New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 53
  1. - Top - End - #1
    Troll in the Playground
     
    DruidGuy

    Join Date
    May 2019

    Default 5e Throwdowns #3: The Solo Tour!

    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' 1 Vote
    MJP1050's 'Jerry Averageguy: Everyone is Here' 1 Vote
    Bloodcloud's 'The Edlritch Bully' 1 Vote
    ftafp's 'The Hexspoon' 3 Votes
    Ogre Mage's 'The Shadowy Spy' 1 Vote
    N7Paladin's 'Little Miss Do-It-All'

    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'

    Throwdown #2: The Terminator - Ludic Savant's 'The Regenerator'
    Last edited by Dork_Forge; 2020-06-04 at 09:18 PM.
    For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge

    Feel free to message for any build requests or challenges

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
    Jun 2016

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

    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?
    Last edited by HPisBS; 2020-05-25 at 02:28 PM.

  3. - Top - End - #3
    Troll in the Playground
     
    DruidGuy

    Join Date
    May 2019

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

    Quote Originally Posted by HPisBS View Post
    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.
    For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge

    Feel free to message for any build requests or challenges

  4. - Top - End - #4
    Firbolg in the Playground
     
    Man_Over_Game's Avatar

    Join Date
    Aug 2018
    Location
    Between SEA and PDX.
    Gender
    Male

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

    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.
    Last edited by Man_Over_Game; 2020-05-25 at 03:21 PM.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  5. - Top - End - #5
    Titan in the Playground
     
    Kane0's Avatar

    Join Date
    Nov 2011
    Location
    Waterdeep
    Gender
    Male

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

    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)
    Last edited by Kane0; 2020-05-25 at 09:09 PM.
    Roll for it
    5e Houserules and Homebrew
    Old Extended Signature
    Awesome avatar by Ceika

  6. - Top - End - #6
    Barbarian in the Playground
    Join Date
    Mar 2017

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

    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 time for a preemptive retaliatory strike.

    Original online work - I've Been Reborn as a Dungeon Monster?
    Tvtropes

  7. - Top - End - #7
    Troll in the Playground
     
    DruidGuy

    Join Date
    May 2019

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

    Quote Originally Posted by SociopathFriend View Post
    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.
    For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge

    Feel free to message for any build requests or challenges

  8. - Top - End - #8
    Bugbear in the Playground
     
    SwashbucklerGuy

    Join Date
    Nov 2010

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

    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?

  9. - Top - End - #9
    Troll in the Playground
     
    DruidGuy

    Join Date
    May 2019

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

    Quote Originally Posted by Zonugal View Post
    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
    For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge

    Feel free to message for any build requests or challenges

  10. - Top - End - #10
    Titan in the Playground
     
    Kane0's Avatar

    Join Date
    Nov 2011
    Location
    Waterdeep
    Gender
    Male

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

    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.
    Last edited by Kane0; 2020-05-25 at 09:37 PM.
    Roll for it
    5e Houserules and Homebrew
    Old Extended Signature
    Awesome avatar by Ceika

  11. - Top - End - #11
    Ogre in the Playground
     
    Corran's Avatar

    Join Date
    Oct 2015
    Location
    Greece
    Gender
    Male

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

    Quote Originally Posted by Kane0 View Post
    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.
    Last edited by Corran; 2020-05-25 at 09:45 PM.
    Hacks!

  12. - Top - End - #12
    Barbarian in the Playground
    Join Date
    Mar 2017

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

    Quote Originally Posted by Kane0 View Post
    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.

    It's time for a preemptive retaliatory strike.

    Original online work - I've Been Reborn as a Dungeon Monster?
    Tvtropes

  13. - Top - End - #13
    Bugbear in the Playground
     
    SwashbucklerGuy

    Join Date
    Nov 2010

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

    Quote Originally Posted by Kane0 View Post
    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?

  14. - Top - End - #14
    Titan in the Playground
     
    Kane0's Avatar

    Join Date
    Nov 2011
    Location
    Waterdeep
    Gender
    Male

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

    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?
    Roll for it
    5e Houserules and Homebrew
    Old Extended Signature
    Awesome avatar by Ceika

  15. - Top - End - #15
    Barbarian in the Playground
     
    ElfRangerGuy

    Join Date
    Jan 2016

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

    Quote Originally Posted by Man_Over_Game View Post
    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.
    Quote Originally Posted by Zonugal View Post
    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.
    I might attack your points aggressively: nothing personal. If I call out a fallacy in your argumentation, it doesn't mean I think you are arguing in bad faith. I invite you to call out if I somehow fail to live by the Twelve Virtues of Rationality.

    My favourite D&D session had 3 dice rolls. I'm currently curious to any system that has a higher amount of choices in and out of combat than 5e from the beginning of the game; especially for non-spellcasters. Please PM any recommendations.

  16. - Top - End - #16
    Ogre in the Playground
     
    Griffon

    Join Date
    Jul 2015
    Location
    The Netherlands
    Gender
    Male

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

    Quote Originally Posted by Kane0 View Post
    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")...

  17. - Top - End - #17
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Nov 2016

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

    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---

    Spoiler: Cleric Spells
    Show

    --Cantrips--
    • Mending
    • Guidance
    • Light


    --1st Level Spells--
    • Bless
    • Healing Word
    • Sanctuary
    • Cure Wounds


    --2nd Level Spells--
    • Aid
    • Lesser Restoration



    Spoiler: Wizard Spells
    Show

    --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.
    Last edited by sithlordnergal; 2020-05-26 at 03:22 PM.
    Never let the fluff of a class define the personality of a character. Let Clerics be Atheist, let Barbarians be cowardly or calm, let Druids hate nature, and let Wizards know nothing about the arcane

    Fun Fact: A monk in armor loses Martial Arts, Unarmored Defense, and Unarmored Movement, but keep all of their other abilities, including subclass features, and Stunning Strike works with melee weapon attacks. Make a Monk in Fullplate with a Greatsword >=D


  18. - Top - End - #18
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Nov 2016

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

    Finally done with my spell choices for my build
    Never let the fluff of a class define the personality of a character. Let Clerics be Atheist, let Barbarians be cowardly or calm, let Druids hate nature, and let Wizards know nothing about the arcane

    Fun Fact: A monk in armor loses Martial Arts, Unarmored Defense, and Unarmored Movement, but keep all of their other abilities, including subclass features, and Stunning Strike works with melee weapon attacks. Make a Monk in Fullplate with a Greatsword >=D


  19. - Top - End - #19
    Barbarian in the Playground
     
    Ortho's Avatar

    Join Date
    Sep 2017

    Default Jerry Averageguy

    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

    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.

    Spoiler: Snapshots:
    Show
    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/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

  20. - Top - End - #20
    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.

  21. - Top - End - #21
    Orc in the Playground
     
    Flumph

    Join Date
    Apr 2020

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


    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.
    Last edited by ftafp; 2020-05-29 at 09:20 PM.

  22. - Top - End - #22
    Dwarf in the Playground
     
    Lavaeolus's Avatar

    Join Date
    May 2019

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

    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.

  23. - Top - End - #23
    Troll in the Playground
     
    DruidGuy

    Join Date
    May 2019

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

    Quote Originally Posted by Lavaeolus View Post
    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.
    For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge

    Feel free to message for any build requests or challenges

  24. - Top - End - #24
    Dwarf in the Playground
     
    BardGuy

    Join Date
    May 2014

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

    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.

  25. - Top - End - #25
    Orc in the Playground
     
    WhiteWizardGirl

    Join Date
    Aug 2015

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

    The Shadowy Spy



    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?

  26. - Top - End - #26
    Halfling in the Playground
     
    N7Paladin's Avatar

    Join Date
    Sep 2019
    Location
    Aboard the Normandy SR-2
    Gender
    Female

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

    Little Miss Do-It-All



    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!
    For free sketches: click here

    Why do players who mostly play Wizards have a superiority complex? Who hurt you? Did the martial classes touch your no-no place?

  27. - Top - End - #27
    Troll in the Playground
     
    DruidGuy

    Join Date
    May 2019

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

    Submissions are now closed. Please place your votes.

    Reminder: Your build entry will only be considered valid if you place a vote!
    For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge

    Feel free to message for any build requests or challenges

  28. - Top - End - #28
    Halfling in the Playground
     
    N7Paladin's Avatar

    Join Date
    Sep 2019
    Location
    Aboard the Normandy SR-2
    Gender
    Female

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

    Quote Originally Posted by ftafp View Post
    The Hex Spoon: AKA The Only Hearth Still Burning
    .
    My vote goes to this lovely halfling build!
    For free sketches: click here

    Why do players who mostly play Wizards have a superiority complex? Who hurt you? Did the martial classes touch your no-no place?

  29. - Top - End - #29
    Titan in the Playground
     
    Kane0's Avatar

    Join Date
    Nov 2011
    Location
    Waterdeep
    Gender
    Male

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

    Tough one. I'll go with Ogre Mage's Shadow Spy
    Roll for it
    5e Houserules and Homebrew
    Old Extended Signature
    Awesome avatar by Ceika

  30. - Top - End - #30
    Orc in the Playground
     
    Flumph

    Join Date
    Apr 2020

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

    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

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •