add our last point to strength because it is the only stat that has a mechanical benefit for odd values - carrying capacity. Each point of strength allows your character to carry 15 lbs., whereas adding the last point to intelligence or wisdom doesn't really do anything.)
Dexterity 15 + 1 = 16
Constitution 13 + 1 = 14
Intelligence 9 + 1 = 10 (See above.)
Wisdom 9 + 1 = 10
Charisma 15 + 1 = 16
The odd starting stats take advantage of the standard human's +1 to all stats.
Level Progression
Level
Class
Abilities
Caster Level
Spell Level
Notes
1
Sorcerer 1
Draconic Ancestor, Draconic Resilience
1
1st
Choose a fire dragon as your ancestor.
2
Fighter 1
Fighting Style, Second Wind
1
1st
Choose Dueling or Archery as your Fighting Style.
3
Fighter 2
Action Surge
1
1st
4
Fighter 3
Eldritch Knight, Weapon Bond
2
1st
5
Fighter 4
Stat Bump/Feat
2
1st
+2 Dex (Dexterity 18)
6
Fighter 5
Extra Attack
2
2nd
7
Sorcerer 2
Font of Magic
3
2nd
8
Sorcerer 3
Metamagic
4
2nd
Twinned Spell + Quickened Spell
9
Sorcerer 4
Stat Bump/Feat
5
2nd
+2 Dex (Dexterity 20)
10
Sorcerer 5
Haste
6
3rd
11
Sorcerer 6
Elemental Affinity
7
3rd
12
Sorcerer 7
8
4th
13
Sorcerer 8
Stat Bump/Feat
9
4th
+2 Cha (Charisma 18) or a feat of your choice.
14
Sorcerer 9
10
5th
15
Sorcerer 10
Extra Metamagic
11
5th
Heightened Spell or Empowered Spell (pick one)
16
Sorcerer 11
12
6th
17
Sorcerer 12
Stat Bump/Feat
13
6th
+2 Cha (Charisma 20) or a feat of your choice.
18
Sorcerer 13
14
7th
19
Sorcerer 14
"WENDY, I CAN FLY!"
15
7th
Remember to wear clothing with a hole in the back.
20
Sorcerer 15
16
8th
2. Human Paladin (Oath of Vengeance) 5/Dragon Sorcerer X
Highlights:
Draconic Resilience - See above.
Extra Attack - Ditto.
Caster Level 17 - Has the same number of spell slots as a single-class caster. Single-class casters stop gaining spell slots at level 17, when they get their 9th-level and final spell slot.
8th-Level Spells - Or rather, a single 8th-level spell known.
Increased Low-Level Spells Known - Paladins know all of the spells in their spell list, and the addition of 5 paladin levels gives this class the ability to cast all 1st and 2nd-level paladin spells, and adds 7 prepared spells to your daily repertoire once you reach charisma 20.
Arcane Strike Divine Smite - Expend spell slots to deal extra damage in melee.
Immunity to disease - No more runny noses! No Ebola, AIDS, cancer, flu, etc.
Lay on Hands - Not only are you perfectly healthy, you can also make other people healthy, too!
Hunter's Quarry Mark + Oath Vow of Enmity - The striker features of the 4e ranger and the 4e avenger. Oh my!
Find Steed - You get the choice between a celestial/fey/fiend paladin mount. Cast the spell again to resummon your mount with full HP! Pretty much solves the problem with high-level characters with non-scaling mounts, since your mount will always have max HP by spending a lowly 2nd-level spell slot.
Haste - One of the most powerful combat buffs in 5e, this gives you an extra attack per turn, starting with the turn you cast it. With Twinned Spell, you can affect up to three targets: yourself, your paladin mount, and another ally.
Magic Weapon - Less devastating than Haste, this lets you fight monsters immune to nonmagical weapons, of which there are plenty. Note that you can't have both Haste and Magic Weapon up since they both require Concentration. Not a valid target for Twinned Spell, though, since it doesn't target a creature but rather a weapon.
Variant Human Starting Stats (27 Point-Buy):
Strength 13 (Required to multiclass into or out of paladin.)
Dexterity 15 + 1 = 16 (Initiative, attack rolls, damage rolls, dex saves, dex checks, etc. The god stat of 5e.)
Constitution 12 (You always need moar HP.)
Intelligence 8
Wisdom 8
Charisma 15 + 1 = 16 (Casting stat for paladin and sorcerer spells.)
As with the first build, pick War Caster as your bonus feat.
http://i234.photobucket.com/albums/ee136/Joseph_Silver/Dungeons%20and%20Dragons/StephenColbertPaladin_zps9fe5cecf.jpg
Standard Human Starting Stats (27 Point-Buy):
Strength 12 + 1 = 13
Dexterity 15 + 1 = 16
Constitution 11 + 1 = 12
Intelligence 9 + 1 = 10 (Dump stat, along with wisdom.)
Wisdom 9 + 1 = 10
Charisma 15 + 1 = 16
The odd starting stats take advantage of the standard human's +1 to all stats.
Level Progression
Level
Class
Abilities
Caster Level
Spell Level
Notes
1
Sorcerer 1
Draconic Ancestor, Draconic Resilience
1
1st
Choose a fire dragon as your ancestor.
2
Paladin 1
Divine Sense, Lay on Hands
1
1st
3
Paladin 2
Fighting Style, Divine Smite
2
1st
Choose Dueling as your Fighting Style.
4
Paladin 3
Divine Health, Oath of Vengeance
2
1st
5
Paladin 4
Stat Bump/Feat
3
1st
+2 Dex (Dexterity 18)
6
Paladin 5
Extra Attack, Find Steed, Magic Weapon +1
3
2nd
7
Sorcerer 2
Font of Magic
4
2nd
8
Sorcerer 3
Metamagic
5
2nd
Twinned Spell + Quickened Spell
9
Sorcerer 4
Stat Bump/Feat
6
2nd
+2 Dex (Dexterity 20)
10
Sorcerer 5
Haste
7
3rd
11
Sorcerer 6
Elemental Affinity
8
3rd
12
Sorcerer 7
Magic Weapon +2
9
4th
13
Sorcerer 8
Stat Bump/Feat
10
4th
+2 Cha (Charisma 18) or a feat of your choice.
14
Sorcerer 9
11
5th
15
Sorcerer 10
Extra Metamagic
12
5th
Heightened Spell or Empowered Spell (pick one)
16
Sorcerer 11
Magic Weapon +3
13
6th
17
Sorcerer 12
Stat Bump/Feat
14
6th
+2 Cha (Charisma 20) or a feat of your choice.
18
Sorcerer 13
15
7th
19
Sorcerer 14
"WENDY, I CAN FLY!"
16
7th
Remember to wear clothing with a hole in the back.
20
Sorcerer 15
17 (max)
8th
The Gear
For either build:
Rapier - 1d8+Dex+2 damage per hit, twice per turn. Three times per turn with Haste.
Shield - +2 AC, works with Dueling Fighting Style according to the developers.
For an Eldritch Knight archer:
Longbow - +2 bonus to attack rolls, 1d8+Dex damage per hit, twice per turn. Three times per turn with Haste.
Arrows - Duh.
For a Paladin:
Holy Symbol - Lets you use your Channel Divinity abilities. The developers have ruled that you can have your holy symbol emblazoned on your shield, so you don't need a free hand for it.
And that's all you need. The rest is up to you.
Changelog and FAQs
This space reserved for any questions, clarifications, and other additions to the original post.
10/18/2014 - Added information about key spells like Find Steed, Haste, and Magic Weapon.
http://i234.photobucket.com/albums/ee136/Joseph_Silver/Dungeons%20and%20Dragons/Cosmetic_icon_Dragons_Ascension_zps44e96afe.png
Armor not included. Batteries sold separately.
The thread I started regarding multiclass cutoff points got me thinking about good multiclass gish builds, specifically those involving the sorcerer. Of particular interest are the dragon sorcerer's permanent "Mage Armor," which I really want to use for a gish, and the various ways of getting Extra Attack, so my character will be at least halfway decent in physical combat. Here's what I came up with.
Oh, before I begin, I'd like to note that the only optional rule that this guide assumes to be in use is multiclassing. If your DM doesn't allow multiclassing in this game, then obviously these builds can't be used. Other than multiclassing, no other assumptions are used; the guide doesn't assume that feats and the variant human race are allowed, and provides stat spreads for both racial options. Ask your DM first before using any build you find online.
The Builds
I recommend two ways of building this character, both of which follow the Warrior 5/Mage X build. I write "Mage X" because this build comes online with only a single sorcerer level. The key feature is the permanent Mage Armor, which enters the battlefield comes into play at level 1.
1. Fighter (Eldritch Knight) 5/ Dragon Sorcerer X
Highlights:
Draconic Resilience - You get a permanent Mage Armor that can't be dispelled. This saves you money on armor, and encourages you to boost dexterity. No armor + high dexterity means you can hide with the best of them. From a roleplaying perspective, you can have the protection of armor even in places where you aren't allowed to wear armor, e.g. when you're captured and stripped naked. At level 1, you have AC 18 with a shield or AC 16 with a bow (you can't use a shield with a bow). At level 9, you get up to AC 20 without armor, magic, or magic armor.
Extra Attack - Can attack twice per attack action, which is the same as non-fighter martial classes.
Caster Level 16 - Has the same number of spell slots as a single-class caster except for the 9th-level spell slot. Which isn't that big of a deal, considering you can only cast up to 8th-level spells anyway.
8th-Level Spells - Or rather, a single 8th-level spell known.
Increased Low-Level Spells Known - Two extra cantrips and four extra 1st-level spells. Be sure to pick spells that sorcerers can't already cast!
Action Surge - 1/rest, get a second action. This is a powerful enough ability to justify even a 2-level dip into fighter. In fact, during the open playtest, the best mage (wizards were called mages then) was a fighter 2/mage 18.
Weapon Bond - You cannot be disarmed! Leave your rapier with the guards, and when there's trouble, summon it to your hand.
Haste - One of the most powerful combat buffs in 5e, this gives you an extra attack per turn, starting with the turn you cast it. Quite useful with Twinned Spell.
Variant Human Starting Stats (27 Point-Buy):
Strength 10 (Dump stat, but lets you lift 15 lbs. per point.)
Dexterity 15 + 1 = 16 (The 5e god stat.)
Constitution 14 (HPs are always welcome.)
Intelligence 8 (Be sure to pick Eldritch Knight spells that don't require a saving throw or an attack roll.)
Wisdom 8
Charisma 15 + 1 = 16 (Your casting stat.)
For your bonus feat, pick War Caster. This allows you to cast spells while your hands are full, and also lets you use Shocking Grasp as an attack of opportunity. Fun times.
Standard Human Starting Stats (27 Point-Buy):
Strength 10 + 1 = 11 (We add our last point to strength because it is the only stat that has a mechanical benefit for odd values - carrying capacity. Each point of strength allows your character to carry 15 lbs., whereas adding the last point to intelligence or wisdom doesn't really do anything.)
Dexterity 15 + 1 = 16
Constitution 13 + 1 = 14
Intelligence 9 + 1 = 10 (See above.)
Wisdom 9 + 1 = 10
Charisma 15 + 1 = 16
The odd starting stats take advantage of the standard human's +1 to all stats.
Level Progression
Level
Class
Abilities
Caster Level
Spell Level
Notes
1
Sorcerer 1
Draconic Ancestor, Draconic Resilience
1
1st
Choose a fire dragon as your ancestor.
2
Fighter 1
Fighting Style, Second Wind
1
1st
Choose Dueling or Archery as your Fighting Style.
3
Fighter 2
Action Surge
1
1st
4
Fighter 3
Eldritch Knight, Weapon Bond
2
1st
5
Fighter 4
Stat Bump/Feat
2
1st
+2 Dex (Dexterity 18)
6
Fighter 5
Extra Attack
2
2nd
7
Sorcerer 2
Font of Magic
3
2nd
8
Sorcerer 3
Metamagic
4
2nd
Twinned Spell + Quickened Spell
9
Sorcerer 4
Stat Bump/Feat
5
2nd
+2 Dex (Dexterity 20)
10
Sorcerer 5
Haste
6
3rd
11
Sorcerer 6
Elemental Affinity
7
3rd
12
Sorcerer 7
8
4th
13
Sorcerer 8
Stat Bump/Feat
9
4th
+2 Cha (Charisma 18) or a feat of your choice.
14
Sorcerer 9
10
5th
15
Sorcerer 10
Extra Metamagic
11
5th
Heightened Spell or Empowered Spell (pick one)
16
Sorcerer 11
12
6th
17
Sorcerer 12
Stat Bump/Feat
13
6th
+2 Cha (Charisma 20) or a feat of your choice.
18
Sorcerer 13
14
7th
19
Sorcerer 14
"WENDY, I CAN FLY!"
15
7th
Remember to wear clothing with a hole in the back.
20
Sorcerer 15
16
8th
2. Human Paladin (Oath of Vengeance) 5/Dragon Sorcerer X
Highlights:
Draconic Resilience - See above.
Extra Attack - Ditto.
Caster Level 17 - Has the same number of spell slots as a single-class caster. Single-class casters stop gaining spell slots at level 17, when they get their 9th-level and final spell slot.
8th-Level Spells - Or rather, a single 8th-level spell known.
Increased Low-Level Spells Known - Paladins know all of the spells in their spell list, and the addition of 5 paladin levels gives this class the ability to cast all 1st and 2nd-level paladin spells, and adds 7 prepared spells to your daily repertoire once you reach charisma 20.
Arcane Strike Divine Smite - Expend spell slots to deal extra damage in melee.
Immunity to disease - No more runny noses! No Ebola, AIDS, cancer, flu, etc.
Lay on Hands - Not only are you perfectly healthy, you can also make other people healthy, too!
Hunter's Quarry Mark + Oath Vow of Enmity - The striker features of the 4e ranger and the 4e avenger. Oh my!
Find Steed - You get the choice between a celestial/fey/fiend paladin mount. Cast the spell again to resummon your mount with full HP! Pretty much solves the problem with high-level characters with non-scaling mounts, since your mount will always have max HP by spending a lowly 2nd-level spell slot.
Haste - One of the most powerful combat buffs in 5e, this gives you an extra attack per turn, starting with the turn you cast it. With Twinned Spell, you can affect up to three targets: yourself, your paladin mount, and another ally.
Magic Weapon - Less devastating than Haste, this lets you fight monsters immune to nonmagical weapons, of which there are plenty. Note that you can't have both Haste and Magic Weapon up since they both require Concentration. Not a valid target for Twinned Spell, though, since it doesn't target a creature but rather a weapon.
Variant Human Starting Stats (27 Point-Buy):
Strength 13 (Required to multiclass into or out of paladin.)
Dexterity 15 + 1 = 16 (Initiative, attack rolls, damage rolls, dex saves, dex checks, etc. The god stat of 5e.)
Constitution 12 (You always need moar HP.)
Intelligence 8
Wisdom 8
Charisma 15 + 1 = 16 (Casting stat for paladin and sorcerer spells.)
As with the first build, pick War Caster as your bonus feat.
http://i234.photobucket.com/albums/ee136/Joseph_Silver/Dungeons%20and%20Dragons/StephenColbertPaladin_zps9fe5cecf.jpg
Standard Human Starting Stats (27 Point-Buy):
Strength 12 + 1 = 13
Dexterity 15 + 1 = 16
Constitution 11 + 1 = 12
Intelligence 9 + 1 = 10 (Dump stat, along with wisdom.)
Wisdom 9 + 1 = 10
Charisma 15 + 1 = 16
The odd starting stats take advantage of the standard human's +1 to all stats.
Level Progression
Level
Class
Abilities
Caster Level
Spell Level
Notes
1
Sorcerer 1
Draconic Ancestor, Draconic Resilience
1
1st
Choose a fire dragon as your ancestor.
2
Paladin 1
Divine Sense, Lay on Hands
1
1st
3
Paladin 2
Fighting Style, Divine Smite
2
1st
Choose Dueling as your Fighting Style.
4
Paladin 3
Divine Health, Oath of Vengeance
2
1st
5
Paladin 4
Stat Bump/Feat
3
1st
+2 Dex (Dexterity 18)
6
Paladin 5
Extra Attack, Find Steed, Magic Weapon +1
3
2nd
7
Sorcerer 2
Font of Magic
4
2nd
8
Sorcerer 3
Metamagic
5
2nd
Twinned Spell + Quickened Spell
9
Sorcerer 4
Stat Bump/Feat
6
2nd
+2 Dex (Dexterity 20)
10
Sorcerer 5
Haste
7
3rd
11
Sorcerer 6
Elemental Affinity
8
3rd
12
Sorcerer 7
Magic Weapon +2
9
4th
13
Sorcerer 8
Stat Bump/Feat
10
4th
+2 Cha (Charisma 18) or a feat of your choice.
14
Sorcerer 9
11
5th
15
Sorcerer 10
Extra Metamagic
12
5th
Heightened Spell or Empowered Spell (pick one)
16
Sorcerer 11
Magic Weapon +3
13
6th
17
Sorcerer 12
Stat Bump/Feat
14
6th
+2 Cha (Charisma 20) or a feat of your choice.
18
Sorcerer 13
15
7th
19
Sorcerer 14
"WENDY, I CAN FLY!"
16
7th
Remember to wear clothing with a hole in the back.
20
Sorcerer 15
17 (max)
8th
The Gear
For either build:
Rapier - 1d8+Dex+2 damage per hit, twice per turn. Three times per turn with Haste.
Shield - +2 AC, works with Dueling Fighting Style according to the developers.
For an Eldritch Knight archer:
Longbow - +2 bonus to attack rolls, 1d8+Dex damage per hit, twice per turn. Three times per turn with Haste.
Arrows - Duh.
For a Paladin:
Holy Symbol - Lets you use your Channel Divinity abilities. The developers have ruled that you can have your holy symbol emblazoned on your shield, so you don't need a free hand for it.
And that's all you need. The rest is up to you.
Changelog and FAQs
This space reserved for any questions, clarifications, and other additions to the original post.
10/18/2014 - Added information about key spells like Find Steed, Haste, and Magic Weapon.