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View Full Version : Optimization Looking for a dominant level 10 build



krunchyfrogg
2016-09-06, 07:31 PM
I want this sucker to come online at level 3, or at least really resemble the final product at that point.

Any ideas?

This is for a point buy Storm King game.

Thanks!

Elminster298
2016-09-06, 11:33 PM
I want this sucker to come online at level 3, or at least really resemble the final product at that point.

Any ideas?

This is for a point buy Storm King game.

Thanks!

A bit more info? Tank, DPS, spellcaster, ranged, stealth, skill-monkey? There are plenty of options but we as a whole need to know what type of character you are looking for...

djreynolds
2016-09-07, 12:41 AM
Bear totem barbarian, no real need for feats, just pump strength, leave you AC at 16 with medium armor. You can max strength by 8th level, or snag a feat.

Just swing away

krunchyfrogg
2016-09-07, 05:47 PM
Thanks guys. Sorry for hte vague post.

I am thinking of being a cleric. it is an AL style game and the players are always rotating. I don't know what most of the others are bringing, but some of the regulars texted me. one is bringing a dwarf fighter tank, another wants to be a blasty warlock, and another is leaning towards an archer.

I was thinking of being a cleric becasue most of this crew doesnt go for spellcasters, and i figure a cleric is always welcome in any party. Its also a versatile enough class to hold its own in melee if need be, for a short time anyway.

I'm not sure what domain I'll go for yet. I've heard good things about life, light, nature and arcane. The arcane and light are particularly appealing to me because they can get blasty spells.

I have yet to see another player pick a wizard, except for one time a kid played a bladesinger, but he cant show all the time because hes still in high school.

I also like the idea of a nature cleric because of shillelagh. Maybe I could go dwarf and not worry about strength, or variant human and choose pole arm mastery.

PeteNutButter
2016-09-08, 05:14 AM
Thanks guys. Sorry for hte vague post.

I am thinking of being a cleric. it is an AL style game and the players are always rotating. I don't know what most of the others are bringing, but some of the regulars texted me. one is bringing a dwarf fighter tank, another wants to be a blasty warlock, and another is leaning towards an archer.

I was thinking of being a cleric becasue most of this crew doesnt go for spellcasters, and i figure a cleric is always welcome in any party. Its also a versatile enough class to hold its own in melee if need be, for a short time anyway.

I'm not sure what domain I'll go for yet. I've heard good things about life, light, nature and arcane. The arcane and light are particularly appealing to me because they can get blasty spells.

I have yet to see another player pick a wizard, except for one time a kid played a bladesinger, but he cant show all the time because hes still in high school.

I also like the idea of a nature cleric because of shillelagh. Maybe I could go dwarf and not worry about strength, or variant human and choose pole arm mastery.

Polearm Master is a great feat, but not that great on clerics. Even with shillelagh, as it also competes with your bonus action. Your bonus action could be casting healing word or using spiritual weapon. PM shillelagh will see less and less use as you reach higher levels.

The tempest/war clerics can swing at things, but their melee damage falls off rapidly once the "real" melee classes get extra attack. If your'e expected to be the primary healer, you can't go wrong with life domain, but without a wizard your party might suffer on the blasting front. Maybe go light domain for blasting, but be prepared to feel pulled in multiple directions on whether to blast or heal. You make the wrong decision and it could be a TPK. Tempest might also work for you since you may need to stand in front.

MrFahrenheit
2016-09-08, 06:16 AM
^this. Remember, a cleric's full time duty is as a caster. Whether you focus on support/control or debuffs or damage, you should only have to mix it up in melee regularly at low levels, when you don't have that many spell slots. Later on, you should only be mixing it up in melee when you've either had several encounters without rest, or the tanks are down and you need to fight your way into the scrum to heal them...or when you need to organize a fighting retreat.

By tenth level and with full spell slots, you should be able to:
Round 1 - cast spiritual weapon. Move within range of badguys and cast spirit guardians.
Round 2 - bonus action attack with magic weapon. Bring down the pain on team bad guy through other spells/CD (if applicable)/attacking + divine strike. War, nature and death are excellent at this. Ensure you end your turn with the most tactically sensible enemy inside your spirit guardians radius.
Round 3 and on - rinse, repeat round 2.

Sucks that it's a two round set up, but man is it a power house.

shuangwucanada
2016-09-08, 06:30 AM
^this. Remember, a cleric's full time duty is as a caster. Whether you focus on support/control or debuffs or damage, you should only have to mix it up in melee regularly at low levels, when you don't have that many spell slots. Later on, you should only be mixing it up in melee when you've either had several encounters without rest, or the tanks are down and you need to fight your way into the scrum to heal them...or when you need to organize a fighting retreat.

By tenth level and with full spell slots, you should be able to:
Round 1 - cast spiritual weapon. Move within range of badguys and cast spirit guardians.
Round 2 - bonus action attack with magic weapon. Bring down the pain on team bad guy through other spells/CD (if applicable)/attacking + divine strike. War, nature and death are excellent at this. Ensure you end your turn with the most tactically sensible enemy inside your spirit guardians radius.
Round 3 and on - rinse, repeat round 2.

Sucks that it's a two round set up, but man is it a power house.

Man, you can't cast both spiritual weapon and spirit guardians in round 1.

MrFahrenheit
2016-09-08, 07:03 AM
Man, you can't cast both spiritual weapon and spirit guardians in round 1.

EDIT: I stand corrected...spirit guardians round 1, divine strike + spiritual weapon + spirit guardian aura round 2 and beyond.

rudy
2016-09-08, 07:57 AM
Variant Human

Str 10 Dex 14 Con 15 Int 10 Wis 16 Cha 8 (move the 10s around, or make one a 12 if you like)

War Caster at level 1
Wis +2 at level 4
Resilient (Con) at level 8
After level 8, I would normally go into fighter to build up to Eldritch Warrior (and shield/absorb elements)

Basically building to be a Spirit guardians "specialist", which is just a ridiculous spell. Your goal is to never lose concentration on it, while you tank around monsters, casting other spells as necessary.

Build above is for medium armor + shield, but if you like it better put the dex points into strength to be a heavy armor specialist. The medium armor route amounts to one less AC in the long run, but I think it's worth it for the extra +2 to reflex save and initiative; you may disagree.

Nature and Life are both good choices, here. Nature has the big Shillelagh advantage which you pointed out; nothing to scoff at. Life is a better supporter. Take your pick.

Sir cryosin
2016-09-08, 08:03 AM
My group just started storm kings thunder on tuesday. Usually we have a group of 6 and even now and then someone pops in so the most we had was 8 or 9. But on this last Tuesday it was only 3 of us lv 1 there was a half-elf paladin, halfling barbarian and me Arcane cleric v-human with healer feat and a hermit background. The party would be dead if I didn't spec my cleric that way. But my advice is play a arcane cleric it is very versatile. My ac is 18 scale mail and shield. For the two free cantrips from domain frostbite and green flame blade. For range and melee which I used both that night. Now your AL so switch out frostbite for another range cantrip. I used one of my spells to cast shield of fate on barbarian to give her a 18 ac. And later on I used a healing word after I used the healer feat heal. I love healing word just because it's a bonus action to use so I can keep up pressure on enemys and still help my friends. This is the first time I have every played a cleric. I have never wanted to play them because u didn't want to be a heal bot. But they are far more then that. So I'll say again try out the arcane cleric.

CursedRhubarb
2016-09-08, 09:50 AM
Go with a GOO or Fey warlock for the CHA base and armor.
Go variant human and grab the weapon master feat to get flail and whip proficiency. Weapons will be the flail, whip, and a club flattened onto a paddle.
Use leather armor and later upgrade to Studded but it always has to be black, preferably shiny and the studs polished to a chrome finish.
Keep lots of rope and manacles on you to restrain those who must be punished and enjoy!

XmonkTad
2016-09-08, 10:51 AM
The trickster cleric doesn't get a lot of love around these parts, but since your group seems to be short a sneaky skill-monkey, maybe knowledge or or trickster could fill the needed role and still heal/spirit guardians in combat. The knowledge cleric also does a good job of covering the "guy who knows everything" niche, which is often the wizard's job. In any case, you don't have to War it up in order to be useful to the party.

Personally, based on what others are bringing, I'd vote for Assassin 3/Trickster Cleric 7. 4th level spells, expertise, ability to give yourself advantage, and you can still heal, sneak attack, and do extra poison damage with your attacks. You can keep wis relatively low if you just focus on buffing and healing. It's a support character that can handle solo stealth/skill work very well.