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View Full Version : Optimization 5e Throwdowns #3: The Solo Tour!



Dork_Forge
2020-05-25, 02:09 PM
We've had excellent turnout so far for these so let's keep em coming!

The Concept: The Lone Wanderer

This time your aim to to make the most complete lone adventurer you can, aiming to cover everything from combat, healing to skill checks and utility. There is no party and any assistance or companions you have are only there because you either summoned them or made them through a class feature.



Some rules for guidance:

-No UA, only officially published materials

-You must include a stat array (Point Buy or Standard Array)

-Build to 20 with insights on how the build hands at levels 5, 11, 17 and 20 (include hp and AC at each point for each of reading)

-Multiclassing and feat optional rules in play

-Variants for races available (V. Human, Dragonmarks, SCAG variants)

-No magic items unless you have a way to create them from a class feature

-Normal starting items and gold, mundane armor upgrades be assumed to happen during tier 2 (so you can mention Plate/Half Plate in your commentary but you can only include it in snapshots for levels 11,17 and the final 20).

-Catchy names and fluff are not a requirement but are always nice to read



Suggested format:

Level 20 level split:

Race:

Stats: Str x Dex x Con x Int x Wis x Cha x

Background:

Starting level:

Any guidance or commentary you want

At 5th level:

Any guidance or commentary you want

At 11th level:

Any guidance or commentary you want

At 17th level:

Any guidance or commentary you want

At 20th level and final thoughts:



Voting:

To sort the wheat from the chaff we'll vote on builds and declare a 'winner' (a concept that will hopefully continue in future threads and put the contest into this), to vote simply make a post quoting the build you want to vote for (snipping the content to keep things getting out of hand) and say something that indicates you're voting e.g. +1, get's my vote etc.

-Each user only gets one vote but you can edit your post at any time before the deadline to change your mind.

-If you submit a build, you must vote for someone for your entry to be considered valid

-A user can submit more than one build but they must be in separate posts (and not back to back to respect forum rules)

-You cannot vote for yourself

-Each throwdown thread will run for 7 days after which no new builds will be accepted for contention, when the build deadline has closed votes will be accepted. The voting deadline will be three days after the build deadline, votes will be tallied and the winner announced (any vote edits after the deadline has passed will also not be counted, if the original vote cannot be seen the vote will be null and void).

Solo Tour build deadline/Voting opens: 01/06/2020 @ 8pm BST/3pm ET

Voting deadline: 04/06/2020 @ 8pm BST/3pm ET

PLEASE NOTE THAT VOTING IS NOW ONLY ONCE THE BUILD DEADLINE HAS PASSED.


I'm looking forward to what all the optimisers around here come up with so without further ado, let's THROWDOWN


The Contestants:

Kane0's 'The Renaissance Man' (https://forums.giantitp.com/showsinglepost.php?p=24528904&postcount=5) 1 Vote
MJP1050's 'Jerry Averageguy: Everyone is Here' (https://forums.giantitp.com/showsinglepost.php?p=24534291&postcount=19) 1 Vote
Bloodcloud's 'The Edlritch Bully' (https://forums.giantitp.com/showsinglepost.php?p=24534591&postcount=20) 1 Vote
ftafp's 'The Hexspoon' (https://forums.giantitp.com/showsinglepost.php?p=24536099&postcount=21) 3 Votes
Ogre Mage's 'The Shadowy Spy' (https://forums.giantitp.com/showsinglepost.php?p=24537591&postcount=25) 1 Vote
N7Paladin's 'Little Miss Do-It-All' (https://forums.giantitp.com/showsinglepost.php?p=24540075&postcount=26)

The results are in and the winner is: ftafp's 'The Hexspoon'

Thanks everyone for competing and look out soon for the next competition!



Previous winners:

Throwdown #1: The Gish - Sithlordnergal's 'The Undying Barbarian' (https://forums.giantitp.com/showsinglepost.php?p=24497507&postcount=27)

Throwdown #2: The Terminator - Ludic Savant's 'The Regenerator' (https://forums.giantitp.com/showsinglepost.php?p=24520668&postcount=51)

HPisBS
2020-05-25, 02:26 PM
I'm not overly interested in this theme myself, partially because it's just so wide-open and vague, but this seems like one in which parts of a Ranger might be worth looking at.

Buuuut, I imagine that the Revised and Variants versions would be disallowed?

Dork_Forge
2020-05-25, 02:39 PM
I'm not overly interested in this theme myself, partially because it's just so wide-open and vague, but this seems like one in which parts of a Ranger might be worth looking at.

Buuuut, I imagine that the Revised and Variants versions would be disallowed?

That's right since both are UA, unless the variants come out in the greek book I'll probably have at least one competition that allows them just so people can open up a bit beyond the standard.

Man_Over_Game
2020-05-25, 03:18 PM
Making a placeholder for my build as a Warforged Shadow Sorcerer/Hexblade Warlock with Mask of Many Faces and Actor.

Too busy to flesh it out now, but will later.

Kane0
2020-05-25, 03:43 PM
The Renaissance Man

Race: Eladrin Elf (DMG)
Background: Izzet Engineer
Class breakdown: Warlock 2, Rogue 2, Warlock 16
Stats: Str 10, Dex 15, Con 14, Int 9, Wis 12, Cha 15
Skill profs: Perception, Arcana, Investigation, Stealth, Deception, Persuasion, History, Religion

ASIs:
Warcaster, +1 Dex, +5 Cha
Alternatively: Trade 2 Cha for Spell Sniper (Shocking Grasp is a decent pick if Green-Flame-Blade is questionable as a choice, but if you can then you can get up Mending, Friends or an elemental cantrip using Tome boon)

Pact Boon: Tome
Invocations: Agonizing Blast, Beguiling Influence, Book of Ancient Secrets, Devil's Sight, Mask of Many Faces/Master of Myriad Forms, Repelling Blast/Lance of Lethargy, One With Shadows/Shroud of Shadow, Ghostly Gaze
Cantrips: Sacred Flame, Light, Eldritch Blast, Mage Hand, Prestidigitation/Mending, Minor Illusion, Green Flame Blade, Shillelagh, Guidance
Spells: Hex, Armor of Agathys, Rope Trick/Glyph of Warding, Lesser Restoration/Revivify, Darkness, Suggestion/Hypnotic Pattern, Counterspell, Dispel Magic, Fly, Banishment, Sickening Radiance, Greater Restoration, Animate Objects/Conjure Elemental, Synaptic Static
Damage spell of choice (Arms of Hadar, Heat Metal, Shatter, Call Lightning, Flame Strike)

Mystic Arcana:
Mental Prison / Mass Suggestion
Forcecage or Plane Shift
Demiplane or Dominate Monster
Psychic Scream or True Polymoph

Priesthood:
- Generous pool of bonus action healing
- Lesser and Greater Restoration
- Revivify
- Can perform weddings

Magedom:
- Array of attack and utility cantrips
- Level 1 to 9 spellcasting
- Short rest teleport outside of regular spell slots
- Full access to Rituals (learn things, carry things, communicate things, protect things, booby trap things)
- Plenty of BFC spells on short rest recharge

Monkeying:
- Thieves' Cant and Tool proficiency
- Expertise (Persuasion and Perception by default)
- Cunning Action
- At-Will Invisibility
- Disposable Familiar for scouting
- CHA, at-will disguises and at least 3 languages for Facing
- Seeing through walls

Beatstickery:
Let's be honest, any solo character wants to avoid getting into fights as much as possible. You will almost always be outnumbered and action economy is not your friend. That said if you get caught in a combat scenario and cannot talk or flee you aren't a pushover. Your standard attack would be Green Flame Blade in conjunction with a sword or shillelagh'd stick, getting +Cha Fire damage on top of the weapon and cantrip damage due to Radiant Soul as well as potentially +1d6 from Hex and/or Sneak attack if using something like Darkness for advantage. That's if you're caught in melee though, you'd much prefer to cunning action to get some distance and pepper the opposition at range with EB

Tidbits of note:
- Elven trance means you don't have to worry about watches while resting
- Dex based AC means you don't need to make yourself vulnerable to rest or socialise
- Rituals help counteract Str and Int tasks that you might otherwise suffer performing (carrying and learning/knowing things)

SociopathFriend
2020-05-25, 04:07 PM
Is this a character that must be able to survive/thrive in ANY environment/situation or just wilderness?

For example someone needs to be able to both survive in the hottest desert, deepest forest, coldest tundra, and darkest chasms?
Or all of that AND be able to do things like figure out if someone's lying to him in a city and persuading someone to let him in?

Dork_Forge
2020-05-25, 04:13 PM
Is this a character that must be able to survive/thrive in ANY environment/situation or just wilderness?

For example someone needs to be able to both survive in the hottest desert, deepest forest, coldest tundra, and darkest chasms?
Or all of that AND be able to do things like figure out if someone's lying to him in a city and persuading someone to let him in?

It's basically a build that should be able to fulfill all party 'roles' themselves, there's no particular environment in mind but I think builds would benefit from not assuming a particular 'setting' for survival.

Zonugal
2020-05-25, 09:01 PM
What's the legality of utilizing guild spells via us being a member of a guild within Guildmasters' Guide to Ravnica?

And if its legal, would we be able to access guild spells as well as Spells of the Mark via Rising from the Last War?

Dork_Forge
2020-05-25, 09:07 PM
What's the legality of utilizing guild spells via us being a member of a guild within Guildmasters' Guide to Ravnica?

And if its legal, would we be able to access guild spells as well as Spells of the Mark via Rising from the Last War?

Legal, just cheesey

Kane0
2020-05-25, 09:10 PM
And has been done in previous challenges already.

Edit: I'm going to make a prediction, I foresee minion-based builds featuring things like Battle Artificer, greater steed paladin/spell-stealing bard, summon druid/necromancer or, ironically, beastmaster ranger.

Corran
2020-05-25, 09:41 PM
Edit: I'm going to make a prediction, I foresee minion-based builds featuring things like Battle Artificer, greater steed paladin/spell-stealing bard, summon druid/necromancer or, ironically, beastmaster ranger.
Well, I'll be surprised if a (main) moon druid (build) with appropriate skill picks (and with a little more emphasis on mental stats than I'd usually expect) doesn't win this.

SociopathFriend
2020-05-25, 09:57 PM
And has been done in previous challenges already.

Edit: I'm going to make a prediction, I foresee minion-based builds featuring things like Battle Artificer, greater steed paladin/spell-stealing bard, summon druid/necromancer or, ironically, beastmaster ranger.


https://i.imgflip.com/42tohd.jpg

Zonugal
2020-05-25, 11:53 PM
I'm going to make a prediction, I foresee minion-based builds featuring things like Battle Artificer, greater steed paladin/spell-stealing bard, summon druid/necromancer or, ironically, beastmaster ranger.

So, what would we consider "hard mode" for this particular build contest?

Kane0
2020-05-26, 12:09 AM
Erm. Hmm. Probably something that doesnt rely on magic for the healer role (healer feat for example) or a charisma class for combining mage and face roles?

Skylivedk
2020-05-26, 03:02 AM
Making a placeholder for my build as a Warforged Shadow Sorcerer/Hexblade Warlock with Mask of Many Faces and Actor.

Too busy to flesh it out now, but will later.


So, what would we consider "hard mode" for this particular build contest?

Hard mode? No magic, all roles done (including AoE control).

Alternatively: stay away from charisma and Dex based multiclassing.

I can really see Palalorcks be positive here... Also Bardadins! I think I already have a build on this theme "Stab of all Trades". Both the T-44 tank from last Throwdown, and the Caster's Bane, both fulfill a lot of the criteria.

Waazraath
2020-05-26, 04:18 AM
And has been done in previous challenges already.

Edit: I'm going to make a prediction, I foresee minion-based builds featuring things like Battle Artificer, greater steed paladin/spell-stealing bard, summon druid/necromancer or, ironically, beastmaster ranger.

This, with the adition of the moon druid and, imo most likely a whole number of dex/cha class combinations. The latter is just too obvious, if you need to be able to both stealth and face it, you end up with a dex based bard, warlock, sorcerer or pally, or combination of those. All of them can get access to healing as well, and offer minions (warlock familiar, paladin steed, bard steal any spell), and some have very nice abilities to increase survivability (pally saves aura and armor/shield, hexblade for proficiencies and shadow familiar, celestial warlock for "jump back to life")...

sithlordnergal
2020-05-26, 06:02 AM
General of the Dead


Level 20 level split: Forge Cleric 3 / NEcromancer Wizard: 17

Race: Human

Stats: Str: 8 / Dex: 14 / Con: 14 / Int: 16 / Wis: 14 / Cha: 12

Background: Researcher

ASIs:

- War Caster
- Int +2
- Int +2
- Wis +2


Starting level:

So, before you really begin there are two things to know. One, you need to start as a Cleric, and two, you need to take the Custom Background in the PHB. For your skills take Persuasion, Insight, Perception, and Investigation, and take Thieve's Tools for your Tool proficency. Those will get you some of the most important skills in 5e. Next, take one level in Forge Cleric. This will next you Heavy Armor proficency, some decent weapon proficencies, and Blessing of the Forge, which we'll be using later. Also, despite Forge Clerics being able to use Heavy Armor, I would suggest Medium for the time being.

Next, take three levels in Wizard and choose the Necromancer subclass. The recommended spell list will be at the very end of this build. Given you're the only one in the party, make sure to use ranged spells whenever possible and try to keep your distance from any and all encounters. Use Illusions if they get too close to hide.


At 5th level:

Snag another level of Wizard to get your first ASI. I would suggest a +2 to Int at this moment, because having an 18 in your primary casting stat is very important. Next take two more levels of Wizard in order to get the 6th level Necromancer ability, Undead Thralls. This is where some of the fun begins, as you can start creating undead to help you out in combat. Congrats, you can now start on your own group of undead. I would suggest at least one Zombie to tank, and some Skeletons for ranged attacks. Also, choose your favorite skeleton, and make their Shortbow into a +1 weapon, that way they can get past Magical Resistance.

By now you should be level 7 as a Wizard 6 / Cleric 1, and its time to boost them Cleric levels. Take two more levels of Cleric to get your next ASI. This actually does a lot of things for you. First, if you can find the material, you can start crafting armor for your creations with your Channel Divinity, and second it allows you to access 2nd level Cleric spells. After that, take one more level of Wizard to reach level 10.

Congrats, you're basically 100% online now. The only things left are extra goodies, but don't get disappointed. These extra goodies can be INSANE.


At 11th level:

At this point we're just leveling up as a Wizard. Your Undead are slowly getting stronger, with each undead you make having more and more HP, with up to three of them being buffed further with Aid. At level 14 you can start making stronger undead with the Create Undead spell, and at level 16 you should have all the benefits of being a Wizard 13 / Cleric 3, which are basically 7th level spells

Speaking of 7th level spells, I know I said I'd put the spell list at the end, but another very important spell becomes available to you right now, Simulacrum. This is another powerhouse spell that will be a major game changer. Obviously there are a lot of ways you can mess around with a Simulacrum, but for now I suggest not casting it. Why? Because, you want an ability that's one level away


At 17th level:

You're now a 14th level Wizard, just three more levels and you can cast 9th level spells. Which...who boy, that's gonna be a whole thing on its own. But that's for level 20, this is now. As a 14th level Necromancer, you have a few very special abilities on your side. These range from powerful spells, to a small army of undea, but the biggest thing you have is Command Undead. NOW is a really good time to create a Simulacrum. Find yourself some deadly Undead, like a Mummy Lord, and bind it to your service, permanently. Then have your Simulacrum do a similar thing! You now have two uses of Command Undead thanks to your Simulacrum. Also, you should be able to cast Clone, just in case.


At 20th level and final thoughts:

You finally reached level 20. This is where you have access to spells like Wish and True Polymorph...and things are gonna get a little bit crazy. Please note, everything past this point is pure, undeniable, unabashed cheese:

Step 1: Get yourself a level 20 Simulacrum.

Step 2: Cast True Polymorph onto it and turn it into a CR 20 creature

Step 3: Keep concentrating on True Polymorph until it is permanent.

Step 4: Profit and break the game.

Congrats, thanks to your undead army, your Command Undead, and this, you now have a terrifying group that you created. Even better, thanks to True Polymorph's line of "It retains its Alignment and personality." and Simulacrum's lines of "...the Illusion uses all the Statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate." you now have a friendly CR 20 creature to aid you. To top it off, you can also have the Clone spell, just in case you die.

One thing I am unsure about is the Simulacrum/True Polymorph...Simulacrum states "It obeys your spoken commands, moving and acting in accordance with your wishes and acting on Your Turn in Combat.". I'm not sure if True Polymorph would remove that or not. True Polymorph says "The target's game Statistics, including mental Ability Scores, are replaced by the Statistics of the new form. It retains its Alignment and personality.", and I'm not sure if the "Obeys spoken commands" is a statistic or personality bit. Even if it is a statistic though, it'll still be friendly towards you. If a simulacrum does continue to obey you, even after being True Polymorphed, then I can tell you the perfect creature to turn it into...yourself. You can basically have a second copy of yourself that has full HP and regains spell slots every day that obeys your commands. Which means your undead army just doubled in size.

As for doing everything solo...well lets look at what we have covered. Skill wise, you have proficiency in the most common skill checks outside of Stealth...but lets face it, you're never gonna be stealthy with this build. Survival? Thanks to your Cleric spells, you can stay up for a long while and survive on your own. Thankfully none of your creations eat, so you really don't need to worry about that. Combat? This is a breeze, you'll be traveling with a powerhouse army nearly all of the time. Utility? You're a Wizard and Cleric. You have a ton of utility casting, and you can use Rituals. With this build, you don't need a party. You just make them as you need them. Also, something to keep in mind. Skeletons have 6 Intelligence and 8 Wisdom, that's only one point dumber than an orc. Not only that but there are adventures where Skeletons use complicated weaponry like the ballista. I'd say there's a good argument to be made that they can follow more complex orders then your typical zombie.

---Spell Lists---


--Cantrips--

Mending
Guidance
Light


--1st Level Spells--

Bless
Healing Word
Sanctuary
Cure Wounds


--2nd Level Spells--

Aid
Lesser Restoration




--Cantrips--

Fire Bolt
Chill Touch
Toll of the Dead
Shape Water*
Minor Illusion


--1st Level Spells--

Charm Person
Comprehend Languages
Detect Magic
Identify
Shield
Find Familiar
Absorb Elements
Chromatic Orb



--2nd Level Spells--

Mirror Image
Rope Trick
Shatter


--3rd Level Spells--

Counterspell
Dispel Magic
Fireball
Remove Curse
Life Transference
Leomund's Tiny Hut
Tongues**
Fly
Animate Dead


--4th Level Spells--

Storm Sphere
Wall of Fire


--5th Level Spells--

Negative Energy Flood
Synaptic Static
Animate Objects
Wall of Force
Danse Macabre


--6th Level Spells--

Create Undead
Disintegrate
Mass Suggestion***
Chain Lightning


--7th Level Spells--

Mordenkainen's Magnificent Mansion
Simulacrum
Finger of Death


--8th Level Spells--

Clone
Feeblemind
Dominate Monster


--9th Level Spells--

True Polymorph
Wish

-----------------------

*I went with Shape Water over any other of the Shape/Move cantrips simply because of how versatile it is. You can form a simple shape with the water, then instantly freeze it. That's pretty good, and you can do a fair bit with 5 cubic feet of water.

**Tongues is a much needed spell if you're going to be a solo player. I find the most difficult part of any adventure is making sure you have enough languages covered to speak to creatures. Thankfully, Tongues handles all of those issues, and its not concentration. I find if you can find a way to talk yourself out of combat, then you're doing a lot better then you would normally be doing

***Mass Suggestion is also one of those spells that are insanely powerful. If you can word something well enough, you can gain a group of allies with this spell for 8 hours. Or you can avoid entire combat encounters. I have seen savvy players use it to convince a group of 8 hill giants to let us pass through their territory to deal with the fire giants that were harassing them without having to fight them. Mix this with Tongues for even more effectivness


--Final Thoughts--

This build is pretty fun. You start out as a one man party, but through Animate Dead, Create Dead, Control Undead, and Simulacrum/True Polymorph sheneagins, you can lead a surprisingly powerful little army, all of it created by you. The three levels of Cleric add in some much needed healing, while Forge Cleric lets you pick your favorite undead and give them a +1 magical weapon for free and create armor for your zombies to act as tougher meat shields. I will admit, the Wizard spell list lacks a ton of damage, but I think it has enough damage to get you through most encounters. And what you lack in personal damage, you make up for in droves with utility.

sithlordnergal
2020-05-26, 03:12 PM
Finally done with my spell choices for my build

Ortho
2020-05-28, 05:15 PM
You want a single person to cover every role in the party? Ask and ye shall receive.


Everyone Is Here

Artificer 2/Barbarian 1/Bard 1/Cleric 1/Druid 1/Samurai Fighter 6/Monk 1/Paladin 2/Ranger 1/Rogue 1/Sorcerer 1/Warlock 1/Wizard 1
Race: Human
Starting Stats: STR 13, DEX 14, CON 14, INT 13, WIS 13, CHA 14
Background: Folk Hero (https://youtu.be/4ZCIh_3b5K8)

1st level: Hi, I'm Jerry Averageguy
Jerry will start off as a Fighter for our first two levels, partially because gaining proficiency in everything combat-related is pretty sweet, but mostly because Action Surge is going to be essential to juggle all of your class features that you're about to get. For now, he's pretty a pretty standard Fighter, who will take the Defense fighting style and a one-handed weapon, since he'll want a hand free to cast spells and whatnot.

3rd level: Obligatory Hexblade Dip
Now Jerry's going to multiclass into a Hexblade Warlock. (Whew. Two down, eleven to go.) The more SAD he is, the better, and he really can't be the face of the party without decent Charisma anyways. Lightning Lure, Booming Blade, Hellish Rebuke and Hex will be his only spells for a while, but these are all pretty useful in combat, so no harm done (to him. Maybe to the other guy). Jerry will now take four more levels in Fighter; he's picking up the Samurai subclass for the at-will advantage, two ASIs to pump Charisma to 18, and Extra Attack.

Now Jerry is a 7th level Charisma-based Fighter with 17 AC and some smackin' spells. Not a bad start. But a little too focused on combat, don't you think?

8th level: Branching Out
At this point, Jerry's reached a decent amount of combat effectiveness, and his healing needs can be met by Second Wind for the short term. In other words, it's a good breakpoint. So now we want to start to have some utility options. Might as well bite the bullet now, while Jerry still mostly has d10 hit dice: take a level in Ranger. Hopefully by this point we've gotten some idea as to what types of enemies Jerry is facing and what terrain he's primarily in. Oh, and he get a free skill, too.

In the grand tradition of 9th level being a dead level for most classes, we'll have Jerry take his level of Monk now.

Next, we want Jerry to go Wizard, but since his Intelligence is nothing special, let's not rely on it; choose Feather Fall, Expeditious Retreat, Find Familiar, Identify, Comprehend Languages, and Unseen Servant for Jerry's spellbook. He'll prepare Feather Fall and Expeditious Retreat, and never touch the others unless he's ritual casting them. Light, Prestidigitation, and Mage Hand will be his cantrips.

From there, Jerry will pop into a level of Bard and grumble at how useless Bardic Inspiration is, accept his free skill and musical instrument proficiencies with grace, and take keen interest in the spells that he's just chosen: Minor Illusion and Thunderclap for his cantrips, and Bane, Charm Person, Distort Value, and Dissonant Whispers as his proper 1st-level spells. These all require saving throws of some sort, but wouldn't you know it - Jerry had the foresight to pump his Charisma super-high!

But since he's on a roll here, let's snap up a level of Sorcerer. It would be a shame to waste that Charisma score, so for our spells, let's go Chill Touch, Firebolt, Frostbite, and Ray of Frost. And Absorb Elements and Shield. And his Sorcerous Origin will be Wild Magic, because Tides of Chaos is fun and he will get a lot of mileage out of it with his chosen spells.

Ten spells, nine cantrips, six spell slots, and five classes later, I'd say Jerry has a fair bit of utility.

13th level: Still Standing Strong
13th level is another traditional dead level, so we'll pick up our Barbarian dip here.

At 14th level, Jerry's healing is probably falling behind a little bit, since he's been relying on Second Wind this whole time. Let's remedy that by dipping our toes into the Life Cleric domain, and right away all of his healing spells restore an additional 3hp to himself. What healing spells, you ask? Well, the ones he just got as a cleric. To be more specific, Jerry will have four cleric spells prepared each day: Cure Wounds and Bless are non-negotiable, and we want Healing Word and Detect Magic, since they're more healing and a ritual, respectively. And since he gets three cantrips, let's snag Guidance, Mending, and Thaumaturgy.

But it doesn't end here. I'm sure we're all aware of the Goodberry/Life Cleric cheese, and what better way to grab Goodberry than by taking a level of Druid? (The other spell he can prepare doesn't matter much.). That's a total of 30hp per casting. For cantrips, let's have Jerry pick up Mold Earth, Shape Water, and Druidcraft. Also, since it should've become clear by now that his Wisdom score is a lie, we'll just ignore the whole "can't use metal" shtick.

For those keeping track, Jerry now has 16 1st-level spells, 15 cantrips, 9 spell slots, 8 classes, and ~380 potential heals from Goodberry and Second Wind.

16th level: Picking Up Slack
Jerry left his ASIs behind a long, long time ago, and it may be starting to show by now. So he'll cheat a little bit. He'll take two levels of Artificer, and nab the Enhanced Defense and Enhanced Weapon infusions. While you're there, see if you can craft yourself a keyring or something for all your arcane focuses and holy symbols and whatnot, because I can't imagine juggling them is very easy. He gets two cantrips and can prepare one spell, so he'll grab Dancing Lights, Spare the Dying, and prepare...I don't know, Alarm? Jerry's almost run out of 1st-level spells to take, and at least this one's a ritual.

A level in Rogue isn't bad, since Jerry gets a skill and Expertise. And Thieves' Cant, but nobody cares about that.

But the saving grace is the Paladin. This two-level dip is Jerry's capstone, and it kinda delivers. Lay on Hands is an extra 10hp, and he'll want the Defense fighting style. However, Jerry has suddenly come into a wealth of damage: Divine Smite. And coincidentally, the highest level spell slot he has is also the highest slot he can convert into a Smite without wasting anything. So his damage output just increased by several d8 a turn.

20th level: The Good, the Bad, and the Ugly Character Sheet
In my mind, I've separated classes into four roles: Tank, Utility, Support, and the Face. A tank is the guy who's good in combat and won't die easily. Utility is the person who provides out-of-combat stuff like exploration and skill checks. Support gives in-combat buffs and healing. And the Face is the guy who can talk to shopkeepers without having the town guard called down on him.

So how does Jerry Averageguy fill all of these roles? Well, he's a 6th-level fighter with two attacks, 19 AC, Divine Smite and all the spell slots to back it up, so he can wade into a group of enemies, not die instantly, and still probably come out on top. I'd say that's a tank, all right. With his 18 Charisma, he's a decent party face. He's got a plethora of 1st-level spells and extra skills to provide utility and support. And he has enough healing to keep himself from dying.

Can Jerry do any of these effectively? Well, no. Not at all. He was never intended to. Conceptually, this is probably the simplest build in the thread; he's the purest essence of multiclassing distilled into a single character. In fact, when the PHB describes multiclassing, it gives us this little gem: "Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility" and I have never seen a truer statement.

Incidentally, this build only has the same number of spell slots as a 1/3 caster like the Eldritch Knight.

Y'know, the 5/11/17/20 snapshots really aren't the best way for displaying a build like this.

5th level:
Fighter 2/Hexblade 1/Samurai Fighter 2
Stats: STR 13, DEX 14, CON 14, INT 13, WIS 13, CHA 16
HP: 43
AC: 17 (Chain Mail + Defense fighting style)
Proficiencies: Land Vehicles, artisan's tools, Perception, Acrobatics, Animal Handling, Survival
Cantrips: Booming Blade, Lightning Lure
Spells: Hellish Rebuke, Hex
Spell Slots: 1


11th level:
Fighter 2/Hexblade 1/Samurai Fighter 4/Ranger 1/Monk 1/Wizard 1/Bard 1
Stats: STR 13, DEX 14, CON 14, INT 13, WIS 13, CHA 18
HP: 89
AC: 18 (Half-plate + Defense fighting style)
Proficiencies: Land Vehicles, artisan's tools, Perception, Acrobatics, Animal Handling, Survival, Insight, Persuasion, musical instrument
Cantrips: Booming Blade, Lightning Lure, Light, Prestidigitation, Mage Hand, Minor Illusion, Thunderclap
Spells: Hellish Rebuke, Hex, Feather Fall, Expeditious Retreat, Find Familiar(R), Identify(R), Comprehend Languages(R), Unseen Servant(R), Bane, Charm Person, Distort Value, Dissonant Whispers
Spell Slots: 4

17th level:
Fighter 2/Hexblade 1/Samurai Fighter 4/Ranger 1/Monk 1/Wizard 1/Bard 1/Wild Magic Sorcerer 1/Barbarian 1/Life Cleric 1/Druid 1/Artificer 2
Stats: STR 13, DEX 14, CON 14, INT 13, WIS 13, CHA 18
HP: 132
AC: 19 (Half-plate + Defense fighting style + Enhanced Defense infusion)
Proficiencies: Land Vehicles, artisan's tools, Perception, Acrobatics, Animal Handling, Survival, Insight, Persuasion, musical instrument, Thieves' Tools, Tinker's Tools
Cantrips: Booming Blade, Lightning Lure, Light, Prestidigitation, Mage Hand, Minor Illusion, Thunderclap, Chill Touch, Firebolt, Frostbite, Ray of Frost, Guidance, Mending, Thaumaturgy, Mold Earth, Shape Water, Druidcraft, Dancing Lights, Spare the Dying
Spells: Hellish Rebuke, Hex, Feather Fall, Expeditious Retreat, Find Familiar(R), Identify(R), Comprehend Languages(R), Unseen Servant(R), Bane, Charm Person, Distort Value, Dissonant Whispers, Absorb Elements, Shield, Cure Wounds, Bless, Healing Word, Detect Magic(R), Goodberry, something from the druid spell list, Alarm (R)
Spell Slots: 11

20th level:
Fighter 2/Hexblade 1/Samurai Fighter 4/Ranger 1/Monk 1/Wizard 1/Bard 1/Wild Magic Sorcerer 1/Barbarian 1/Life Cleric 1/Druid 1/Artificer 2/Rogue 1 (https://www.imdb.com/title/tt3748528/)/Paladin 2
Stats: STR 13, DEX 14, CON 14, INT 13, WIS 13, CHA 18
HP: 155
AC: 19 (Half-plate + Defense fighting style + Enhanced Defense infusion)
Proficiencies: Land Vehicles, artisan's tools, Perception, Acrobatics, Animal Handling, Survival, Insight, Persuasion(E), musical instrument, Thieves' Tools, Tinker's Tools, Deception
Cantrips: Booming Blade, Lightning Lure, Light, Prestidigitation, Mage Hand, Minor Illusion, Thunderclap, Chill Touch, Firebolt, Frostbite, Ray of Frost, Guidance, Mending, Thaumaturgy, Mold Earth, Shape Water, Druidcraft, Dancing Lights, Spare the Dying
Spells: Hellish Rebuke, Hex, Feather Fall, Expeditious Retreat, Find Familiar(R), Identify(R), Comprehend Languages(R), Unseen Servant(R), Bane, Charm Person, Distort Value, Dissonant Whispers, Absorb Elements, Shield, Cure Wounds, Bless, Healing Word, Detect Magic(R), Goodberry, something from the druid spell list, Alarm (R), Divine Favor, Lesser Restoration, Dispel Magic, Banishment, Staggering Smite
Spell Slots: 12

Bloodcloud
2020-05-28, 09:33 PM
The Eldritch Bully

Level 20 split: Fighter (Eldritch Knight) 7 Warlock (Fiend, Tome) 13

Race: Vhuman
Background: Orzhov Representative

Stats: Str 8 Dex 16 Con 14 Int 8 Wis 10 Cha 16

First few levels:
We start fighter at 1 for con save profiency. Defense fighting style. Vhuman feat is crossbow expert. That is how we roll for now.

Starting skills: Intimidate, Religion, Stealth, Acrobatics, Perception

Then, we go for 5 levels of warlock.

Level 5
Max HP: 40
Fighter 1, Warlock 4 (Fiend, Tome)
We get our first ASI, which we invest in War caster
Cantrips: Guidance, Eldritch Blast, Minor Illusion, Shillelagh, Prestidigitation, Booming Blade
Invocation: Agonizing Blast, Repelling Blast
Spells: Hex, Hellish Rebuke, Misty Step, Invisibility, Suggestion

So, what are we doing here?
Basically, we are in medium armor and shield with protection fighting style, which grants us a great AC, and casting eldritch blast in melee or range, depending on need. Our concentration is good (+5 with advantage), so we can keep hex going. We can stealth our way around encounters if needs be, and we got some decent tools for social encounters. We get THP from kills and we have second wind in a pinch. Everything comes back on short rests.

Next level we get 3rd level spell slots and Spirit guardian and start shredding minions. We then go back as a fighter for a while. We also get another invocation and get access to every rituals in the game and start hunting for those. We get a familiar!

Level 11
Max HP 77
Fighter 6 (Eldritch knight) Warlock 5 (Fiend, Tome)
We now also have Action surge. Ftr 4 and 6 ASI allowed us to max charisma. We also now have a bunch of first level spell slots!
We get Shield, Absorb element, Protection from good and evil, Magic missile
Next level is exciting though, because we get second level spell slots and Darkness, along with War magic. Now we can poke enemies with our staff when we cast eldritch blast, so that's one more attack per turn. All cha thanks to Shillelagh. We got a few more cantrips too.

Level 17
Max HP: 130
Fighter 7 (Eldritch knight) Warlock 10 (Fiend, Tome)
So, back to being a caster. We now have 4 blast with eldritch blasts and the single class fighter is jealous. We have 2 level 5 spells slots on short rest, 4 level 1 and 2 level 2 on long rest, 9 cantrips, access to all ritual spells in the game. We have action surge to burst out damage. We have Dark one's own luck to help with saving throws and skill check.
We also gained another 2 invocation, so we definitely get Devil's sight for the classic trick. We got one more and i'm hesitationg between Beguiling influence to shore up our face skills or Mask of many face.
From Orzhov we get Bestow curse for sure and Death ward, which we basically can cast for free. Fireball is a must. Banishment is hard to pass. Counterspell rounds out our arsenal.

As for the ASI, Medium armor master helps us keep AC up while stealthing.

Level 20

We now have Forcecage and Mass suggestion as our arcanum, access to Synaptic Static and maybe add in fly. More importantly, a third 5th level spel slot. We also get Lucky for our final ASI because why not.

Overall, we get great at-will damage both in melee and at range, high AC and many protection spells. We get to burst hard with action surge or sustain high single target damage over many hours through Bestow curse or Hex. We can shred minions with spirit guardian. Our concentration is quite safe either way.

We have decent stealth capabilities, decent social influence and a bunch of rituals for utility.

For healing, we keep going with thp on kills and patch up with second wind. Death wards is a free cast as long as we have an extra hour.

This guy is an all rounder that can keep going all day.

Final Build:
Fighter (Eldritch Knight) 7 Warlock (Fiend, Tome) 13
Max HP :151
Speed 30ft
Init: +3
Str 8 Dex 16 Con 14 Int 8 Wis 10 Cha 20
Saves: Con +8 Str +5
AC: 21 (Half-plate 5, Dex 3, Shield 2, Defense 1)
Feats: Crossbow expert, War Caster, Medium Armor master, Lucky
Skills: Intimidate (+11), Religion (+5), Stealth (+9), Acrobatics (+9), Perception (+6), Deception (+11), Persuasion (+11)

Spell Slots:
3x 5th level pact magic
Lvl6 Arcanum (Mass suggestion)
Lvl 7 Arcanum (Forcecage)
4x 1st Level
2x 2nd Level

Class Features:
Second wind (1d10+7)
Fighting Style: Defense
Action Surge
War Magic
Extra Attack
Dark One’s Blessing (18 THP)
Tome Boon
Dark One’s Own Luck
Fiendish Resilience

Invocations: Agonizing Blast, Repelling blast, Book of Ancient Secrets, Devil's sight, Beguiling influence, Mask of Many Faces

Spell known:
Cantrips: Eldritch Blast, Guidance, Booming Blade, Shillelagh, Minor Illusion, Friends, Mage Hand, Prestidigitation, Toll the Bell.
Warlock spells: Hex, Hellish Rebuke, Misty Step, Invisibility, Bestow curse, Death Ward, Banishment, Spirit Guardian, Counterspell, Fireball, Synaptic Static, Fly

Fighter spells: Shield, Absorb element, Protection form good and evil, Magic missile, Darkness

Edit: some notes: I took the Orzhov background from the understanding it is necessary to acces guild spell, otherwise would have gotten something else, either criminal or charlatan, and I'd forgoe the Beguiling influence invocation.
Golgari could also be hilarious for short rest Animate dead shenanigan.

ftafp
2020-05-29, 06:26 PM
https://pm1.narvii.com/6753/1b295ba63cbacc4086beed2bee67b64799877740v2_hq.jpg
The Hex Spoon: AKA The Only Hearth Still Burning

Level 20 level split: Life Cleric 1 / Hexblade of the Tome 11 / Shadow Sorcerer 5 / Alchemist 3

Race: Mark of Hospitality Halfling

Stats: Str 8 Dex (12 + 2) Con 10 Int 13 Wis 14 Cha (15 + 1)

Background: Acolyte

Starting level: Life Cleric 1

Meet Lilly. Born into a land wracked by famines, Lilly's parents turned her over to the Temple of the Kitchen Goddess at an early age so she would be one less mouth to feed. There she would spend most her days, baking bread bread that was half sawdust for the people while the high priests fattened themselves on fine meats and wines. She didn't like this hypocracy, but she bore with it until one day while baking bread she found herself in want of a spoon. Spoons are sacred to the Kitchen Goddess, so sacred that she struggled to find one base enough to actually use for cooking. Her search brought her to the catacombs where she found a single wooden spoon bound in chains. "Why is this spoon treated so badly" she wondered aloud. It was then when her fingers touched it that she realized the truth. A spark of magic went into the ground, and through a crack in the floor sprouted a grape vine with 10 glistening berries. She ate one and with just that her belly was sated. "The high priests have been keeping this from the people?" She shouted. Without a second though she unlocked the chains and disappeared into the night, never to set eyes on the church again.

From the beginning goodberry is the best spell in your arsenal. For a single spell slot a day you get 40 hp worth of healing that can be broken up into 4hp chunks and saved for later, and you'll be able to feed yourself too. 14 dex along with scale mail a shield and shield of faith give you 20 AC, which is extraordinary at level 1. Your sacred flame is a bit weak at this level, but you wont need it long

At 5th level: Life Cleric 1 / Hexblade of the Tome 4

After many days, Lilly found an abandoned farm stand and took shelter there. She made a decision: she would use this magic spoon to feed the people. She would charge only those who could afford it, and take only what she needed to survive. At first there were only a few customers, but they brough friends to her, and those friends brought friends, and soon she could not feed everyone. Then the cutthroats muscled in. They took all she had, gave nothing in return, and shook down all her customers for food and for coin. They would be back she knew. Her plan was ruined. As she cried that night a whisper spoke to her, and she swore it was coming from the spoon: "All is not lost. You can still do them good. Let me give you the strength to feed them, protect them as no one else can." She agreed. The next time the cut-throats came to her, she showed them what she could do.

1 level of hexblade gives you friends, eldritch blast, armor of agathys and shield, as well as hexblade's curse, 2 gives you agonizing blast and master of many masks. 3 gives you pact of the tome, and 4 gives you a cha boost. 3 is where you start making choices. mask plus friends makes you an amazing face, but now you have access to some new abilities that might take precedence. one of your invocations can be swapped with devil's sight if you want that cheese, but in a few levels you'll be getting that from sorcerer, or you can take aspect of the moon. why would you? because goodberries last 24 hours, so you could stay up all night using you warlock slots for goodberries and then short resting. in a single night you can produce 640 hp worth of goodberries, and we're just getting started.

At 11th level: Life Cleric 1/ Hexblade of the Tome 7/Shadow Sorcerer 3

Lilly provided for the people, and soon her farm stand grew into a great market. She alone was the sole employee, and gained a reputation as a strong woman, a socialite and a fine chef as well. In a land where food was rare, she became a symbol of bounty, and in time she even discovered powers of her own. However, as her reputation grew, so too did her infamy. Some said she was a witch who had blighted the lands so that she alone could control the food supply. Most dismissed it, but they couldn't help but wonder.

Once you get hexblade 5, you can now have three of the invocations mentioned above, and you have 3rd level spells to boot. now is the time to switch to Shadow sorcerer. After 2 levels if you have aspect of the moon then congratulations, you are officially a coffeelock churning out 48 sorcery points a night. thats a lot of spells, or up to 960 hp worth of goodberries. your choice. Admittedly, you won't be able to use all of these, as you can only keep 2 sorcery points at a time, and your slots will generate 3. 1 more level of sorcerer will let you keep the rest and give you access to metamagic. quicken spell is a must. you also can those points for eyes in the dark cheese. ordinarily thats a a white room technique that will handicap your party in most games, but you don't need a party, do you. Remember that you can never have more sorcery points than your sorcerer level at one time, so right now for now you'll have to store your sorcery points as slots. By level 7 there will again be overflow, but more levels of sorcerer can quench that need


At 17th level: Life Cleric 1/ Hexblade of the Tome 11/Shadow Sorcerer 5

The wells ran dry one summer. When Lilly began charging for her goodberry wine the people started to chafe. "She is making a profit off this!" they whispered. And those whispers led to cries of outrage. One night a mob assembled outside her mansion, and though her wards held she cowered sick at heart behind her walls. "Spoon," she whispered, "why do they act as if I dried thier wells?" The spoon said nothing for a moment, then it said "Because you did." Lilly looked stricken. "Every time you cast goodberry, I pulled some water from the earth to make them. I offered to let you feed them as no one else could, and I made good on my promise. Now none of them can feed themselves." Lilly looked sick at the spoon that had made her what she was through famine and drought, and was sick at heart. With a shout she lifted the spoon and broke it over her knee. "No hexes," she whispered, "No witchcraft. This is my power now, and I will give these people what they need on my own."

Keep the power boosts coming! By this level you can be churning out 120 sorcery points a night, which at this level will mostly be stored as slots of 1st through 3rd level. For the record, you can cast goodberry 60 times at 1st level if you choose. you can feed 600 people a day with that, or heal up to 24000 hp. again, your choice. By this point you'll be a half-caster, but you'll have half again as many spell slots as a pure wizard of the same level. Use this power wisely, you'll need it.

At 20th level: Life Cleric 1/ Hexblade of the Tome 11/Shadow Sorcerer 5/Alchemist 3

That night, Lilly opened her wine cellar to the people, and repaid them for every drop she had sold. She worked tirelessly through the following weeks and months, not sleeping, not relaxing, until at last she hit upon the solution. If religion couldn't save the people, and magic could not either she would turn to the only force left to fill their bellies. She would turn to science, and in time, she would find a way to bring the water back.

Artificer may seem like a strange choice, and admittedly it is optional, but your coffeelock shenanigans mean that you have a ridiculous number of 1st level spell slots you can spend on buff potions, which last until your next long rest rather than 24 hours, meaning you can stockpile and sell them as you wont be sleeping much, and with quicken spell you have plenty of time to use them.

Lavaeolus
2020-05-29, 10:56 PM
Some fun ones so far! But wanted to check: are custom backgrounds allowed? With the assumptions that you can't invent your own starting equipment package or your own feature. Basically the process the PHB describes when introducing backgrounds:

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the Equipment section.

Usually I'd just avoid the question because backgrounds tend to be relatively minor in impact, but for a character who needs to fill every party role -- hey, every little helps.

Dork_Forge
2020-05-29, 11:53 PM
Some fun ones so far! But wanted to check: are custom backgrounds allowed? With the assumptions that you can't invent your own starting equipment package or your own feature. Basically the process the PHB describes when introducing backgrounds:


Usually I'd just avoid the question because backgrounds tend to be relatively minor in impact, but for a character who needs to fill every party role -- hey, every little helps.

It's AL legal, I see no reason why it shouldn't be valid for builds.

Rolero
2020-05-30, 08:56 AM
I love the concept of the Hex Spoon!
The halfling good witch, trying to feed the people of the land by any means neccesary. Very cool char.
Although, no quite convinced in her solo ability to fulfill all the roles by herself.

Ogre Mage
2020-05-30, 07:48 PM
The Shadowy Spy

https://i.pinimg.com/originals/5a/28/1b/5a281bed059452c5a229afacd1f7ab6d.jpg

Level 20 level split: Hexblade 2/Lore Bard 18

Race: Half-elf

Stats: Str 10 Dex 14 Con 15 Int 10 Wis 12 Cha 16

Background: spy

+2 CHA (18)
Resilient (Con)
+2 CHA (20)
Lucky

Proficiencies: thieves’ tools, deception (expertise), stealth (expertise), perception (expertise), persuasion (expertise), sleight of hand, acrobatics, investigation, arcana, insight, survival.


Starting level: Hexblade 1.
HP 10.
Sample spells --
Cantrips: eldritch blast, toll the dead.
1st: hex, shield.

I recommend taking eldritch blast and toll the dead as your starting cantrips. Save your utility cantrips for when you get bard levels later. Hex and shield are good for starting 1st level spells. Hexblade’s curse can boost your damage further. The spy background provides proficiency in thieves tools. I recommend proficiency in perception, stealth, deception, sleight of hand, persuasion and either acrobatics or athletics. With scale mail + shield + Dex 14 you can start with a strong AC 18.


At 5th level: Hexblade 1/Lore Bard 4.
HP 38.
Sample spells --
Cantrips: eldritch blast, toll the dead, mage hand, minor illusion, prestidigitation.
1st: hex, shield, dissonant whispers, cure wounds, faerie fire, detect magic, thunderwave.
2nd: invisibility, suggestion.

For your bardic expertise I’d recommend perception and stealth. As a lore bard you will also get three new skills. I’d probably recommend arcana, insight and survival (in case you wind up in the wilderness). You will want to pick up cure wounds. Dissonant whispers and thunderwave are good ways to get melee enemies off your back. If that fails, toll the dead has no penalty in melee range. You’re never going to be a powerful melee character. I recommend getting invisibility and suggestion as they will allow you to avoid combat. Also, I would switch scale mail for breastplate so stealth is not penalized.


At 11th level: Hexblade 1/Lore Bard 10.
HP 91.
Sample spells --
Cantrips: eldritch blast, toll the dead, mage hand, minor illusion, prestidigitation, mending.
1st: hex, shield, dissonant whispers, cure wounds, feather fall, detect magic, thunderwave.
2nd: invisibility, suggestion.
3rd: dispel magic, hypnotic pattern, Leomund’s Tiny Hut, conjure animals, counterspell.
4th: dimension door, polymorph, find greater steed.
5th: synaptic static, hold monster, wall of force.

The big thing is as a lore bard you will have gotten two passes at magical secrets by this point. At 6th level lore bard I would recommend conjure animals and counterspell. The conjured animals will really help you as a solo PC, even if only as meat shields. Counterspell speaks for itself, especially given the bonus the lore bard gets on the check. For your 10th level picks I would go with find greater steed for a flying mount and wall of force for a great control effect. Deception and persuasion are good choices for your 10th level bard expertise, but your mileage may vary.


At 17th level: Hexblade 1/Lore Bard 16.
HP 139.
Sample spells --
Cantrips: eldritch blast, toll the dead, mage hand, minor illusion, prestidigitation, mending.
1st: hex, shield, dissonant whispers, cure wounds, feather fall, detect magic, thunderwave.
2nd: invisibility, suggestion.
3rd level: dispel magic, hypnotic pattern, Leomund’s Tiny Hut, conjure animals, counterspell.
4th: dimension door, polymorph, find greater steed.
5th: synaptic static, greater restoration, wall of force.
6th: mass suggestion, true seeing, contingency.
7th: etherealness, forcecage, teleport, simulacrum.

For your 14th level magical secrets, I would pick simulacrum and contingency. With both a simulacrum and a flying steed you now have a solid mini-team and you can conjure animals if you need some low-level meat shields. Contingency is your panic button if something goes wrong.


At 20th level and final thoughts: Hexblade 2/Lore Bard 18.
HP 163.
Sample spells --
Cantrips: eldritch blast, toll the dead, mage hand, minor illusion, prestidigitation, mending.
1st: hex, shield, unseen servant, dissonant whispers, cure wounds, feather fall, detect magic, thunderwave.
2nd: invisibility, suggestion.
3rd: dispel magic, hypnotic pattern, Leomund’s Tiny Hut, conjure animals, counterspell.
4th: dimension door, polymorph, find greater steed.
5th: synaptic static, greater restoration, hold monster, wall of force.
6th: mass suggestion, true seeing, contingency.
7th: etherealness, forcecage, teleport, simulacrum.
8th: feeblemind.
9th: true polymorph, wish, meteor swarm.

18th level bard is your last magical secrets. Obviously wish is a no brainer. My other choice would be meteor swarm (lol). For your 9th level bard spell I would take true polymorph. You could change your simulacrum into a dragon. You are now a frightening uber shadowmaster who could be lurking anywhere, even in multiple places at once (simulacrum). There are very few places you cannot get in and out of. Enemies disappear or die under mysterious circumstances. Who knows what lurks in the heart of the shadow?

N7Paladin
2020-06-01, 01:51 PM
Little Miss Do-It-All

https://imagehost.imageupload.net/2020/05/31/48320050_630442777358342_614258100890763264_n.jpg

Level 20 Split: Vengeance Paladin 8/Hexblade Chainlock 12

Race: Variant Human (Ritual Caster:Detect Magic, Unseen Servant)

Starting Stats: Str 13 Dex 14 Con 13 Int 8 Wis 10 Cha 16

Background: Outlander

ASIs: +2 Cha
.........+2 Cha
.........Resilient: Con
.........Tough
.........Lucky?

1st Level: Paladin 11HP 18AC

Skills: Athletics, Insight, Perception, Persuasion, Survival

She's not the sharpest tool in the shed, but like duct tape she's versatile, and has her wits about her. She uses a Rapier and a Shield throughout her career but isn't about swapping the rapier out for any old one handed magic weapon she finds. At level 1 she has Divine Sense and 5 points of Lay on Hands to deal with the perils of adventuring.


This build gives you the aura, smiting and healing of a Paladin, with the staying power of a Warlock and the ability to make your own party (improved familiar and a Found Steed). I've played a Paladin/Warlock multiclass like this several times in campaigns and each time I felt equipped to take on anything!

Dork_Forge
2020-06-01, 02:12 PM
Submissions are now closed. Please place your votes.

Reminder: Your build entry will only be considered valid if you place a vote!

N7Paladin
2020-06-01, 03:57 PM
The Hex Spoon: AKA The Only Hearth Still Burning
.

My vote goes to this lovely halfling build!

Kane0
2020-06-01, 03:58 PM
Tough one. I'll go with Ogre Mage's Shadow Spy

ftafp
2020-06-01, 09:02 PM
It's a tough round but I'm giving my vote to mjp1050's Jerry Is Here for best application of the theme and most malicious compliance

Kane0
2020-06-01, 09:45 PM
It's a tough round but I'm giving my vote to mjp1050's Jerry Is Here for best application of the theme and most malicious compliance

Which is to say, it's a little Abserd? :smalltongue:

Aaron Underhand
2020-06-02, 08:25 AM
Little Miss Do-It-All

https://imagehost.imageupload.net/2020/05/31/48320050_630442777358342_614258100890763264_n.jpg

Level 20 Split: Vengeance Paladin 8/Hexblade Chainlock 12

Race: Variant Human (Ritual Caster:Detect Magic, Unseen Servant)

Starting Stats: Str 13 Dex 14 Con 13 Int 8 Wis 10 Cha 16

Background: Outlander

ASIs: +2 Cha
.........+2 Cha
.........Resilient: Con
.........Tough
.........Lucky?

1st Level: Paladin 11HP 18AC

Skills: Athletics, Insight, Perception, Persuasion, Survival

She's not the sharpest tool in the shed, but like duct tape she's versatile, and has her wits about her.


Sadly not enough, int 8 and wis 10 means she lacks the prerequisites for ritual caster. Perhaps consider mage initiate instead to get find familiar (yeah, two familiars) and add mage hand and minor illusion...

Mog
2020-06-02, 08:10 PM
Hello. I know it's too late but i've only register today, and i want to propose (for fun only) a solo character in "hard mode" i.e no magic and no CHA multiclassing

So here is Glaive :

Level 20 level split: Rogue 4/Fighter 4/Barbarian 4/Monk 8

Race: Warforged

Stats: Str 14 Dex 14 Con 12 Int 10 Wis 14 Cha 12

Background: Failed Merchant

ASI :
Dex +2
Str +2
Dex +2
Str +2
Wis +2

Starting level: Rogue 1

You started with Rogue for skills mostly. Warforged is great because you don't have to worry for food, you don't breathe and you don't have to sleep, resistance to poison and immune against disease and sleep spells. Specialized design offers one more skills, so you can go with Stealth, Athletics, Medecine, Perception, Insight, Investigation (background) and Persuasion (background)
You go Str 14, Dex 14, Con 12, Int 10, Wis 14 and Cha 12 for multiclassing purposes.

At 5th level:

Then you go Barbarian 1 for Rage bonuses and Fighter 3 to pick Battle Master and take 3 manoeuvers to help in battle. Parry for damage mitigation, Evasive footwork for movement and Fainting attack for auto sneak attack. You use STR to have Rage damage bonus with your starting shortsword who has finesse so you can sneak attack, you gain a little damage with Fighting style Duelist. You don't hit a lot at this stage but when you do, you hit hard. And Second wind and action surge come handy in many situations.

At 11th level:

Then you go antoher level of fighter for ASI who go in Dex for AC, and then 5 level of Monk, ASI in STR. Monk levels are for control. With Stunning Strikes allows you to stun. Way of the open hand allow you to get enemies prone ot to push them away from you. The extra attack and Unarmored movement are lovely. Slow Fall can be used to survive some surprises!

At 17th level:

So then you go for Rogue 4 and Barbarian 4. You gain 2 ASI to go for Str and Dex 18. With rogue 3 you take the scout roguish archetype for more extra free movement and nature and Survival Skills. And for Barbarian 3, you go with the path of the zaelot for extra damage. You gain reckless attack for more sneak attack sweetness for finishing an encounter.

At 20th level and final thoughts:

Finally you go for 3 level of Monk, to have magical weapons with your unarmed attack, evasion for damage mitigation, Steelness of mind for shaking off charmed and frightened.


So you have some ways to mitigate damage, ok damage output. You have plenty of skills some with expertise. You lack heals, you only have the second wind for gaining health in during combat. But you can take Medecine for specialized design and gain expertise from Rogue and end up with +15. You have proficiency in Herbalism kit and alchemist supplies to craft healing potions.

You end up with
Str 18, Dex 18, Con 12, Int 10, Wis 16, Cha 12
HP : 135
AC : 18 (10+ Dex + Wis +1 from warforged)
Speed : 45 ft
Initiative: +4
Saves : Dex +10, Int +6

Athletics +10
Insight +9
Investigation +12 (Expertise)
Medicine +15 (Expertise)
Nature +12 (Scout Expertise)
Perception +9
Persuasion +7
Stealth +10
Survival +15 (Scout Expertise)

Class Features
Sneak attack 2d6
Cunning action (Versatility and movement)
Skirmisher (allow to move half speed when an enemy get in 5ft from you without opportunity attack) - Reaction
Second Wind (Heal)
Action Surge
Combat Superiority (Support)
Rage (3 times)
Reckless Attack
Danger Sense (Damage mitigation)
Divine Fury (1d6+2 Necrotic or Radiant Damage on first hit)
8 ki points
Deflect Missile with 1d10 +12 damage reduction
Slow fall with 40 damage reduction
Stunning Strike (Control)
Evasion (Damage mitigation)
Stillness of mind (Shrug off effects)
Open hand technique (Control)

One one turn, you can go with bonus action to feinting attacks gaining advantage. Then 2 attacks, the first deals 1d6+4 (Shortsword) +2 (Fighting style) +2 (rage) +1d8 (Superiority) + 2d6 (sneak attack) + 1d6+2 (Divine Fury) and doing stun effect for 1 ki point. The second 1d6+8.

you can switch Skills for a better look at the face things, but i tried to have a large panel of situations covered.

It was fun to do!


And my wote goes for the goodberries Lady! :D

1Pirate
2020-06-02, 08:49 PM
Sadly not enough, int 8 and wis 10 means she lacks the prerequisites for ritual caster. Perhaps consider mage initiate instead to get find familiar (yeah, two familiars) and add mage hand and minor illusion...
Heh, can't have two familiars either.

Ortho
2020-06-02, 10:50 PM
The Eldritch Bully

Y'know, you really don't see Eldritch Knights used in optimization threads very often. I like this build. I'm voting for this build.

Ogre Mage
2020-06-03, 10:54 AM
The Renaissance Man


I vote for Kane0's The Renaissance Man.

Bloodcloud
2020-06-03, 08:57 PM
I'm voting for the spoon. Coffeelocking is cheesy AF, but you made it with a berry twist and the story is great.

Dork_Forge
2020-06-04, 04:34 PM
Voting is now closed: The winner is Ftafp's 'The Hexpoon'!

SociopathFriend
2020-06-05, 03:00 AM
I only just realized the rules are that you have to vote to SUBMIT a build.
I'd thought it was the other way around where you only got to VOTE if you submitted a build.

Dork_Forge
2020-06-05, 12:21 PM
I only just realized the rules are that you have to vote to SUBMIT a build.
I'd thought it was the other way around where you only got to VOTE if you submitted a build.

No, voting is still public, the intent was to just make sure that everyone that participates also votes since we were getting a great submission turn out but lower voting turnout with a lot of build submitters not actually voting.

ftafp
2020-06-05, 02:15 PM
Voting is now closed: The winner is Ftafp's 'The Hexpoon'!

Wow, thanks everyone!

Waazraath
2020-06-05, 02:19 PM
No, voting is still public, the intent was to just make sure that everyone that participates also votes since we were getting a great submission turn out but lower voting turnout with a lot of build submitters not actually voting.

Maybe just me, but the last 2 contests there wasn't enough time for me between the closing of the contest and the time you had to submit votes. If I want to seriously go throug a dozen or more builds and have an opinion on them, it takes some time and I don't always have that in the period of a few days.

Dork_Forge
2020-06-05, 02:31 PM
Maybe just me, but the last 2 contests there wasn't enough time for me between the closing of the contest and the time you had to submit votes. If I want to seriously go throug a dozen or more builds and have an opinion on them, it takes some time and I don't always have that in the period of a few days.

I expanded it to three days this time to hopefully allow for everyone to review and casts votes, I'd like to avoid an entire week of voting as I feel what is likely to happen is that the thread will just end up on the second page and people won't see it/vote regardless of the extra time. What do you feel would be a reasonable time frame for voting after build submissions have ended?

Zonugal
2020-06-05, 02:39 PM
So, I ended up not submitting anything for this particular build as in the end I felt pressure to craft a build that wasn't a charisma caster.

I mean, I had ideas.

But all of them would have been worse than just using a charisma caster.

So, I'm making a request that in the future perhaps the theme or objective be a bit more open-ended, so they can avoid a clear & present "winning path."

Dork_Forge
2020-06-05, 03:00 PM
So, I ended up not submitting anything for this particular build as in the end I felt pressure to craft a build that wasn't a charisma caster.

I mean, I had ideas.

But all of them would have been worse than just using a charisma caster.

So, I'm making a request that in the future perhaps the theme or objective be a bit more open-ended, so they can avoid a clear & present "winning path."

How could the theme have been more open ended? I can see where that pressure may have come from with discussion at the beginning of the thread, but that's not related to the concept itself. I'm happy to adjust things so these contests best fit the community, I'm just not sure how this concept could have been more open ended (some degree of focus is needed though so voters have a clear idea of what they're actually voting for).

Waazraath
2020-06-05, 03:12 PM
I expanded it to three days this time to hopefully allow for everyone to review and casts votes, I'd like to avoid an entire week of voting as I feel what is likely to happen is that the thread will just end up on the second page and people won't see it/vote regardless of the extra time. What do you feel would be a reasonable time frame for voting after build submissions have ended?

Maybe 7 days for builds, 5 for voting? But as I said, it's maybe just me - I'm in a terribly busy phase of my life, with a familiy with small kids, job, and an (external) PhD asside from my job. At times the kids don't sleep at night and there are strict deadlines, there just are a couple of days that I can't spend a few hours on this forum. But if most folks are ok with a shorter time, I'll just skip the competition every now and then (like I did this time).

Kane0
2020-06-05, 03:45 PM
Yeah not going Cha was pretty much hard mode, but thats not the challenge’s fault but rather 5e’s.

ftafp
2020-06-05, 03:53 PM
Yeah not going Cha was pretty much hard mode, but thats not the challenge’s fault but rather 5e’s.

there were ways it could be done. expertise from rogue or a feat, elegant courtier from samurai, etc. it wouldn't be as good as a charisma caster, but this is a jack of all trades contest

Zonugal
2020-06-05, 04:46 PM
The competition basically felt like the burger cook-off in Parks & Rec. (https://www.youtube.com/watch?v=Q84nfWkLsYU)

I just didn't want to put in the time designing a non-traditional build when the standard approach was going to end up being easier and better.

Basically my request is that future competitions shouldn't be designed as to have an obvious contender right out of the gate.

Dork_Forge
2020-06-05, 08:20 PM
Maybe 7 days for builds, 5 for voting? But as I said, it's maybe just me - I'm in a terribly busy phase of my life, with a familiy with small kids, job, and an (external) PhD asside from my job. At times the kids don't sleep at night and there are strict deadlines, there just are a couple of days that I can't spend a few hours on this forum. But if most folks are ok with a shorter time, I'll just skip the competition every now and then (like I did this time).

I want this to be as accessible as possible, for the next throwdown I'll trial a 5 day voting period.



The competition basically felt like the burger cook-off in Parks & Rec. (https://www.youtube.com/watch?v=Q84nfWkLsYU)

I just didn't want to put in the time designing a non-traditional build when the standard approach was going to end up being easier and better.

Basically my request is that future competitions shouldn't be designed as to have an obvious contender right out of the gate.

With how easy the Charisma multiclass is (let's be honest, the Hexblade) that's a tall order but I will try in future to may the concepts open and not so easy a choice.

Bloodcloud
2020-06-06, 07:47 AM
I kinda have a suggetion.

Let's be real, 5e doesn't have a ton of subtle synergy and choice like 3.5 did. Multiclassing has a real cost and it shows in build.

So... maybe we need super munchkin optimisation challenge? Like, you get te breed to race with the benefit of both, start with all stat at 18, gestalt, two subclass, get a free feat every 3rd level, that sort of stuff.

Wouldn't really be usable in games, but it could be fun.

Dork_Forge
2020-06-06, 08:30 AM
I kinda have a suggetion.

Let's be real, 5e doesn't have a ton of subtle synergy and choice like 3.5 did. Multiclassing has a real cost and it shows in build.

So... maybe we need super munchkin optimisation challenge? Like, you get te breed to race with the benefit of both, start with all stat at 18, gestalt, two subclass, get a free feat every 3rd level, that sort of stuff.

Wouldn't really be usable in games, but it could be fun.

This sounds like a fun suggestion, it isn't something I'd consider for the usual format (I wanted this to double as a sort of build library/inspiration vault for people not knowing what to play or wanting help), but I think maybe the next throwdown will be more of a powergamers buffet than standard fare.

Kane0
2020-06-06, 08:56 AM
Something like a higher array/point buy and level 1 feat wouldnt be too outlandish, gestalting might put people off though.