Soylentmatt
2020-03-16, 09:32 AM
Can you guys check out this level-by-level character plan and tell me what you think? I think he's going to be fun to play, but I'd love it if you all could take a look and tell me if there are any errors I made or just some weaknesses that'll make him less fun?
I didn't make him with a specific plan; if anything he's a skill build, but I tried to make him at least reasonably capable in combat at the same time. I did that by focusing entirely on a single sneak attack that will eventually use booming blade and that I can supplement with hex or hexblade's curse. There are spells from a few places but I tried to avoid spells that would trigger a save of any kind, instead just buffs that would help my guy move.
He's just a basic breakdown:
Standard Array:
STR: 8 DEX: 15 CON: 12 INT: 10 WIS: 14 CHA: 13
Tabaxi
Proficiencies: Language (elven)
Custom Background: gambler
Skills: Insight & Intimidation
Proficiencies: Game (deck), Language (dwarven)
Rogue 1
Skills: Acrobatics, Athletics, Investigation, Sleight of Hand (expertise in Stealth & Athletics)
Rogue 2
Rogue 3 - Scout
Rogue 4
ASI - +2 DEX
Warlock 1 - Hexblade
Spells: Booming Blade, Mage Hand, Hex, Shield
Warlock 2
Invocations: Devil's Sight, Beguiling Influence
Spells: Armor of Agathys
Rogue 5
Rogue 6
Skills: (expertise in Perception & Deception)
Rogue 7
Rogue 8
ASI - +1 DEX, +1 CON
Bard 1
Skills: Performance
Proficiencies: Instrument (Harmonica)
Spells: Light, Message, Longstrider, Feather Fall, Disguise Self, Healing Word
Bard 2
Spells: Comprehend Languages
Bard 3 - College of Lore
Skills: Medicine, Animal Handling, History (expertise in persuasion & investigation)
Spells: (lose Comprehend Languages) Enhance Ability, See Invisibility
Cleric 1 - Knowledge
Spells: Guidance, Resistance, Mending, Bless, Cure Wounds, Sanctuary
Languages: Celestial, Abyssal
Skills: Arcana, Religion
Rogue 9
Rogue 10
ASI - feat: Resilient (CON)
Rogue 11
Rogue 12
ASI - feat: Mobile
Rogue 13
Bard 4
ASI - feat: Mobile
Spells: Prestidigitation, Invisibility
I do this overly-complicated spreadsheet (https://docs.google.com/spreadsheets/d/1y61gZO3pKKmRZFSTLgymZ6dc_ePRIQ-Mpxrn90eFPKE/edit?usp=sharing) to break down everything the character gets level-by-level... I don't know how readable it'll be to anyone that isn't me, but if you want to check it out, and see what's actually going on here, you can.
If I have any big errors or if you have any suggestions for things I could do that might amp him up a little, I'd love to hear them :)
edit: one alternate possibility for that last level could have been a third level in warlock with pact of the chain: an invisible familiar performing the help action is a cool way to get advantage and the 2nd level spell shadow blade would add an extra d8 damage. I decided against it because my DM has this tendency to lean HARD on the patron stuff for Warlock. Every time I dip Warlock, I get anxiety.
I didn't make him with a specific plan; if anything he's a skill build, but I tried to make him at least reasonably capable in combat at the same time. I did that by focusing entirely on a single sneak attack that will eventually use booming blade and that I can supplement with hex or hexblade's curse. There are spells from a few places but I tried to avoid spells that would trigger a save of any kind, instead just buffs that would help my guy move.
He's just a basic breakdown:
Standard Array:
STR: 8 DEX: 15 CON: 12 INT: 10 WIS: 14 CHA: 13
Tabaxi
Proficiencies: Language (elven)
Custom Background: gambler
Skills: Insight & Intimidation
Proficiencies: Game (deck), Language (dwarven)
Rogue 1
Skills: Acrobatics, Athletics, Investigation, Sleight of Hand (expertise in Stealth & Athletics)
Rogue 2
Rogue 3 - Scout
Rogue 4
ASI - +2 DEX
Warlock 1 - Hexblade
Spells: Booming Blade, Mage Hand, Hex, Shield
Warlock 2
Invocations: Devil's Sight, Beguiling Influence
Spells: Armor of Agathys
Rogue 5
Rogue 6
Skills: (expertise in Perception & Deception)
Rogue 7
Rogue 8
ASI - +1 DEX, +1 CON
Bard 1
Skills: Performance
Proficiencies: Instrument (Harmonica)
Spells: Light, Message, Longstrider, Feather Fall, Disguise Self, Healing Word
Bard 2
Spells: Comprehend Languages
Bard 3 - College of Lore
Skills: Medicine, Animal Handling, History (expertise in persuasion & investigation)
Spells: (lose Comprehend Languages) Enhance Ability, See Invisibility
Cleric 1 - Knowledge
Spells: Guidance, Resistance, Mending, Bless, Cure Wounds, Sanctuary
Languages: Celestial, Abyssal
Skills: Arcana, Religion
Rogue 9
Rogue 10
ASI - feat: Resilient (CON)
Rogue 11
Rogue 12
ASI - feat: Mobile
Rogue 13
Bard 4
ASI - feat: Mobile
Spells: Prestidigitation, Invisibility
I do this overly-complicated spreadsheet (https://docs.google.com/spreadsheets/d/1y61gZO3pKKmRZFSTLgymZ6dc_ePRIQ-Mpxrn90eFPKE/edit?usp=sharing) to break down everything the character gets level-by-level... I don't know how readable it'll be to anyone that isn't me, but if you want to check it out, and see what's actually going on here, you can.
If I have any big errors or if you have any suggestions for things I could do that might amp him up a little, I'd love to hear them :)
edit: one alternate possibility for that last level could have been a third level in warlock with pact of the chain: an invisible familiar performing the help action is a cool way to get advantage and the 2nd level spell shadow blade would add an extra d8 damage. I decided against it because my DM has this tendency to lean HARD on the patron stuff for Warlock. Every time I dip Warlock, I get anxiety.