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Character Builds & Optimization
Building a Bard Using Some Crazy Starting Stats
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<blockquote data-quote="Esker" data-source="post: 7624447" data-attributes="member: 6966824"><p>There's no set end level but it will be a slow-moving game so even a one level delay will certainly be felt. That said, the hexblade dip offers a number of benefits right at level 3 as well, though of course with attendant costs. Here are some level 3 comparisons.</p><p></p><p>At will combat options:</p><p></p><p>Hexblade 1 / Bard 2:</p><p>* Hand crossbow, +7 to hit with 1d6+5 damage from 30', 15 AC plus Shield spell</p><p>* Eldritch blast and shield, +7 to hit at 1d10 damage from 120', 17 AC plus Shield spell</p><p>* Sword and board, for +7 to hit and 1d8+5 damage with 17 AC</p><p>* Wield a longsword two-handed for +7 to hit and 1d10+5 damage, with 15 base AC plus the option to cast Shield</p><p>* Wield a shield and whip, for +7 to hit and 1d4+5 damage, with 17 AC and the ability to keep some distance against most enemies</p><p></p><p>(though can only use CHA with one weapon within a given day)</p><p></p><p>Valor Bard 3:</p><p>* Heavy crossbow, for +5 to hit with 1d10+3 damage from 100'</p><p>* Rapier and shield, for +5 to hit and 1d8+3 damage with 17 AC</p><p>* Greatsword, for +4 to hit and 1d12+2 damage, with 15 AC and no Shield spell</p><p>* Shield and whip, +5 to hit and 1d4+3 damage, with 17 AC and the ability to keep some distance against most enemies</p><p></p><p>Spells and spell slots:</p><p></p><p>Hexblade 1 / Bard 2 has 3 1st level slots and 1 pact magic slot; roughly 6 first level casts per day. Total of 6 1st level spells known, including 2 warlock spells (Shield for sure, probably Armor of Agathys).</p><p>Bard 3 has 4 1st level slots and 2 2nd level slots; 6 total casts per day, but access to two 2nd level spells, probably cloud of daggers (combos nicely with open hand monk, and potentially my own shoves / thunderwaves), and a CC spell like Suggestion.</p><p></p><p>Other utility:</p><p></p><p>Bard 3 has an extra +2 to two skills from expertise (probably athletics for grapples/shoves and either persuasion or deception for face-ing) and can hand out combat inspiration 5x/day to help the rest of the party's AC.</p><p></p><p>So, at bottom, as you'd expect, the hexblade dip wins out for the most part on durability and direct damage (apart from the valor bard's cloud of daggers combos), whereas the pure bard wins out on support** and out-of-combat utility.</p><p></p><p>**Although increased durability makes for more reliable support, so it's not a pure win here for the pure bard.</p></blockquote><p></p>
[QUOTE="Esker, post: 7624447, member: 6966824"] There's no set end level but it will be a slow-moving game so even a one level delay will certainly be felt. That said, the hexblade dip offers a number of benefits right at level 3 as well, though of course with attendant costs. Here are some level 3 comparisons. At will combat options: Hexblade 1 / Bard 2: * Hand crossbow, +7 to hit with 1d6+5 damage from 30', 15 AC plus Shield spell * Eldritch blast and shield, +7 to hit at 1d10 damage from 120', 17 AC plus Shield spell * Sword and board, for +7 to hit and 1d8+5 damage with 17 AC * Wield a longsword two-handed for +7 to hit and 1d10+5 damage, with 15 base AC plus the option to cast Shield * Wield a shield and whip, for +7 to hit and 1d4+5 damage, with 17 AC and the ability to keep some distance against most enemies (though can only use CHA with one weapon within a given day) Valor Bard 3: * Heavy crossbow, for +5 to hit with 1d10+3 damage from 100' * Rapier and shield, for +5 to hit and 1d8+3 damage with 17 AC * Greatsword, for +4 to hit and 1d12+2 damage, with 15 AC and no Shield spell * Shield and whip, +5 to hit and 1d4+3 damage, with 17 AC and the ability to keep some distance against most enemies Spells and spell slots: Hexblade 1 / Bard 2 has 3 1st level slots and 1 pact magic slot; roughly 6 first level casts per day. Total of 6 1st level spells known, including 2 warlock spells (Shield for sure, probably Armor of Agathys). Bard 3 has 4 1st level slots and 2 2nd level slots; 6 total casts per day, but access to two 2nd level spells, probably cloud of daggers (combos nicely with open hand monk, and potentially my own shoves / thunderwaves), and a CC spell like Suggestion. Other utility: Bard 3 has an extra +2 to two skills from expertise (probably athletics for grapples/shoves and either persuasion or deception for face-ing) and can hand out combat inspiration 5x/day to help the rest of the party's AC. So, at bottom, as you'd expect, the hexblade dip wins out for the most part on durability and direct damage (apart from the valor bard's cloud of daggers combos), whereas the pure bard wins out on support** and out-of-combat utility. **Although increased durability makes for more reliable support, so it's not a pure win here for the pure bard. [/QUOTE]
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