Mercurias
2019-05-14, 03:01 AM
I have an upcoming one-shot in which the character I chose is going to be a flashy duelist gish with a whip.
We're going in at level 8. Starting Stats are Point Buy.
I was considering a Variant Human Divine Soul Sorc 4 / Hexblade Warlock 4. V. Human ASIs into CHA and Con.
STR 8
Dex 14
Con 16
INT 8
WIS 10
CHA 20 (+4 ASI)
V. Human Feat: Spell Sniper (Booming Blade Cantrip)
Invocations: Agonizing Blast, Improved Pact Weapon
Metamagic: Quickened Spell, Empowered Spell
Equipment: Medium Armor, Shield, Whip (Pact Weapon)
Cantrips: Bonfire, Blade Ward, Booming Blade, Eldritch Blast, Green-Flame Blade, Guidance, Minor Illusion, Prestidigitation, Shocking Grasp.
Level 1 Spells (4 slots): Absorb Elements, Command, Cure Wounds, Guiding Bolt, Hex, Shield.
Level 2 Spells (5 Slots): Hold Person, Mirror Image, Mistry Step, Scorching Ray, Spiritual Weapon.
Playstyle: Spell Sniper and a Pact Whip will allow for using Booming Blade and Green-Flame Blade from 10 feet away, enabling a solid DPR which discourages enemy melee. Hex and Agonizing Blast help improve true ranged combat, with Spiritual Weapon giving options for Bonus Actions at most ranges. Scorching Ray serves as reliable heavy damage option when paired with Hex and a Quickened Eldritch Blast, enabling hex to trigger 5 times for 6d6+2d10+35 if I did the math right.
In situations where landing an attack roll is difficult, I picked up Acid Splash. If a large enemy gets too far into the character's face, Shocking Grasp or Misty Step serve as decent disengagement options.
If I had another Feat, I'd probably pick up Warcaster or Shield Master to round out defenses, but I thought it would be more important to hit 20 CHA.
Is there anything you would choose differently for this concept, either in terms of spells or overall effectiveness?
We're going in at level 8. Starting Stats are Point Buy.
I was considering a Variant Human Divine Soul Sorc 4 / Hexblade Warlock 4. V. Human ASIs into CHA and Con.
STR 8
Dex 14
Con 16
INT 8
WIS 10
CHA 20 (+4 ASI)
V. Human Feat: Spell Sniper (Booming Blade Cantrip)
Invocations: Agonizing Blast, Improved Pact Weapon
Metamagic: Quickened Spell, Empowered Spell
Equipment: Medium Armor, Shield, Whip (Pact Weapon)
Cantrips: Bonfire, Blade Ward, Booming Blade, Eldritch Blast, Green-Flame Blade, Guidance, Minor Illusion, Prestidigitation, Shocking Grasp.
Level 1 Spells (4 slots): Absorb Elements, Command, Cure Wounds, Guiding Bolt, Hex, Shield.
Level 2 Spells (5 Slots): Hold Person, Mirror Image, Mistry Step, Scorching Ray, Spiritual Weapon.
Playstyle: Spell Sniper and a Pact Whip will allow for using Booming Blade and Green-Flame Blade from 10 feet away, enabling a solid DPR which discourages enemy melee. Hex and Agonizing Blast help improve true ranged combat, with Spiritual Weapon giving options for Bonus Actions at most ranges. Scorching Ray serves as reliable heavy damage option when paired with Hex and a Quickened Eldritch Blast, enabling hex to trigger 5 times for 6d6+2d10+35 if I did the math right.
In situations where landing an attack roll is difficult, I picked up Acid Splash. If a large enemy gets too far into the character's face, Shocking Grasp or Misty Step serve as decent disengagement options.
If I had another Feat, I'd probably pick up Warcaster or Shield Master to round out defenses, but I thought it would be more important to hit 20 CHA.
Is there anything you would choose differently for this concept, either in terms of spells or overall effectiveness?