Nerdicus
2018-05-29, 06:50 PM
Looking into building a Smite Knight for AL, and wanted to check that my math/ideas were right on it.
Race: Duergar - Bonuses, Adv on Charm Paralyze, Poison. Dis Adv, bright light. Spells invisibility, enlarge
Stats: Str 16/ Dex 10/ Con 16/ Int 8/ Wis 12/ Cha 13 ( I have a belt of hill giant Str to trade to this character and make the strength 20)
Some key features of the build:
1. 4 attacks per turn with Pole-arm Master,
2. Ability to do booming blade reach AOO (use distant spell metamagic).
3. Though it lacks spells to case in the 5th and 6th lvl slots, these can be recycled into smites through sorcery points.
The big drop on this would be 3d10 +30 (GWM) +15 str + Max Smites 3x5d8, + Action Surge 3d10 +30 (GWM)+ 15 str +3rd lvl smites 3x4d8+ bonus 1d4 +10 GWM +15 str +2lvl Smite (3d8). Totals out to 6d10+ 30d8 +1d4 +119 (156- 423, 289 avg)
Levels
1. Fighter 1: Fighting Style (Defense or GWF), Second Wind
2. Fighter 2: Action Surge
3. Fighter 3: Archetype (Eldritch Knight), Cantrips, and 1st lvl Spells
4. Fighter 4: Polearm Master
5. Fighter 5: 2nd Attack
6. Fighter 6: GWM
7. Paladin 1: Lay on Hands, Divine Sense
8. Paladin 2: Divine Smite, Fighting Style (Defense or GWF), 2nd lvl spells
9. Sorcerer 1: Wild Magic, Tides of Chaos
10. Sorcerer 2: Font of Magic, 3rd lvl spells slots
11. Sorcerer 3: Meta Magic
12. Sorcerer 4: War Caster, 4th level slots
13. Sorcerer 5: (learn 3rd level spells)
14. Fighter 7: War Magic
15. Fighter 8: Sentinel
16. Fighter 9: Indomitable will, 5th level Spell slots
17. Fighter 10: Eldritch Strike
18. Fighter 11: 3rd Attack
19: Sorcerer 6: Bend Luck
20. Sorcerer 7: 6th lvl spell slot (could dump this last spot for a 12th lvl of fighter and another feat, but would lose out on 4 level spells. Slots work out to be the same)
Thoughts?
Race: Duergar - Bonuses, Adv on Charm Paralyze, Poison. Dis Adv, bright light. Spells invisibility, enlarge
Stats: Str 16/ Dex 10/ Con 16/ Int 8/ Wis 12/ Cha 13 ( I have a belt of hill giant Str to trade to this character and make the strength 20)
Some key features of the build:
1. 4 attacks per turn with Pole-arm Master,
2. Ability to do booming blade reach AOO (use distant spell metamagic).
3. Though it lacks spells to case in the 5th and 6th lvl slots, these can be recycled into smites through sorcery points.
The big drop on this would be 3d10 +30 (GWM) +15 str + Max Smites 3x5d8, + Action Surge 3d10 +30 (GWM)+ 15 str +3rd lvl smites 3x4d8+ bonus 1d4 +10 GWM +15 str +2lvl Smite (3d8). Totals out to 6d10+ 30d8 +1d4 +119 (156- 423, 289 avg)
Levels
1. Fighter 1: Fighting Style (Defense or GWF), Second Wind
2. Fighter 2: Action Surge
3. Fighter 3: Archetype (Eldritch Knight), Cantrips, and 1st lvl Spells
4. Fighter 4: Polearm Master
5. Fighter 5: 2nd Attack
6. Fighter 6: GWM
7. Paladin 1: Lay on Hands, Divine Sense
8. Paladin 2: Divine Smite, Fighting Style (Defense or GWF), 2nd lvl spells
9. Sorcerer 1: Wild Magic, Tides of Chaos
10. Sorcerer 2: Font of Magic, 3rd lvl spells slots
11. Sorcerer 3: Meta Magic
12. Sorcerer 4: War Caster, 4th level slots
13. Sorcerer 5: (learn 3rd level spells)
14. Fighter 7: War Magic
15. Fighter 8: Sentinel
16. Fighter 9: Indomitable will, 5th level Spell slots
17. Fighter 10: Eldritch Strike
18. Fighter 11: 3rd Attack
19: Sorcerer 6: Bend Luck
20. Sorcerer 7: 6th lvl spell slot (could dump this last spot for a 12th lvl of fighter and another feat, but would lose out on 4 level spells. Slots work out to be the same)
Thoughts?