Sception
2017-12-17, 03:21 PM
I'm playing a Cha-based melee gish in a homebrew campaign where we're starting as members of the city watch in a corrupt city ("there is no war in Ba Sing Se" style). Not sure yet whether we'll be trying to fix things from the inside or eventually join a resistance, but as of right now we're street coppers. The player group on the whole seems a bit silly, which the DM has embraced, so the overall tone is less 'the horrors of being a cog in the nightmare state regime' and more 'Nightwatch in Ankh-Morpork'. DM seems relatively generous with magic items, particularly of the more esoteric variety. We've picked up a couple of interesting minor stuff through Civil Forfeiture in the first session.
All first party content is allowed, including UA, and some homebrew. Choice of point buy or die rolls. Almost everybody chose to roll, I don't think anyone was badly screwed by that choice yet.
Party consists of:
1/2ling rogue 1: going for inquisitive. strong insight and investigation, likes to dual wield rapier & dagger, but a bit fragile for all that. Player seems comfortable with 5e mechanics generally, if a bit new to rogue & dual wielding in particular.
1/2ling rogue 2: goofball. The player doesn't seem terribly interested or familiar with the nitty gritty of the game mechanics, and prefers to come up with wacky things to try based on the scene rather than their character sheet, leaving the DM to figure out how to implement it. Based on the first session, the DM seems largely supportive of this, very 'yes and' improv mentality, which I approve of. As a result, the character seems plenty effective, just not necessarily in exactly the same ways one might otherwise expect of a rogue, so it's nice that we have two. seems to prefer shortbow for making attack rolls, when they can't think of something more out-of-the-box to try.
dragonborn barbarian, planning on zealot. Standard big ax barbarian stuff, but their AC is pretty questionable. Player isn't uninterested in mechanics, but is newish to 5e.
1/2 elf bard. is leaning toward valor, but their very high casting stat (18 after rolls & racial bonus) and only ok dex and con (14 and 12, iirc), might make them better off outside of melee. I might try to push them towards lore bard, or maybe a single level hexblade dip if they really want to gish it up. Like the barbarian, this player, while not uninterested in the mechanics, is entirely new to the system, which is a bit more trouble for a bard than a barbarian, given that they've got a bunch of spells and abilities to sort of learn on the fly.
Mystery player. A friend of mine will, maybe, be joining after a few sessions. If anything, he's a bit more of an optimizer than I am, and doesn't have significant class preferences, so will play what he thinks the party needs. I'm hoping for a wizard or cleric with this crew, but who knows.
My Character Concept: Raven Knight - dedicated spell-warrior of the raven queen, exiled from the temple I was raised/trained in and banished from the shadowfell to the natural world due to a political/personal dispute.
My rolls: 16, 14, 13, 13, 11, 11. Can't complain at all.
Race: Half Shadar-Kai, homebrew half elf variant from the DM trading the 1/2 elf bonus skills for the Shadar-Kai's "Blessings of the Raven Queen" per-rest teleport.
Stats: s15, d11, c14, i11, w13, h18
Background: Acolyte (raised in a temple as a holy warrior). Grants religion (not great, but needed for character concept), insight (solid skill for a city guard), plus a couple extra languaged (helpful in a metropolitan trading city).
Current class levels:
1: Pal 1 (armor & weapon proficiencies, athletics & intimidation training)
2: War 1 (hexblade, eldritch blast, booming blade, shield)
Pal 1 / Hex 1 gets the 'magical dark knight' concept across very well. The question is where to take it from here? A couple options I'm looking at:
Conquest Paladin 18 / Hexblade 2
Pal 1, War 1, Pal +7, War +1, Pal +10
the party's rather frail, plenty of melee, but with low ACs and not great hit points. More tanking would be nice, and more paladin levels will make the character a better tank, especially after grabbing the conquest aura at level 8. I don't expect the campaign to get to level 20, but if it does, the expanded aura range makes a nice capstone, while the second warlock level at lv10 grants a second short-rest slot for shield/smite and a couple invocations.
This character gains 4 ASIs:
lv 5) warcaster
lv 9) +2 cha
lv 14) ???
lv 18) ???
Not sure what to do with the last two. Sentinel? Shield Master? Inspiring Leader? +2 con? Maybe swap the +2 Cha for Elven Accuracy + Menacing? Arcane Initiate, if only to pick up a super-on-theme raven familiar?
Feat recommendations would be greatly appreciated here.
Conquest Paladin 8, Hexblade 12
Pal 1, War 1, Pal+7, War+11
This character either picks up the control aura from Conquest Paladin or the damage aura from Oathbreaker, but then stops leveling paladin after the lv8 ASI in favor of spending the rest of their career as a hexblade. Again, I don't expect the campaign to go to lv20, but in this case if it does the capstone is a fifth ASI and lifedrinker for another +5 to melee damage, assuming I go for blade pact. But then again, if I stick to sword & board, maybe I won't go blade pact? Either book or tome could offer a fluffy raven (or at least raven-shaped) familiar, along with some other useful stuff.
In addition to (maybe) grabbing that raven familiar, this build also picks up some other incredibly on-theme stuff from later warlock levels, including the hexblade's specter summoning and the invocation for at-will speak with dead.
this would grant 5 ASIs, and I'm really not sure what to do with them. Obviously want warcaster and cha 20 as soon as possible if sticking sword and board, but this build might be better off ditching their shield for a great sword or glaive at level 11. Maybe elven accuracy + menacing instead of just +2 Cha? Or maybe Elven accuracy, plus resilient con, plus +1con/+1cha? Advice, again, greatly appreciated
Paladin 2, Hexblade 1, Sorcerer (shadow or divine) 17
Pal 1, War 1, Pal + 1, Sor 17
In addition to tanking ability, the party is lacking in spellcasting, both arcane and divine. While I don't expect to reach level 20, if we do this character would get a 9th level spell as their capstone, which is hard to argue with. otherwise, two levels of paladin for smiting, a level of hexblade for curse and melee cha, and 17 levels of sorcerer. either shadow, for general on-theme spoopiness and the ability to play darkness/devil's sight without actually having devil's sight, or else divine, also on theme for a chosen warrior of the raven queen, granting access to some healing and restoration spells the party might otherwise suffer from lacking access to.
This build gets 4 ASIs, but suffers pretty badly from the first one, almost certainly warcaster, a pretty critical feat for this build, not showing up until level 7, pushing cha 20 off to level 11 at the earliest, and that's if I don't grab elven accuracy, which would delay the last point of cha to level 15.
Paladin 2 / Hexblade 18
Pal 1 / Hex 6 / Pal +1 / hex +12
almost pure hexblade, just a dip of paladin for heavy armor, smite, a combat style, and a couple daily slots to cast shield with. Gets a 9th level spell, gets several 5th level short rest slots for shadow of moil or the like, higher level invocations. Misses out on the nice paladin auras at pal 6 and 7.
Does suffer a bit from delayed ASIs, with the first one not coming till level 6, but can switch over to a great weapon a level before that regardless. Gets to play darkness/devils sight games starting at level 5, gets all the fun hexblade stuff, including the improved curse at hex 14.
Those are the builds I'm currently looking at. Any suggestions at all, in terms of which build you think would work best for the party, any changes you would make to it, suggestions for ASIs, or even things to suggest to the other players to improve their characters would all be greatly appreciated. Again, character is already already level 2, so Pal1/Hex1 and the listed stats & backgrounds are already locked in, for better or worse.
All first party content is allowed, including UA, and some homebrew. Choice of point buy or die rolls. Almost everybody chose to roll, I don't think anyone was badly screwed by that choice yet.
Party consists of:
1/2ling rogue 1: going for inquisitive. strong insight and investigation, likes to dual wield rapier & dagger, but a bit fragile for all that. Player seems comfortable with 5e mechanics generally, if a bit new to rogue & dual wielding in particular.
1/2ling rogue 2: goofball. The player doesn't seem terribly interested or familiar with the nitty gritty of the game mechanics, and prefers to come up with wacky things to try based on the scene rather than their character sheet, leaving the DM to figure out how to implement it. Based on the first session, the DM seems largely supportive of this, very 'yes and' improv mentality, which I approve of. As a result, the character seems plenty effective, just not necessarily in exactly the same ways one might otherwise expect of a rogue, so it's nice that we have two. seems to prefer shortbow for making attack rolls, when they can't think of something more out-of-the-box to try.
dragonborn barbarian, planning on zealot. Standard big ax barbarian stuff, but their AC is pretty questionable. Player isn't uninterested in mechanics, but is newish to 5e.
1/2 elf bard. is leaning toward valor, but their very high casting stat (18 after rolls & racial bonus) and only ok dex and con (14 and 12, iirc), might make them better off outside of melee. I might try to push them towards lore bard, or maybe a single level hexblade dip if they really want to gish it up. Like the barbarian, this player, while not uninterested in the mechanics, is entirely new to the system, which is a bit more trouble for a bard than a barbarian, given that they've got a bunch of spells and abilities to sort of learn on the fly.
Mystery player. A friend of mine will, maybe, be joining after a few sessions. If anything, he's a bit more of an optimizer than I am, and doesn't have significant class preferences, so will play what he thinks the party needs. I'm hoping for a wizard or cleric with this crew, but who knows.
My Character Concept: Raven Knight - dedicated spell-warrior of the raven queen, exiled from the temple I was raised/trained in and banished from the shadowfell to the natural world due to a political/personal dispute.
My rolls: 16, 14, 13, 13, 11, 11. Can't complain at all.
Race: Half Shadar-Kai, homebrew half elf variant from the DM trading the 1/2 elf bonus skills for the Shadar-Kai's "Blessings of the Raven Queen" per-rest teleport.
Stats: s15, d11, c14, i11, w13, h18
Background: Acolyte (raised in a temple as a holy warrior). Grants religion (not great, but needed for character concept), insight (solid skill for a city guard), plus a couple extra languaged (helpful in a metropolitan trading city).
Current class levels:
1: Pal 1 (armor & weapon proficiencies, athletics & intimidation training)
2: War 1 (hexblade, eldritch blast, booming blade, shield)
Pal 1 / Hex 1 gets the 'magical dark knight' concept across very well. The question is where to take it from here? A couple options I'm looking at:
Conquest Paladin 18 / Hexblade 2
Pal 1, War 1, Pal +7, War +1, Pal +10
the party's rather frail, plenty of melee, but with low ACs and not great hit points. More tanking would be nice, and more paladin levels will make the character a better tank, especially after grabbing the conquest aura at level 8. I don't expect the campaign to get to level 20, but if it does, the expanded aura range makes a nice capstone, while the second warlock level at lv10 grants a second short-rest slot for shield/smite and a couple invocations.
This character gains 4 ASIs:
lv 5) warcaster
lv 9) +2 cha
lv 14) ???
lv 18) ???
Not sure what to do with the last two. Sentinel? Shield Master? Inspiring Leader? +2 con? Maybe swap the +2 Cha for Elven Accuracy + Menacing? Arcane Initiate, if only to pick up a super-on-theme raven familiar?
Feat recommendations would be greatly appreciated here.
Conquest Paladin 8, Hexblade 12
Pal 1, War 1, Pal+7, War+11
This character either picks up the control aura from Conquest Paladin or the damage aura from Oathbreaker, but then stops leveling paladin after the lv8 ASI in favor of spending the rest of their career as a hexblade. Again, I don't expect the campaign to go to lv20, but in this case if it does the capstone is a fifth ASI and lifedrinker for another +5 to melee damage, assuming I go for blade pact. But then again, if I stick to sword & board, maybe I won't go blade pact? Either book or tome could offer a fluffy raven (or at least raven-shaped) familiar, along with some other useful stuff.
In addition to (maybe) grabbing that raven familiar, this build also picks up some other incredibly on-theme stuff from later warlock levels, including the hexblade's specter summoning and the invocation for at-will speak with dead.
this would grant 5 ASIs, and I'm really not sure what to do with them. Obviously want warcaster and cha 20 as soon as possible if sticking sword and board, but this build might be better off ditching their shield for a great sword or glaive at level 11. Maybe elven accuracy + menacing instead of just +2 Cha? Or maybe Elven accuracy, plus resilient con, plus +1con/+1cha? Advice, again, greatly appreciated
Paladin 2, Hexblade 1, Sorcerer (shadow or divine) 17
Pal 1, War 1, Pal + 1, Sor 17
In addition to tanking ability, the party is lacking in spellcasting, both arcane and divine. While I don't expect to reach level 20, if we do this character would get a 9th level spell as their capstone, which is hard to argue with. otherwise, two levels of paladin for smiting, a level of hexblade for curse and melee cha, and 17 levels of sorcerer. either shadow, for general on-theme spoopiness and the ability to play darkness/devil's sight without actually having devil's sight, or else divine, also on theme for a chosen warrior of the raven queen, granting access to some healing and restoration spells the party might otherwise suffer from lacking access to.
This build gets 4 ASIs, but suffers pretty badly from the first one, almost certainly warcaster, a pretty critical feat for this build, not showing up until level 7, pushing cha 20 off to level 11 at the earliest, and that's if I don't grab elven accuracy, which would delay the last point of cha to level 15.
Paladin 2 / Hexblade 18
Pal 1 / Hex 6 / Pal +1 / hex +12
almost pure hexblade, just a dip of paladin for heavy armor, smite, a combat style, and a couple daily slots to cast shield with. Gets a 9th level spell, gets several 5th level short rest slots for shadow of moil or the like, higher level invocations. Misses out on the nice paladin auras at pal 6 and 7.
Does suffer a bit from delayed ASIs, with the first one not coming till level 6, but can switch over to a great weapon a level before that regardless. Gets to play darkness/devils sight games starting at level 5, gets all the fun hexblade stuff, including the improved curse at hex 14.
Those are the builds I'm currently looking at. Any suggestions at all, in terms of which build you think would work best for the party, any changes you would make to it, suggestions for ASIs, or even things to suggest to the other players to improve their characters would all be greatly appreciated. Again, character is already already level 2, so Pal1/Hex1 and the listed stats & backgrounds are already locked in, for better or worse.