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Thread: 5e Throwdowns #3: The Solo Tour!

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    Orc in the Playground
     
    PirateCaptain

    Join Date
    Oct 2015

    Default Re: 5e Throwdowns #3: The Solo Tour!

    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.
    Last edited by Bloodcloud; 2020-05-29 at 09:12 AM.