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General Tabletop Discussion
Character Builds & Optimization
A melee Hexblade
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<blockquote data-quote="FrogReaver" data-source="post: 8537834" data-attributes="member: 6795602"><p>You can take booming blade as a cantrip which at least helps mitigate it to some degree.</p><p></p><p></p><p>As long as you have a plan for when it can't be precasted. I think that's the more important take away.</p><p></p><p></p><p>Yea, I typically love trip on melee characters but your max(str,dex) = 14. Which means the DC for the trip will be a bit lower. I suppose that's why I hadn't mentioned it, but it's probably still a solid option to take.</p><p></p><p></p><p>IMO mobility is even more important for melee than anyone else, there will be plenty of times where enemies are just a bit too far away to reach and attack. IMO the extra 5 ft movement from wood elf is solid but not enough IMO. You'll at least have spells and Eldritch Blast to fall back on if you can't reach enemies on a given turn. So your in much better shape than a melee fighter.</p><p></p><p></p><p>Fighter Grants Con saves not wis saves? And even starting fighter for the hexblade build i'd recomend medium armor. (dex is just better and you only need 14 vs 15).</p><p></p><p></p><p>Yea - I mean that yours stays right with single class warlock for so long isn't a bad thing. It's actually a very good thing. Just trying to prevent misconceptions that it's necessarily more powerful as it's pretty close in power, maybe for 5-20 overall just slightly weaker (combining the level by level comparisons into a single score).</p><p></p><p></p><p>This might interest you. But I've pieced together a pretty strong basis for a Fighter/Warlock. My version used a shield but that can be easily adapted. I designed it as a featless character, but feats can easily be added into the build.</p><p></p><p>Start as Fighter 5 (Battlemaster). Use either Str or Dex.</p><p></p><p>Start Progressing into Genie Warlock. (I acutally recomend Chain or Tome Pact instead of blade - get a familiar and use it to help grant advantage).</p><p>Level 6 - you add hex and genie prof bonus to damage on an attack.</p><p>Level 7 - you get more uses of hex and some invocations</p><p>Level 8 - You get Shadow Blade and will use it till you find a really good magical weapon to pair with Spirit Shroud.</p><p>Level 9 - ASI</p><p>Level 10 - Shadowblade Increases to 3d8 + Mod damage.</p><p></p><p>So by level 10 you are looking at doing 3d8+7 damage per attack and an additional +4 once per turn - making 2 attacks and as many reaction attacks as possible. You'll have Trip Attack, Familiar and Shadowblade itself to help with advantage. You'll have brace/riposte for reaction attacks. You can take precision to help with landing hits. After fighter 5/warlock 5 I'd suggest continuing in warlock as there's alot of damage and utility to be had with just a few more levels - your defenses should feel pretty solid with good AC due to the shield and good hp with a bit of recovery due to the fighter. Your invocations are pretty open since you don't really have to have any for damage - so can take for utility.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8537834, member: 6795602"] You can take booming blade as a cantrip which at least helps mitigate it to some degree. As long as you have a plan for when it can't be precasted. I think that's the more important take away. Yea, I typically love trip on melee characters but your max(str,dex) = 14. Which means the DC for the trip will be a bit lower. I suppose that's why I hadn't mentioned it, but it's probably still a solid option to take. IMO mobility is even more important for melee than anyone else, there will be plenty of times where enemies are just a bit too far away to reach and attack. IMO the extra 5 ft movement from wood elf is solid but not enough IMO. You'll at least have spells and Eldritch Blast to fall back on if you can't reach enemies on a given turn. So your in much better shape than a melee fighter. Fighter Grants Con saves not wis saves? And even starting fighter for the hexblade build i'd recomend medium armor. (dex is just better and you only need 14 vs 15). Yea - I mean that yours stays right with single class warlock for so long isn't a bad thing. It's actually a very good thing. Just trying to prevent misconceptions that it's necessarily more powerful as it's pretty close in power, maybe for 5-20 overall just slightly weaker (combining the level by level comparisons into a single score). This might interest you. But I've pieced together a pretty strong basis for a Fighter/Warlock. My version used a shield but that can be easily adapted. I designed it as a featless character, but feats can easily be added into the build. Start as Fighter 5 (Battlemaster). Use either Str or Dex. Start Progressing into Genie Warlock. (I acutally recomend Chain or Tome Pact instead of blade - get a familiar and use it to help grant advantage). Level 6 - you add hex and genie prof bonus to damage on an attack. Level 7 - you get more uses of hex and some invocations Level 8 - You get Shadow Blade and will use it till you find a really good magical weapon to pair with Spirit Shroud. Level 9 - ASI Level 10 - Shadowblade Increases to 3d8 + Mod damage. So by level 10 you are looking at doing 3d8+7 damage per attack and an additional +4 once per turn - making 2 attacks and as many reaction attacks as possible. You'll have Trip Attack, Familiar and Shadowblade itself to help with advantage. You'll have brace/riposte for reaction attacks. You can take precision to help with landing hits. After fighter 5/warlock 5 I'd suggest continuing in warlock as there's alot of damage and utility to be had with just a few more levels - your defenses should feel pretty solid with good AC due to the shield and good hp with a bit of recovery due to the fighter. Your invocations are pretty open since you don't really have to have any for damage - so can take for utility. [/QUOTE]
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