gnollgnoll
2018-02-22, 05:07 AM
I want to build a stealthy fighter with some magical flavor. What can be improved here?
Variant Human, point-buy 13,15,12,8,8,15 with points to Dex and Cha. Background is Hillsfar Smuggler
Skills: Arcana and Deception from Sorcerer, Stealth and Perception from background, Acrobatics from being human
Languages: Common, Elven, Dwarven (covers most of "good" civilized world)
Level 1: Shadow sorcerer, War caster as a bonus feat. Spells Known: Booming Blade, Minor Illusion, Mending, Prestidigitation; Charm person, Shield.
Levels 2 to 7: six levels of sword-and-board Paladin, I'm thinking of oath of Vengence but not sure. Channel Divinity to gain advantage on attacking big guys, hold person and misty step as bonus spells are also nice. Picking Defence fighting style to get on par with STR guys in full plate eventually. ASI goes to Dex.
Level 8 and beyond: Sorcerer, ASI on character level 10 goes to Dex, 14 and 18 to Cha though I'm afraid this campaign won't last to level 18. Quickened and Careful metamagic options with Subtle or Twinned later.
Cantrips except for booming blade are chosen RP-wise because I want this character to be not only a war machine but also an addition to social and exploration pillars of a game. Spells:
8: Absorb Elements, because dragons are nasty and sorcadin is kinda squishy. Also adds some juice to melee damage.
9: Web (also, Darkness)
10: Mirror Image; Fire bolt or Friends
11: Hypnotic pattern
12: Fireball, Haste or Fly (depending on situation)
13: Polymorph, maybe swap Charm person for Charm monster
14: Greater Invisibility (IDK if is it really needed when I have Darkness I can see through)
15: Animate objects which has insane synergy with Darkness
16: Dominate Person which can now be twinned
Variant Human, point-buy 13,15,12,8,8,15 with points to Dex and Cha. Background is Hillsfar Smuggler
Skills: Arcana and Deception from Sorcerer, Stealth and Perception from background, Acrobatics from being human
Languages: Common, Elven, Dwarven (covers most of "good" civilized world)
Level 1: Shadow sorcerer, War caster as a bonus feat. Spells Known: Booming Blade, Minor Illusion, Mending, Prestidigitation; Charm person, Shield.
Levels 2 to 7: six levels of sword-and-board Paladin, I'm thinking of oath of Vengence but not sure. Channel Divinity to gain advantage on attacking big guys, hold person and misty step as bonus spells are also nice. Picking Defence fighting style to get on par with STR guys in full plate eventually. ASI goes to Dex.
Level 8 and beyond: Sorcerer, ASI on character level 10 goes to Dex, 14 and 18 to Cha though I'm afraid this campaign won't last to level 18. Quickened and Careful metamagic options with Subtle or Twinned later.
Cantrips except for booming blade are chosen RP-wise because I want this character to be not only a war machine but also an addition to social and exploration pillars of a game. Spells:
8: Absorb Elements, because dragons are nasty and sorcadin is kinda squishy. Also adds some juice to melee damage.
9: Web (also, Darkness)
10: Mirror Image; Fire bolt or Friends
11: Hypnotic pattern
12: Fireball, Haste or Fly (depending on situation)
13: Polymorph, maybe swap Charm person for Charm monster
14: Greater Invisibility (IDK if is it really needed when I have Darkness I can see through)
15: Animate objects which has insane synergy with Darkness
16: Dominate Person which can now be twinned