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General Tabletop Discussion
Character Builds & Optimization
5e looking to create the ultimate support character
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<blockquote data-quote="Miladoon" data-source="post: 6767401" data-attributes="member: 6801438"><p>If you mean dump Charisma to 13 then you can multi-class. I think you mean to dump something else. Unless you think dump means to raise your ability. </p><p></p><p>Leave bard entirely. </p><p></p><p>Try half-elf 13 ST, 10 DX, 14 CON, 10 INT, 16 WIS, 14 CHA</p><p>Get Skill proficiency in Perception and Insight</p><p>Take Outlander for Athletics and Survival and your musical instrument</p><p></p><p>Lv1 1:</p><p>Wild Sorcerer, 4 Cantrips, 2 Spells, (Don't fuss over attack spells, you will be swinging your quarterstaff). </p><p></p><p>Proficient in Con saves</p><p></p><p>Take Shield, and one other spell, (I chose Fog Cloud)</p><p></p><p>Use Tides of Chaos when you swing your staff and let Shield trigger a chart roll.</p><p></p><p>Lvl 2:</p><p>Life Domain Cleric, 3 Cantrips, 6 Prepared spells, including Bless and Cure Wounds. Get Guidance, Sacred Flame and one other. Your healing spells are Xd4/8 +2+spell level</p><p></p><p>Hello Chainmail and Shield. AC is now 16/18 and 23 with shield spell. Put your cleric spell focus on your shield as an emblem.</p><p></p><p>Guiding Bolt and Tides of Chaos will put 4d6 on the enemy plus grant advantage on the next attack for you allies. IMO that is better than the barbarians's totem power at 3rd level. </p><p></p><p>You can also go Inflict Wounds if you want.</p><p></p><p>Example of 2nd Level Spell Prep'd Package<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />Compare this to 2nd level Bard)</p><p>Mage Hand, Mending, Message, Minor Illusion, </p><p>Shield, Fog Cloud</p><p>Guidance, Resistance, Sacred Flame</p><p>Guiding Bolt, Cure Wounds, Bless, Detect Magic, Protection from Evil/Good, Shield of Faith</p><p></p><p>Command is also good if you like Tasha's </p><p></p><p></p><p>Lvl 3-X:</p><p>Wild Sorcerer (Feats to build Wisdom, Observant and Lucky)</p><p></p><p>You get another Metamagic Abillity</p><p></p><p>You will get two more Cantrips - (Dancing Lights, Prestidigitation)</p><p></p><p>Guiding Bolt can be upcast plus Twinned or Quickened</p><p>Spell Scroll all of the first level support spells from Cleric. (Create Destroy Water, Purify Food Drink, etc)</p><p></p><p>Cleric Spells you can Twin.</p><p>Guidance</p><p>Resistance</p><p>Sacred Flame</p><p>Cure Wounds</p><p>Guiding Bolt</p><p>Healing Word (as a bonus action) - Follow up with a Guidance, Resistance, or Sacred Flame</p><p>Inflict Wounds</p><p>Prot. from E/G</p><p>Sanctuary (as a bonus action) - Follow up with a Guidance, Resistance, or Sacred Flame</p><p>Shield of Faith</p><p></p><p>Sorcerer Spells: Focus on support spells and remember your sorcerer attack spells will have to hit with only a 14 charisma. There are good support spells but you may have to use Tides of Chaos and Bend luck to get them to land.</p><p></p><p>Example of Spells prep'd and known for this character at 12th level: </p><p></p><p>Mage Hand, Mending, Message, Minor Illusion, Dancing Lights, Prestidigitation</p><p>Shield, Fog Cloud, Magic Missile or Comprehend Languages if needed</p><p></p><p>Guidance, Resistance, Sacred Flame</p><p>Guiding Bolt, Cure Wounds, Bless, Detect Magic, Protection from Evil/Good, Shield of Faith</p><p>(If your Wis is capped you can have up to 8 of the 16 first level spells prep'd during your day)</p><p></p><p>Enhance Ability (Dex for Initiative and Stealth)</p><p>Reduce/Enlarge or Hold Person</p><p></p><p>Haste (Twinned)</p><p>Fly, Counterspell, Daylight, Dispel Magic....oh so many to choose from...but you only get two. You can get rid of Fog Cloud and Magic Missile if you want</p><p></p><p>Dimension Door</p><p>Greater Invisibility</p><p></p><p>Animate Objects (Your main combat spell, get a bag of ten tiny silver pieces. Lycanthropes will hate you)</p><p>Creation, Seeming, Telekinesis, or Teleportation Circle</p><p></p><p>Arcane Gate, Globe of Invulnerability, Move Earth, or True Seeing</p><p>I would save Disintegrate for level 15 or so...</p><p></p><p>This character can provide enough healing, protection, buffs, and damage to allow the rest of your players to play any class they want.</p><p></p><p>With the exception to fighting cantrips, your Bard6/Barb3/Sorcerer3 will be playing catch up to this guy. At 12th level you will know 22-23 spells and the other guy will know 18 plus be able to prep 7-8 cleric spells. The highest spell level your guy will have is level 3 spells but you guy will get to them a level sooner.</p></blockquote><p></p>
[QUOTE="Miladoon, post: 6767401, member: 6801438"] If you mean dump Charisma to 13 then you can multi-class. I think you mean to dump something else. Unless you think dump means to raise your ability. Leave bard entirely. Try half-elf 13 ST, 10 DX, 14 CON, 10 INT, 16 WIS, 14 CHA Get Skill proficiency in Perception and Insight Take Outlander for Athletics and Survival and your musical instrument Lv1 1: Wild Sorcerer, 4 Cantrips, 2 Spells, (Don't fuss over attack spells, you will be swinging your quarterstaff). Proficient in Con saves Take Shield, and one other spell, (I chose Fog Cloud) Use Tides of Chaos when you swing your staff and let Shield trigger a chart roll. Lvl 2: Life Domain Cleric, 3 Cantrips, 6 Prepared spells, including Bless and Cure Wounds. Get Guidance, Sacred Flame and one other. Your healing spells are Xd4/8 +2+spell level Hello Chainmail and Shield. AC is now 16/18 and 23 with shield spell. Put your cleric spell focus on your shield as an emblem. Guiding Bolt and Tides of Chaos will put 4d6 on the enemy plus grant advantage on the next attack for you allies. IMO that is better than the barbarians's totem power at 3rd level. You can also go Inflict Wounds if you want. Example of 2nd Level Spell Prep'd Package:(Compare this to 2nd level Bard) Mage Hand, Mending, Message, Minor Illusion, Shield, Fog Cloud Guidance, Resistance, Sacred Flame Guiding Bolt, Cure Wounds, Bless, Detect Magic, Protection from Evil/Good, Shield of Faith Command is also good if you like Tasha's Lvl 3-X: Wild Sorcerer (Feats to build Wisdom, Observant and Lucky) You get another Metamagic Abillity You will get two more Cantrips - (Dancing Lights, Prestidigitation) Guiding Bolt can be upcast plus Twinned or Quickened Spell Scroll all of the first level support spells from Cleric. (Create Destroy Water, Purify Food Drink, etc) Cleric Spells you can Twin. Guidance Resistance Sacred Flame Cure Wounds Guiding Bolt Healing Word (as a bonus action) - Follow up with a Guidance, Resistance, or Sacred Flame Inflict Wounds Prot. from E/G Sanctuary (as a bonus action) - Follow up with a Guidance, Resistance, or Sacred Flame Shield of Faith Sorcerer Spells: Focus on support spells and remember your sorcerer attack spells will have to hit with only a 14 charisma. There are good support spells but you may have to use Tides of Chaos and Bend luck to get them to land. Example of Spells prep'd and known for this character at 12th level: Mage Hand, Mending, Message, Minor Illusion, Dancing Lights, Prestidigitation Shield, Fog Cloud, Magic Missile or Comprehend Languages if needed Guidance, Resistance, Sacred Flame Guiding Bolt, Cure Wounds, Bless, Detect Magic, Protection from Evil/Good, Shield of Faith (If your Wis is capped you can have up to 8 of the 16 first level spells prep'd during your day) Enhance Ability (Dex for Initiative and Stealth) Reduce/Enlarge or Hold Person Haste (Twinned) Fly, Counterspell, Daylight, Dispel Magic....oh so many to choose from...but you only get two. You can get rid of Fog Cloud and Magic Missile if you want Dimension Door Greater Invisibility Animate Objects (Your main combat spell, get a bag of ten tiny silver pieces. Lycanthropes will hate you) Creation, Seeming, Telekinesis, or Teleportation Circle Arcane Gate, Globe of Invulnerability, Move Earth, or True Seeing I would save Disintegrate for level 15 or so... This character can provide enough healing, protection, buffs, and damage to allow the rest of your players to play any class they want. With the exception to fighting cantrips, your Bard6/Barb3/Sorcerer3 will be playing catch up to this guy. At 12th level you will know 22-23 spells and the other guy will know 18 plus be able to prep 7-8 cleric spells. The highest spell level your guy will have is level 3 spells but you guy will get to them a level sooner. [/QUOTE]
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