sithlordnergal
2017-11-29, 06:27 PM
So, I was recently playing some D&D and I finally was in a party with a Portent Wizard while playing my Soradin. Thanks to their portents, the Wizard was able to Paralyze an enemy by forcing them to fail a saving throw. This allowed me to Crit Smite for absolutly massive damage.
After the game, I had a thought: "Could I make a build that would allow me the nova power of a Soradin and the possible controling power of a Divination Wizard? That way I wouldn't have to hope for a Divination Wizard in the party." After thinking a bit I realized "Yes, I could. But only with a lot of forethought."
So, with that in mind I came up with three possible builds. Note that the character has to be AL Legal. So I have to use Point Buy, and my +1 will be SCAG for the cantrips.
Also, I know this build will be very MAD, I knew that going in. As such, I only plan on getting a 16 strength at best, and leaving Intelligence at 13. My first ASI will be spent either on a Charisma increase or Warcaster, I am unsure which so far. Also, my Wizard spells will only be ones that do not require my casting ability mod. Spells like Shield, Feather Fall, or Magic Missile. Though I am always happy to have more suggestions for spells that do not require your casting stat.
Last but not least, I intend to go Paladin 6 / Divination Wizard 2 / Sorcerer X. That will net me Extra Attack, the Cha aura, and Portents. I am unsure which Paladin subclass to take. I am leaning towards Vengence, but I am open to suggestions.
With all of that out of the way, here are my possible builds:
--Ability Scores--
Str: 14
Dex: 8
Con: 12
Int: 13
Wis: 12
Cha: 16
Feat: Sentinal
This is probably the least optimized path Ability score wise. So, why bother with it? And why take Sentinal? Because my DM uses disengage as much as the party rogue. Don't get me wrong, your average Zombie, Ghoul, or Skeleton won't disengage. But Orcs, Goblins, Dragons, Bandits...basically anything with a higher Intelligence or Wisdom then the average animal will disengage if things start going poorly.
This leads to interesting combat scenarios, because most enemies aren't just standing around to be smacked. It makes combat fun, interesting, and engaging. But it can also lead to the party running around in a circle for an hour and a half trying to kill one young white dragon that uses it's breath weapon, then disengages and hides out of reach and sight until it rechages and comes out to breathe again. Sentinal fixes this, and has come to be one of my favorite feats next to Warcaster.
---Ability Scores---
Str: 14
Dex: 10
Con: 14
Int: 13
Wis: 12
Cha: 16
This is the build with the best ability scores. The +1 to every ability really helps to mitigate the MADness of this particular build, and allows me to avoid having a true dump stat. Sure, Dex is at 10, but that is better then having a negative Dex mod. It is a bit bland, but it is very servicable.
---Ability Scores---
Str: 14
Dex: 9
Con: 14
Int: 13
Wis: 12
Cha: 16
This is somewhat similar to the Human build. Only instead of a 10 Dex, I have a 9 Dex in exchange for the Half Elf racial abilities, and those aren't things to scoff at.
EDIT: I also know this build puts off Sorcerer levels, which puts off Sorcery Points. That said, my Soradin was an Oath of the Ancients, and I went up to 8 Paladin before I multiclassed in Sorcerer. I would be starting my Sorcerer levels at about the same time as my other Soradin, and my two Wizard levels would ultimatly increase my total number of spell slots due to how multiclass casters work.
After the game, I had a thought: "Could I make a build that would allow me the nova power of a Soradin and the possible controling power of a Divination Wizard? That way I wouldn't have to hope for a Divination Wizard in the party." After thinking a bit I realized "Yes, I could. But only with a lot of forethought."
So, with that in mind I came up with three possible builds. Note that the character has to be AL Legal. So I have to use Point Buy, and my +1 will be SCAG for the cantrips.
Also, I know this build will be very MAD, I knew that going in. As such, I only plan on getting a 16 strength at best, and leaving Intelligence at 13. My first ASI will be spent either on a Charisma increase or Warcaster, I am unsure which so far. Also, my Wizard spells will only be ones that do not require my casting ability mod. Spells like Shield, Feather Fall, or Magic Missile. Though I am always happy to have more suggestions for spells that do not require your casting stat.
Last but not least, I intend to go Paladin 6 / Divination Wizard 2 / Sorcerer X. That will net me Extra Attack, the Cha aura, and Portents. I am unsure which Paladin subclass to take. I am leaning towards Vengence, but I am open to suggestions.
With all of that out of the way, here are my possible builds:
--Ability Scores--
Str: 14
Dex: 8
Con: 12
Int: 13
Wis: 12
Cha: 16
Feat: Sentinal
This is probably the least optimized path Ability score wise. So, why bother with it? And why take Sentinal? Because my DM uses disengage as much as the party rogue. Don't get me wrong, your average Zombie, Ghoul, or Skeleton won't disengage. But Orcs, Goblins, Dragons, Bandits...basically anything with a higher Intelligence or Wisdom then the average animal will disengage if things start going poorly.
This leads to interesting combat scenarios, because most enemies aren't just standing around to be smacked. It makes combat fun, interesting, and engaging. But it can also lead to the party running around in a circle for an hour and a half trying to kill one young white dragon that uses it's breath weapon, then disengages and hides out of reach and sight until it rechages and comes out to breathe again. Sentinal fixes this, and has come to be one of my favorite feats next to Warcaster.
---Ability Scores---
Str: 14
Dex: 10
Con: 14
Int: 13
Wis: 12
Cha: 16
This is the build with the best ability scores. The +1 to every ability really helps to mitigate the MADness of this particular build, and allows me to avoid having a true dump stat. Sure, Dex is at 10, but that is better then having a negative Dex mod. It is a bit bland, but it is very servicable.
---Ability Scores---
Str: 14
Dex: 9
Con: 14
Int: 13
Wis: 12
Cha: 16
This is somewhat similar to the Human build. Only instead of a 10 Dex, I have a 9 Dex in exchange for the Half Elf racial abilities, and those aren't things to scoff at.
EDIT: I also know this build puts off Sorcerer levels, which puts off Sorcery Points. That said, my Soradin was an Oath of the Ancients, and I went up to 8 Paladin before I multiclassed in Sorcerer. I would be starting my Sorcerer levels at about the same time as my other Soradin, and my two Wizard levels would ultimatly increase my total number of spell slots due to how multiclass casters work.