WarpedAcorn
First Post
One of the users of this forum posted a build that I thought looked exactly like I was after for a Fighter/Mage build. Unfortunately the build uses some features from Unearthed Arcana and some Home Rules, and I am looking to make something that would be legal in Adventurer's League (which is something I want to try and get into).
Firstly, the original build is Bladelock-Fiend 13/Battlemaster 3/Shadow-Sorcerer 4.
Some key features I am after:
-Proficiency in Heavy Armor
-Proficiency in Martial Weapons
-Ability to fight comfortably in ranged (magic) and melee
-Ability to "Nova"
Base Stats
Str- 14/15
Dex- 10
Con- 13
Int- 8
Wis- 12
Cha- 15/14
Race: I am torn between Tiefling and Human-Variant. I actually have character concepts for both, and both are very different characters. I see the Tiefling (Jaunt) as more reserved and mischievious, while the Human (Hedrak) is loud and jovial. I also pictured Jaunt having the Fiend Patron and Hedrak having an Old One Patron.
Background: This one doesn't seem to be a big deal. Jaunt would be Urchin and Hedrak would probably be Soldier or Criminal (originally I was thinking Bounty Hunter).
Leveling: I'm thinking that the best way to pick up the Arms and Armor proficiencies would be to start as a Fighter (and get Con Save). At second and third level I would add Warlock. For levels 4-7 I would add in the Sorcerer. Levels 8 & 9 would be Fighter. And the rest of the way to 20 would be Warlock.
Doing it this way pushes back the Melee Offense quite a bit, and instead emphasizes the Magic Offense early on. However, since Cantrips scale with Character Level, I'm thinking that Green-Flame Blade and/or Booming Blade can compensate until Warlock gets to the point of having Thirsting Blade. I am questioning adding a Fighter level sooner in order to pick up Action Surge earlier.
Arms & Armor: I definitely want to end up in Full-Plate or some other reasonably impressively heavy armor. That's the easy part. For weapons I initially thought about going 2-Handed to work better with the intermixed spellcasting, specifically going for Polearm Mastery if taking the Hedrak path. But I am also considering just a Greatsword for Jaunt or Greatsword + GWM for Hedrak.
My idea with the Polearm is to take advantage of the Polearm Mastery to use reactions and hit enemies as they approach, then use spells or class features to reposition. The feat can also boost damage a little bit by giving my bonus action a better hit that's comparable to the bonus damage from Hex (ultimately letting me conserve spell slots for certain encounters).
Recently I've also thought about going more defensive and using the Sword & Shield instead. This would, of course, require Warcaster to be taken much sooner. But I think the trade off of damage vs. defense could be very valuable.
Sorcerous Origin: This is the main problem with the Adventurer's League build vs. the one quoted at the top. The Sorcerer class is desired for its Sorcery Points and Quickened Spells, but the Origins are very limited. With a choice between Dragon, Wild, and Storm, honestly the Storm sounds the most appealing (but not by much). Draconic Origin would really only be getting me 1 extra HP / Sorc level, so 4 HP. Meanwhile the Storm Origin would let me get a 10ft Flight as a bonus action so long as I cast a 1st level spell before/after it (which technically couldn't I use my Reaction during my own turn to cast Shield to proc this?). The Storm's movement ability would also pair nicely with the Polearm's reach, if you aren't surrounded and can move away, cast Eldritch Blast, then hit them again if they try to run back up to you. Wild is just off the table for really bringing nothing but unpredictability.
Spell Selection (Up to 5th level character, so F1/War2/Sorc2)
Warlock Cantrips: Eldritch Blast, Mage Hand
1st: Hex, Burning Hands/Comprehend Languages, Charm Person/Sleep
Sorcerer Cantrips: Green Flame Blade/Booming Blade, Sword Burst, Prestidigitation, Blade Ward
1st: Shield, Burning Hands, Detect Magic
Firstly, the original build is Bladelock-Fiend 13/Battlemaster 3/Shadow-Sorcerer 4.
13 levels in warlock gives you:
-Three 5th level spells per short rest
-Six invocations
-Dark One's Blessing (the temp HP really helps in melee)
-Dark One's Own Luck
-Fiendish Resistance (Change your resistance every short rest)
-6th and 7th level spells, once per day.
Invocations:
You get six(6) invocations, but Agonizing Blast, Lifedrinker, and Thirsting blade are mostly required. Repelling Blast greatly increases your utility, while fiendish vigor can be used for a guaranteed 8 temp HP at the start of every fight.
Fighter 3 gives:
-Great Weapon Fighting
-Second Wind
-Action Surge
-Four Superiority dice for; Riposte, Precision Strike, Maneuvering strike (personal preference)
Sorcerer 4 gives:
-Three 2nd and Four 1st level spell slots (1st level spell slots for hex!)
-Darkvision, and cast Darkness for 1 sorcery point
-Strength of the Grave
-Four Sorcery points MetaMagic; Quickened spell + any
Some key features I am after:
-Proficiency in Heavy Armor
-Proficiency in Martial Weapons
-Ability to fight comfortably in ranged (magic) and melee
-Ability to "Nova"
Base Stats
Str- 14/15
Dex- 10
Con- 13
Int- 8
Wis- 12
Cha- 15/14
Race: I am torn between Tiefling and Human-Variant. I actually have character concepts for both, and both are very different characters. I see the Tiefling (Jaunt) as more reserved and mischievious, while the Human (Hedrak) is loud and jovial. I also pictured Jaunt having the Fiend Patron and Hedrak having an Old One Patron.
Background: This one doesn't seem to be a big deal. Jaunt would be Urchin and Hedrak would probably be Soldier or Criminal (originally I was thinking Bounty Hunter).
Leveling: I'm thinking that the best way to pick up the Arms and Armor proficiencies would be to start as a Fighter (and get Con Save). At second and third level I would add Warlock. For levels 4-7 I would add in the Sorcerer. Levels 8 & 9 would be Fighter. And the rest of the way to 20 would be Warlock.
Doing it this way pushes back the Melee Offense quite a bit, and instead emphasizes the Magic Offense early on. However, since Cantrips scale with Character Level, I'm thinking that Green-Flame Blade and/or Booming Blade can compensate until Warlock gets to the point of having Thirsting Blade. I am questioning adding a Fighter level sooner in order to pick up Action Surge earlier.
Arms & Armor: I definitely want to end up in Full-Plate or some other reasonably impressively heavy armor. That's the easy part. For weapons I initially thought about going 2-Handed to work better with the intermixed spellcasting, specifically going for Polearm Mastery if taking the Hedrak path. But I am also considering just a Greatsword for Jaunt or Greatsword + GWM for Hedrak.
My idea with the Polearm is to take advantage of the Polearm Mastery to use reactions and hit enemies as they approach, then use spells or class features to reposition. The feat can also boost damage a little bit by giving my bonus action a better hit that's comparable to the bonus damage from Hex (ultimately letting me conserve spell slots for certain encounters).
Recently I've also thought about going more defensive and using the Sword & Shield instead. This would, of course, require Warcaster to be taken much sooner. But I think the trade off of damage vs. defense could be very valuable.
Sorcerous Origin: This is the main problem with the Adventurer's League build vs. the one quoted at the top. The Sorcerer class is desired for its Sorcery Points and Quickened Spells, but the Origins are very limited. With a choice between Dragon, Wild, and Storm, honestly the Storm sounds the most appealing (but not by much). Draconic Origin would really only be getting me 1 extra HP / Sorc level, so 4 HP. Meanwhile the Storm Origin would let me get a 10ft Flight as a bonus action so long as I cast a 1st level spell before/after it (which technically couldn't I use my Reaction during my own turn to cast Shield to proc this?). The Storm's movement ability would also pair nicely with the Polearm's reach, if you aren't surrounded and can move away, cast Eldritch Blast, then hit them again if they try to run back up to you. Wild is just off the table for really bringing nothing but unpredictability.
Spell Selection (Up to 5th level character, so F1/War2/Sorc2)
Warlock Cantrips: Eldritch Blast, Mage Hand
1st: Hex, Burning Hands/Comprehend Languages, Charm Person/Sleep
Sorcerer Cantrips: Green Flame Blade/Booming Blade, Sword Burst, Prestidigitation, Blade Ward
1st: Shield, Burning Hands, Detect Magic