Chadironchest
2022-01-24, 10:45 PM
My current game is going very smoothly right now and our GM has expressed plans for reaching 20th level. I've been having a lot of fun with my EK so far but I have been heavily considering a cleric multiclass once I reach level 15.While late level fighter has some goodies, (pretty much just extra action surge/4th attack) I think I get more bang for my buck if I grab more caster levels, especially from a utility standpoint. I'll first detail my current setup/motivation behind my future levels.
Race: Vhuman
Scores: 8,18,14,14,14,8
Feats: Fey Touched (Hunter's Mark), War Caster, Mobile
Fighting Style: Defense (Probably plan on grabbing dueling once I get third attack)
So the crux of the build is going sword and board and being difficult to put down. Kiting around with mobile and causing harassment with booming blade. I tend to concentrate on blur or hunter's mark. It is very much worth noting that I had recently received a +2 finesse longsword that deals an extra 1d8 radiant on a hit so this is even stronger than shadow blade I think while freeing up my concentration. AC is sitting nice at 22 thanks to +1 mithril plate which is why I'm considering dueling while staying at a strong 21 AC. Anyways let's get to the levels.
11: No brainer. I definitely want third attack because I see this build as primarily a melee fighter and getting more attacks with my sword is very good.
12: I am highly considering getting resilient wisdom as our game has a fair bit of magic involved. Alternatively I can hold out on taking it and just max out my dex for an even more consistent and damaging weapon. Initiative is cool too.
13. This is where it gets good and why I stayed past 11. Haste is an absolute game changer for this build giving me 4 attacks a round when it is up while allowing my to be even harder to hit all while being able to move 80ft a round. Counterspell is also going to be incredibly useful. I would have to be sparing with it as my slots would probably be best used on haste, but having this in a world with spellcasters being a threat is very handy, and can lighten the burden on our abjuration wizard. 2nd indomitable is cool.
14. This is the level where I question whether or not it is better to begin the cleric levels. The extra ASI is very handy and assuming I went full cleric the rest of the game I'd be missing on two of the ASI that fighter would grant me. 4th level cleric spells are also nice but the 4th level list isn't the most impressive at a glance. At the very least getting the cleric train going sooner allows for more spell slots. Worth noting I also would be gaining an any-school spell this level.
15: If I didn't start cleric at 14 I would be starting it now. Assuming my GM allows it peace cleric seems like the best value I can get out of this dip. I particularly enjoy the flavor too. The first level alone does too much tbh. The bond makes me and the whole party better at offense, defense, and, skills. I also get a free proficiency in persuasion so my -1 charisma stops making me look stupid when I talk to people. Other neat things like having Guidance, Healing word, and Bless are great. Sorry Arcane Charge. As much as I would adore smacking a bunch of people and teleporting 30 feet in the air and fireballing them at disadvantage, your value is limited.
16-20: Speaks for itself, getting more cleric levels allows me to just use my spells more often and gives me more options. Upcasting counterspell, spirit guardians, spirit shroud, aid all seem like a good use of the higher level slots. I also was considering spiritual weapon as a good option for my 2nd level slots and weaponizing my bonus action more reliably. Downside is my wisdom won't be super great for all these spells. Then as a nice capstone to make up for losing 4th attack I can break the game with Protective Bond. Overall the increase in my options/ utility is just very potent and I think it creates a more dynamic, and versatile character.
A Brief Review of What we Lose in Exchange:
1-2 ASI
Arcane Charge :(
5-6 hitpoints, slightly worst hit dice, and a slightly worst second wind.
2nd action surge is the first huge blow we get. 3rd indomitable is nice too
Improved war magic is pretty underwhelming Imo
4th level wizard spells known is also a sizeable hit as well, though it comes very late. Sorry Dimension Door
4th Attack. Missing out on this hurts but it is a very long wait and we will be getting a lot of other nice things to compensate.
Thanks for reading this everyone. I'm more than willing to hear opinions on this setup
Race: Vhuman
Scores: 8,18,14,14,14,8
Feats: Fey Touched (Hunter's Mark), War Caster, Mobile
Fighting Style: Defense (Probably plan on grabbing dueling once I get third attack)
So the crux of the build is going sword and board and being difficult to put down. Kiting around with mobile and causing harassment with booming blade. I tend to concentrate on blur or hunter's mark. It is very much worth noting that I had recently received a +2 finesse longsword that deals an extra 1d8 radiant on a hit so this is even stronger than shadow blade I think while freeing up my concentration. AC is sitting nice at 22 thanks to +1 mithril plate which is why I'm considering dueling while staying at a strong 21 AC. Anyways let's get to the levels.
11: No brainer. I definitely want third attack because I see this build as primarily a melee fighter and getting more attacks with my sword is very good.
12: I am highly considering getting resilient wisdom as our game has a fair bit of magic involved. Alternatively I can hold out on taking it and just max out my dex for an even more consistent and damaging weapon. Initiative is cool too.
13. This is where it gets good and why I stayed past 11. Haste is an absolute game changer for this build giving me 4 attacks a round when it is up while allowing my to be even harder to hit all while being able to move 80ft a round. Counterspell is also going to be incredibly useful. I would have to be sparing with it as my slots would probably be best used on haste, but having this in a world with spellcasters being a threat is very handy, and can lighten the burden on our abjuration wizard. 2nd indomitable is cool.
14. This is the level where I question whether or not it is better to begin the cleric levels. The extra ASI is very handy and assuming I went full cleric the rest of the game I'd be missing on two of the ASI that fighter would grant me. 4th level cleric spells are also nice but the 4th level list isn't the most impressive at a glance. At the very least getting the cleric train going sooner allows for more spell slots. Worth noting I also would be gaining an any-school spell this level.
15: If I didn't start cleric at 14 I would be starting it now. Assuming my GM allows it peace cleric seems like the best value I can get out of this dip. I particularly enjoy the flavor too. The first level alone does too much tbh. The bond makes me and the whole party better at offense, defense, and, skills. I also get a free proficiency in persuasion so my -1 charisma stops making me look stupid when I talk to people. Other neat things like having Guidance, Healing word, and Bless are great. Sorry Arcane Charge. As much as I would adore smacking a bunch of people and teleporting 30 feet in the air and fireballing them at disadvantage, your value is limited.
16-20: Speaks for itself, getting more cleric levels allows me to just use my spells more often and gives me more options. Upcasting counterspell, spirit guardians, spirit shroud, aid all seem like a good use of the higher level slots. I also was considering spiritual weapon as a good option for my 2nd level slots and weaponizing my bonus action more reliably. Downside is my wisdom won't be super great for all these spells. Then as a nice capstone to make up for losing 4th attack I can break the game with Protective Bond. Overall the increase in my options/ utility is just very potent and I think it creates a more dynamic, and versatile character.
A Brief Review of What we Lose in Exchange:
1-2 ASI
Arcane Charge :(
5-6 hitpoints, slightly worst hit dice, and a slightly worst second wind.
2nd action surge is the first huge blow we get. 3rd indomitable is nice too
Improved war magic is pretty underwhelming Imo
4th level wizard spells known is also a sizeable hit as well, though it comes very late. Sorry Dimension Door
4th Attack. Missing out on this hurts but it is a very long wait and we will be getting a lot of other nice things to compensate.
Thanks for reading this everyone. I'm more than willing to hear opinions on this setup