Jaganshi Pinion
2023-06-24, 06:12 PM
Looking to start my first 5e campaign in a few weeks and I'm fumbling through an idea to have a character similar to Ratchet (Ratchet & Clank) and have a thrown returning handaxe.
Echo Knight / Armourer multiclass.
Starting with a Tabaxi with 'Guild Artisan' background (misfit apprentice who had one too many accidents). I don't personally like seeing negative modifiers, so while not optimized I'm starting with either:
Point Buy:
Str 15
Dex 10 (12)
Con 15
Int 12
Wis 10
Cha 9 (10)
Standard Array:
Str 15
Dex 8 (10)
Con 14
Int 13
Wis 12
Cha 10 (11)
Skills: Acrobatics, Athletics, Perception, Insight, Stealth
A quick mind-map of the main beats will look like:
---Keystones: (when using ASI's, max STR then CON/INT)
- 1 - F1 - Second Wind (Bonus Action) ; Thrown Weapon Fighting
- 2 - A1 - Magical Tinkering ; Spell-casting (Smith's Tools focus ; Booming Blade & Spare The Dying ; Absorb Elements)
- 3 - A2 - Infusions (Enhanced Defence ; Returning Weapon (spell focus) handaxe)
- 4 - A3 - Right Tool for the Job ; Tools of the Trade ; Spells (Magic Missile ; Thunderwave) ; Arcane Armour (spell focus ; heavy armour ; Guardian - (d8+str and taunt))
- 5 - F2 - Action Surge
- 6 - F3 - Manifest Echo (flavoured as a hologram) ; Echo Teleport ; Unleashed Incarnation
Note: Echo's primary responsibility is the Thunder Gauntlets taunt mechanic. Bonus as I can throw from it as well and use teleport to be a nuisance.
- 7 - A4 - Slasher (+1 STR)
- 8 - F4 - ASI (+2 CON / +1 CON and INT)
- 9 - A5 - Extra Attack ; Spells (Mirror Image ; Shatter ; Spider Climb)
- 10 - F5 - Extra Attack
- 11 - A6 - Tool Expertise ; Infusions (Enhanced Defence to armour ; Repulsion Shield ; Spell-Refueling Ring)
- 12 - A7 - Flash of Genius
Any other spells or infusions would be given to the party as I am being selfish with the Artificer goodies as I think they're required.
I assume a typical round would look like:
Action → Booming Blade (LVL 2 ; host only melee) → optional (Unleashed Incarnation ; LVL 6)
→ Extra Attack (LVL 9)
→ Extra Attack (LVL 10)
→ Action Surge (LVL 5 ; one per short / long rest ; one per turn) → optional (Unleashed Incarnation if multiples are available)
→ Bonus Action (one per turn)
- 1 - Second Wind (Regain 1d10 + fighter level HP)
- 4 - Defensive Field (if Guardian armour ; Artificer lvl in temp HP)
- 6 - Manifest Echo
- 6 - Echo Teleport - (requires 15' movement)
My questions (and I know it would depend on the campaign itself):
- Am I waiting too long for ASI bumps to be efficient?
- Is there a better way to work around the levelling?
- Is Dueling (via Fighting Initiate) and Sentinel going to impact massively?
- Why are throwing builds so difficult to be useful in 5e?
Any thoughts / help welcomed. Thanks!
Echo Knight / Armourer multiclass.
Starting with a Tabaxi with 'Guild Artisan' background (misfit apprentice who had one too many accidents). I don't personally like seeing negative modifiers, so while not optimized I'm starting with either:
Point Buy:
Str 15
Dex 10 (12)
Con 15
Int 12
Wis 10
Cha 9 (10)
Standard Array:
Str 15
Dex 8 (10)
Con 14
Int 13
Wis 12
Cha 10 (11)
Skills: Acrobatics, Athletics, Perception, Insight, Stealth
A quick mind-map of the main beats will look like:
---Keystones: (when using ASI's, max STR then CON/INT)
- 1 - F1 - Second Wind (Bonus Action) ; Thrown Weapon Fighting
- 2 - A1 - Magical Tinkering ; Spell-casting (Smith's Tools focus ; Booming Blade & Spare The Dying ; Absorb Elements)
- 3 - A2 - Infusions (Enhanced Defence ; Returning Weapon (spell focus) handaxe)
- 4 - A3 - Right Tool for the Job ; Tools of the Trade ; Spells (Magic Missile ; Thunderwave) ; Arcane Armour (spell focus ; heavy armour ; Guardian - (d8+str and taunt))
- 5 - F2 - Action Surge
- 6 - F3 - Manifest Echo (flavoured as a hologram) ; Echo Teleport ; Unleashed Incarnation
Note: Echo's primary responsibility is the Thunder Gauntlets taunt mechanic. Bonus as I can throw from it as well and use teleport to be a nuisance.
- 7 - A4 - Slasher (+1 STR)
- 8 - F4 - ASI (+2 CON / +1 CON and INT)
- 9 - A5 - Extra Attack ; Spells (Mirror Image ; Shatter ; Spider Climb)
- 10 - F5 - Extra Attack
- 11 - A6 - Tool Expertise ; Infusions (Enhanced Defence to armour ; Repulsion Shield ; Spell-Refueling Ring)
- 12 - A7 - Flash of Genius
Any other spells or infusions would be given to the party as I am being selfish with the Artificer goodies as I think they're required.
I assume a typical round would look like:
Action → Booming Blade (LVL 2 ; host only melee) → optional (Unleashed Incarnation ; LVL 6)
→ Extra Attack (LVL 9)
→ Extra Attack (LVL 10)
→ Action Surge (LVL 5 ; one per short / long rest ; one per turn) → optional (Unleashed Incarnation if multiples are available)
→ Bonus Action (one per turn)
- 1 - Second Wind (Regain 1d10 + fighter level HP)
- 4 - Defensive Field (if Guardian armour ; Artificer lvl in temp HP)
- 6 - Manifest Echo
- 6 - Echo Teleport - (requires 15' movement)
My questions (and I know it would depend on the campaign itself):
- Am I waiting too long for ASI bumps to be efficient?
- Is there a better way to work around the levelling?
- Is Dueling (via Fighting Initiate) and Sentinel going to impact massively?
- Why are throwing builds so difficult to be useful in 5e?
Any thoughts / help welcomed. Thanks!