mer.c
2016-03-07, 10:51 PM
Hi folks!
I've been creating some henchman NPCs for a future campaign, possibly Princes of the Apocalypse. I like to design my characters (especially DMPCs) from a "ground-up" approach, fleshing out characteristics, and then building the character to reflect them.
But, I'm not very experienced with 5e yet, so I don't always catch all the rules or lore pitfalls, or know exactly how well an idea will stack up in practice (especially given how tricky building a tank/controller can be in 5e). So I wanted to see what people recommend. The character in question is a middle-aged Tiefling Paladin with starting stats 14/10/14/6/11/18. We don't know exactly what the party will be yet, but likely a Wild Sorcerer, a Swashbuckler Rogue, and one to two others.
Fluff
Prior to the campaign start, she took the Oath of Devotion to prove a point because she was sick of everyone assuming the worst about her as a Tiefling. Having 6 Wis means that she's not insightful enough to realize that her goody-goody routine is a complete front she uses for her own ends and not something she actually believes in or aspires to personally. At some point, she'll start to have trouble using her Paladin abilities. Eventually (if she survives), she won't be able to ignore the her hypocrisy any longer, and she'll have a crisis of identity/faith.
After some brooding, she'll be approached by the Satyr-ish Fey lord (can't remember the name at the moment). He'll tell her he found her whole charade entertaining and a little endearing. Out of genuine affection, and also desiring a morally blank champion who won't really resist his will, he'll offer to enter a Warlock Pact with her. Depending on where I want to take it, I may end up re-kitting her as Oath of the Ancients, unless I feel like he could sustain her Devotion abilities. All she'd really miss form it is Sacred Weapon anyways. From that point, I don't know how things will go fluff-wise. I'll just see where the story takes her.
Build
The idea behind the build is a sword-and-board battlefield controller. War Caster would be a big deal, giving her advantage on that super-important Concentration check, letting her cast all spells without slinging her weapon, and once she gets Warlock 1, letting her cast Booming Blade as an opportunity attack. Shield Master is great for resilience, battlefield control, and party assists through prone. Maxing at 14 Strength means a few points off the shove contest, but proficiency in Athletics in addition to possibly Hex targeting Strength or Dex should help make up the difference. The real coup would be at level 8, where she can get Polearm Master with her Shillelagh staff, doing an extra 1d4 + 5 attack plus possible Hex damage, plus possibly an extra Smite, plus eventually the 1d8 from Improved Divine Smite.
For Warlock cantrips, I'm thinking Booming Blade (battlefield control) and Minor Illusion (fey-trickster shenanigans). I imagine her taking Pact of the Tome to grab Shillelagh to leverage her great Cha compared to Str, plus two from Thorn Whip/Lightning Lure/Shocking Grasp for more battlefield control. Invocations would be Misty Visions (more fey-trickster shenanigans, combos well with Minor Illusion for sound) and Devil's Sight, because it's thematic as **** and I imagine exploiting the hell out of it with racial Darkness.
Here's how I imagine the progression going:
Levels
1-6: Paladin 1-6, Oath of Devotion, Duelist OR Defense style
7-9: Warlock 1-3, Pact of the Tome
10: Paladin 7, Reclass to Oath of the Ancients?
11-14: Paladin 8-11
15-16: Warlock 4-5 (?) (Maybe take Book of Ancient Secrets? Seems pretty cool for this character.)
ASA/Feats (Note that for multiclass, we just use the standard 4/8/12/16/19 progression and tie it to character level. We also use the house rule of getting one feat at level 1)
Level 1: Shield Master
Level 4: War Caster
Level 8: Polearm Master
Level 12: Tough OR +2 Cha
Level 16: Tough OR +2 Cha?
Level 19: ???
Here are the things I'm wondering:
Does that sound good from a usefulness and rules perspective? Any pitfalls I'm missing, or lore/rules oversights I'm making?
For fighting style, does the +1 AC make a significant difference in her tankyness, compared to the extra extra punching power of +2 damage from Duelist? We go low-magic in our games, so probably +1 armor or weapon would be the most I expect to get.
Speaking of tankiness, I have no idea where you generally want to be durability- and utility-wise. Would Tough and/or boosting Con and/or Resilience Con be really important here? How about Sentinel? Or is Booming Blade on reaction plus shield-shoving people good enough? I guess without Sentinel, Disengage is going to be a problem.
Concentration spells are the bane (no pun intended) of this build. Bless, Moonbeam, Shield of Faith, Hex, Darkness, Aura of Vitality, Magic/Elemental Weapon, all the Smite spells, and even Ensnaring Strike compete for concentration. Any recommendations on the relative value of these spells, particularly Hex, for this kind of build? Or maybe just use up your Moonbeam slots and Darkness early while using Warlock slots to Divine Smite, then once out of concentration spells, short-rest to get Hex going?
Cantrip Selection: With Pact of the Tome grabbing Shillelagh, she'll be able to pick two from Shocking Grasp, Thorn Whip, and Lightning Lure. Any experience with the relative usefulness of these spells in keeping your party safe and enemies locked down? Or any others that may make sense (like Mage Hand for craftiness?)
Hoo, boy, that ended up being long. Thanks for bearing with me and my newbishness! ;)
I've been creating some henchman NPCs for a future campaign, possibly Princes of the Apocalypse. I like to design my characters (especially DMPCs) from a "ground-up" approach, fleshing out characteristics, and then building the character to reflect them.
But, I'm not very experienced with 5e yet, so I don't always catch all the rules or lore pitfalls, or know exactly how well an idea will stack up in practice (especially given how tricky building a tank/controller can be in 5e). So I wanted to see what people recommend. The character in question is a middle-aged Tiefling Paladin with starting stats 14/10/14/6/11/18. We don't know exactly what the party will be yet, but likely a Wild Sorcerer, a Swashbuckler Rogue, and one to two others.
Fluff
Prior to the campaign start, she took the Oath of Devotion to prove a point because she was sick of everyone assuming the worst about her as a Tiefling. Having 6 Wis means that she's not insightful enough to realize that her goody-goody routine is a complete front she uses for her own ends and not something she actually believes in or aspires to personally. At some point, she'll start to have trouble using her Paladin abilities. Eventually (if she survives), she won't be able to ignore the her hypocrisy any longer, and she'll have a crisis of identity/faith.
After some brooding, she'll be approached by the Satyr-ish Fey lord (can't remember the name at the moment). He'll tell her he found her whole charade entertaining and a little endearing. Out of genuine affection, and also desiring a morally blank champion who won't really resist his will, he'll offer to enter a Warlock Pact with her. Depending on where I want to take it, I may end up re-kitting her as Oath of the Ancients, unless I feel like he could sustain her Devotion abilities. All she'd really miss form it is Sacred Weapon anyways. From that point, I don't know how things will go fluff-wise. I'll just see where the story takes her.
Build
The idea behind the build is a sword-and-board battlefield controller. War Caster would be a big deal, giving her advantage on that super-important Concentration check, letting her cast all spells without slinging her weapon, and once she gets Warlock 1, letting her cast Booming Blade as an opportunity attack. Shield Master is great for resilience, battlefield control, and party assists through prone. Maxing at 14 Strength means a few points off the shove contest, but proficiency in Athletics in addition to possibly Hex targeting Strength or Dex should help make up the difference. The real coup would be at level 8, where she can get Polearm Master with her Shillelagh staff, doing an extra 1d4 + 5 attack plus possible Hex damage, plus possibly an extra Smite, plus eventually the 1d8 from Improved Divine Smite.
For Warlock cantrips, I'm thinking Booming Blade (battlefield control) and Minor Illusion (fey-trickster shenanigans). I imagine her taking Pact of the Tome to grab Shillelagh to leverage her great Cha compared to Str, plus two from Thorn Whip/Lightning Lure/Shocking Grasp for more battlefield control. Invocations would be Misty Visions (more fey-trickster shenanigans, combos well with Minor Illusion for sound) and Devil's Sight, because it's thematic as **** and I imagine exploiting the hell out of it with racial Darkness.
Here's how I imagine the progression going:
Levels
1-6: Paladin 1-6, Oath of Devotion, Duelist OR Defense style
7-9: Warlock 1-3, Pact of the Tome
10: Paladin 7, Reclass to Oath of the Ancients?
11-14: Paladin 8-11
15-16: Warlock 4-5 (?) (Maybe take Book of Ancient Secrets? Seems pretty cool for this character.)
ASA/Feats (Note that for multiclass, we just use the standard 4/8/12/16/19 progression and tie it to character level. We also use the house rule of getting one feat at level 1)
Level 1: Shield Master
Level 4: War Caster
Level 8: Polearm Master
Level 12: Tough OR +2 Cha
Level 16: Tough OR +2 Cha?
Level 19: ???
Here are the things I'm wondering:
Does that sound good from a usefulness and rules perspective? Any pitfalls I'm missing, or lore/rules oversights I'm making?
For fighting style, does the +1 AC make a significant difference in her tankyness, compared to the extra extra punching power of +2 damage from Duelist? We go low-magic in our games, so probably +1 armor or weapon would be the most I expect to get.
Speaking of tankiness, I have no idea where you generally want to be durability- and utility-wise. Would Tough and/or boosting Con and/or Resilience Con be really important here? How about Sentinel? Or is Booming Blade on reaction plus shield-shoving people good enough? I guess without Sentinel, Disengage is going to be a problem.
Concentration spells are the bane (no pun intended) of this build. Bless, Moonbeam, Shield of Faith, Hex, Darkness, Aura of Vitality, Magic/Elemental Weapon, all the Smite spells, and even Ensnaring Strike compete for concentration. Any recommendations on the relative value of these spells, particularly Hex, for this kind of build? Or maybe just use up your Moonbeam slots and Darkness early while using Warlock slots to Divine Smite, then once out of concentration spells, short-rest to get Hex going?
Cantrip Selection: With Pact of the Tome grabbing Shillelagh, she'll be able to pick two from Shocking Grasp, Thorn Whip, and Lightning Lure. Any experience with the relative usefulness of these spells in keeping your party safe and enemies locked down? Or any others that may make sense (like Mage Hand for craftiness?)
Hoo, boy, that ended up being long. Thanks for bearing with me and my newbishness! ;)