rilescoop
2020-12-24, 02:02 PM
Longtime listener, first time caller here....
To me at least, Jedi Knight combat has always been a marriage of swordplay and telekinetics. A true gish with a melee controller flare, effective at both solo and multi-foe combat.
Here is the best I have come up with: Apologies in advance if someone has already written about this build...
Variant Human Swarmkeeper 3 Bladesinger 6
Str 8
Dex 14
Con 10
Int 16
Wis 16
Cha 8
Human Feat: Polearm Master
ASI 1: Sentinel
Ranger Fighting Style: Druidic Warrior
Weapon: Quarterstaff
Armor: Studded Leather
Cantrips of Note:
Booming Blade
Thorn Whip
Shillelagh
Blade Ward
Guidance
Mind Sliver
Sapping Sting (If allowed by DM, I think Dunamancy feels like "The Force" school of Magic)
Notable Spells:
Spirit Shroud
Haste
Bless
Healing Word
Suggestion
Hold Person
Hunters Mark
Zephyr Strike
Swarmkeeper Level 3 Feature:
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
The attack’s target takes 1d6 piercing damage from the swarm.
The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
You are moved by the swarm 5 feet horizontally in a direction of your choice.
Bladesinger Level 6 Feature: You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Standard Turn:
Shillelagh activated (lightsaber turning on)
Attack Action: Attack plus Booming Blade
Bonus Action: Polearm Butt end Strike
Added to Either Attack: 15 Feet Movement
Foes are then moved out of range, not provoking Booming Blade. But if they attempt to move back in range, they take Booming Blade Damage, and then get hit with an opportunity attack from Polearm Master when they get back in Range. This in turn triggers the swarmkeeper feature (1/turn) which will move them back 15 feet. Sentinel keeps them from using the rest of their movement to come back that turn.
Alternatively, can use Sapping Strike to knock an enemy prone, two attacks and move 15 to the feet of your striker.
Blade Ward plus two attacks and 15 movement on turns when you are surrounded.
Guidance plus two attacks and 15 feet movement for party buff
Mind Sliver plus two attacks to juice the save on forced movement.
When I want to be sticky: Thorn Whip plus two attacks, Sentinel and Swarmkeeper movement to keep them where I want them.
The swarmkeeper movement is not size dependent (size matters not): You can knock a giant off a cliff with the force. Or drag it to you.
Spell Strategies:
Spirit Shroud/Favored Foe/Hunters Mark/Haste: Juice attacks and Damage
Shield/Absorb Elements/Misty Step/Mirror Image: Defense
Bless/Cure Wounds/Counterspell/Dispel Magic: Party Buffs
Zephyr Strike/Jump: Battlefield Mobility
Weaknesses: AC definitely, (14, 17 with Bladesong) probably more I have missed.
Does this build work? Any advice on augmenting the core strategy? Different Spells or Feats?
When polearm master opportunity attack is triggered when a foe enters range, does my forced movement and attack happen before their attack? Possibly negating the attack?
Where do I go from here for levels 10-20?
Order Cleric? Bonus Action Hold Person with forced movement, party buffs now come with attacks
Peace Cleric? Aura buff, Channel Divinity with healing+battlefied mobility
Astral Self Monk? AC boost, Wis arms with reach and Wis for Athletics bringing grappling possibilities into the mix, using Ranger canny for Athletics expertise?
Battlemaster Fighter? 3 attacks (at level 20) Maneuvers
Or something completely different?
Thanks in advance for your help and advice!
To me at least, Jedi Knight combat has always been a marriage of swordplay and telekinetics. A true gish with a melee controller flare, effective at both solo and multi-foe combat.
Here is the best I have come up with: Apologies in advance if someone has already written about this build...
Variant Human Swarmkeeper 3 Bladesinger 6
Str 8
Dex 14
Con 10
Int 16
Wis 16
Cha 8
Human Feat: Polearm Master
ASI 1: Sentinel
Ranger Fighting Style: Druidic Warrior
Weapon: Quarterstaff
Armor: Studded Leather
Cantrips of Note:
Booming Blade
Thorn Whip
Shillelagh
Blade Ward
Guidance
Mind Sliver
Sapping Sting (If allowed by DM, I think Dunamancy feels like "The Force" school of Magic)
Notable Spells:
Spirit Shroud
Haste
Bless
Healing Word
Suggestion
Hold Person
Hunters Mark
Zephyr Strike
Swarmkeeper Level 3 Feature:
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
The attack’s target takes 1d6 piercing damage from the swarm.
The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
You are moved by the swarm 5 feet horizontally in a direction of your choice.
Bladesinger Level 6 Feature: You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Standard Turn:
Shillelagh activated (lightsaber turning on)
Attack Action: Attack plus Booming Blade
Bonus Action: Polearm Butt end Strike
Added to Either Attack: 15 Feet Movement
Foes are then moved out of range, not provoking Booming Blade. But if they attempt to move back in range, they take Booming Blade Damage, and then get hit with an opportunity attack from Polearm Master when they get back in Range. This in turn triggers the swarmkeeper feature (1/turn) which will move them back 15 feet. Sentinel keeps them from using the rest of their movement to come back that turn.
Alternatively, can use Sapping Strike to knock an enemy prone, two attacks and move 15 to the feet of your striker.
Blade Ward plus two attacks and 15 movement on turns when you are surrounded.
Guidance plus two attacks and 15 feet movement for party buff
Mind Sliver plus two attacks to juice the save on forced movement.
When I want to be sticky: Thorn Whip plus two attacks, Sentinel and Swarmkeeper movement to keep them where I want them.
The swarmkeeper movement is not size dependent (size matters not): You can knock a giant off a cliff with the force. Or drag it to you.
Spell Strategies:
Spirit Shroud/Favored Foe/Hunters Mark/Haste: Juice attacks and Damage
Shield/Absorb Elements/Misty Step/Mirror Image: Defense
Bless/Cure Wounds/Counterspell/Dispel Magic: Party Buffs
Zephyr Strike/Jump: Battlefield Mobility
Weaknesses: AC definitely, (14, 17 with Bladesong) probably more I have missed.
Does this build work? Any advice on augmenting the core strategy? Different Spells or Feats?
When polearm master opportunity attack is triggered when a foe enters range, does my forced movement and attack happen before their attack? Possibly negating the attack?
Where do I go from here for levels 10-20?
Order Cleric? Bonus Action Hold Person with forced movement, party buffs now come with attacks
Peace Cleric? Aura buff, Channel Divinity with healing+battlefied mobility
Astral Self Monk? AC boost, Wis arms with reach and Wis for Athletics bringing grappling possibilities into the mix, using Ranger canny for Athletics expertise?
Battlemaster Fighter? 3 attacks (at level 20) Maneuvers
Or something completely different?
Thanks in advance for your help and advice!