Rajah
2015-11-17, 07:25 PM
The point of this build is to see if I can create a cleric who can do really well in melee and also be better than average with skills in addition to his full spellcasting. No multiclassing. Going cleric all the way.
The build at level 1:
The highlights: Shillelagh gives 1D8+3, Booming Blade and Sword Burst cantrips. At level 8, will add 1D8 elemental of choice, plus Booming Blade to Shillelagh damage. This seems more than respectable to me.
Only CHA skills are below 0. Trained in Survival, Perception, Insight, Stealth, Sleight of Hand, Religion.
Proficiency in disguise kit and thieves' tools.
Urchin comes with a pet mouse. Nature Cleric has animal friendship and speak with animals always prepared. Seems like a good scouting/spying tool.
Male Variant Human Urchin Cleric 1
Neutral Good
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 13 (+1)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 8 (-1)
Maximum Hit Points: 9
Speed: 30 feet
Armor Class: 16 = 10 + 1 [leather] + 2 [steel shield] + 3 [dexterity]
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 2 + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: + 0
Dexterity save: + 3 = + 3 [dexterity]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 0
Wisdom save: + 5 = + 3 [wisdom] + 2 [proficiency]
Charisma save: + 1 = -1 [charisma] + 2 [proficiency]
Insight (passive): 15 (20 with advantage)
Investigation (passive): 10 (15 with advantage)
Perception (passive): 15 (20 with advantage)
Languages: Common Elvish
Unarmed strike [+2 to hit; 1 bludgeoning]
Club [+2 to hit; 1d4 bludgeoning, 3 lb, light] -----> +5 to hit, 1D8+3 with shillelagh
Crossbow, light [+5 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Leather armor [light; + 1 AC; 10 lb.]
Steel Shield [+2 AC; 6 lb.]
Feats:
Magic Initiate -- Wizard Two cantrips and a first level spell from this spellcasting class. Cantrips are Booming Blade and Sword Burst. Spell is Disguise self.
Skills:
Acrobatics Dex 3 = +3
Animal Handling Wis 3 = +3
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha -1 = -1
History Int 0 = +0
Insight Wis 5 = +3 + 2
Intimidation Cha -1 = -1
Investigation Int 0 = +0
Medicine Wis 3 = +3
Nature Int 0 = +0
Perception Wis 5 = +3 + 2
Performance Cha -1 = -1
Persuasion Cha -1 = -1
Religion Int 2 = +0 + 2
Sleight of Hand Dex 5 = +3 + 2
Stealth Dex 5 = +3 + 2
Survival Wis 5 = +3 + 2
What do you guy think? Suggestions? Criticisms?
The build at level 1:
The highlights: Shillelagh gives 1D8+3, Booming Blade and Sword Burst cantrips. At level 8, will add 1D8 elemental of choice, plus Booming Blade to Shillelagh damage. This seems more than respectable to me.
Only CHA skills are below 0. Trained in Survival, Perception, Insight, Stealth, Sleight of Hand, Religion.
Proficiency in disguise kit and thieves' tools.
Urchin comes with a pet mouse. Nature Cleric has animal friendship and speak with animals always prepared. Seems like a good scouting/spying tool.
Male Variant Human Urchin Cleric 1
Neutral Good
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 13 (+1)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 8 (-1)
Maximum Hit Points: 9
Speed: 30 feet
Armor Class: 16 = 10 + 1 [leather] + 2 [steel shield] + 3 [dexterity]
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 2 + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: + 0
Dexterity save: + 3 = + 3 [dexterity]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 0
Wisdom save: + 5 = + 3 [wisdom] + 2 [proficiency]
Charisma save: + 1 = -1 [charisma] + 2 [proficiency]
Insight (passive): 15 (20 with advantage)
Investigation (passive): 10 (15 with advantage)
Perception (passive): 15 (20 with advantage)
Languages: Common Elvish
Unarmed strike [+2 to hit; 1 bludgeoning]
Club [+2 to hit; 1d4 bludgeoning, 3 lb, light] -----> +5 to hit, 1D8+3 with shillelagh
Crossbow, light [+5 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Leather armor [light; + 1 AC; 10 lb.]
Steel Shield [+2 AC; 6 lb.]
Feats:
Magic Initiate -- Wizard Two cantrips and a first level spell from this spellcasting class. Cantrips are Booming Blade and Sword Burst. Spell is Disguise self.
Skills:
Acrobatics Dex 3 = +3
Animal Handling Wis 3 = +3
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha -1 = -1
History Int 0 = +0
Insight Wis 5 = +3 + 2
Intimidation Cha -1 = -1
Investigation Int 0 = +0
Medicine Wis 3 = +3
Nature Int 0 = +0
Perception Wis 5 = +3 + 2
Performance Cha -1 = -1
Persuasion Cha -1 = -1
Religion Int 2 = +0 + 2
Sleight of Hand Dex 5 = +3 + 2
Stealth Dex 5 = +3 + 2
Survival Wis 5 = +3 + 2
What do you guy think? Suggestions? Criticisms?