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Char OP Advice - Bard/Pally UA Dex Spearfighter
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<blockquote data-quote="smoke_shinobi" data-source="post: 6568000" data-attributes="member: 6792462"><p>I'll give some background for my character and a little bit of the crunch as well. </p><p></p><p>We are working in a homebrew world where heavy armour, or any armour really, isn't very common - due to the world being very temperate and the presence of firearms. Not to mention magic, I really doubt in a magically charged world anyone would really wear armour at all, but thats not the point. While adventurers are more likely to wear armour, going underground, figthing at night/in a forest/etc, thus negating the heat factor, my character is a secret agent james bond style, so being well defended while wearing no armour is a priority. Also, Ive wanted to make an unarmoured spear fighter for some time - think Balsa, or the Viper. </p><p></p><p>Monk 1 - Unarmoured Defence, with my high dex and wis combo with bracers of defence results in competitive AC. </p><p>- monk weapons (SPEAR) use dex for attack and damage </p><p></p><p>Paladin 5 - Caster synergy, Vow of Enimity (advantage on attacks for 1 minute, hunters mark), EXTRA ATTACK, smitey goodness, not to mention all sorts of paladin fun in those early levels. </p><p></p><p>1 - bard1 - BI(d6)</p><p>2 - bard2 - JAck of all trades</p><p>3 - bard3 - Lore College, Expertise (Acro, Decep), cutting words</p><p>4 - monk1 - UA Defence, Martial Arts, </p><p>5 - paladin1 - divine sense 3/day, Lay on Hands, </p><p>6 - paladin2 - fighting style (GWF), Divine Smite 2d8, </p><p>7 - paladin3 - immune to disease, bane/hunters mark spells, vow of enimity (advantage on attacks for 1min/short rest)</p><p>8 - paladin4 - +1dex +1cha</p><p>9 - paladin5 - extra attack</p><p>10 - bard4 - +2wis</p><p>11 - bard5 BI(d8)</p><p>12 - bard6 - magical secrets (swift quiver, fireball/X Smite)</p><p></p><p>Sure, in the long run miss out of level 8 and 9 spells. Which results in the loss of TWO spells. Which I can live with. </p><p></p><p>by level 10 I'll have Dex 20, Wis 18, Cha 16. Initiative +7, AC 19, +13 Acrobatics, +11 Deception, 2 attacks. Add all the fun spells, buffs, vows, smites, 8 trained skills. </p><p></p><p>At tthis point, Im even more convinced of playing my High Elf Secret Agent Spear Duelist. </p><p></p><p>Im really just asking for your thoughts on its general efficacy in terms of game play. as this is my first 5e character Ive played.</p></blockquote><p></p>
[QUOTE="smoke_shinobi, post: 6568000, member: 6792462"] I'll give some background for my character and a little bit of the crunch as well. We are working in a homebrew world where heavy armour, or any armour really, isn't very common - due to the world being very temperate and the presence of firearms. Not to mention magic, I really doubt in a magically charged world anyone would really wear armour at all, but thats not the point. While adventurers are more likely to wear armour, going underground, figthing at night/in a forest/etc, thus negating the heat factor, my character is a secret agent james bond style, so being well defended while wearing no armour is a priority. Also, Ive wanted to make an unarmoured spear fighter for some time - think Balsa, or the Viper. Monk 1 - Unarmoured Defence, with my high dex and wis combo with bracers of defence results in competitive AC. - monk weapons (SPEAR) use dex for attack and damage Paladin 5 - Caster synergy, Vow of Enimity (advantage on attacks for 1 minute, hunters mark), EXTRA ATTACK, smitey goodness, not to mention all sorts of paladin fun in those early levels. 1 - bard1 - BI(d6) 2 - bard2 - JAck of all trades 3 - bard3 - Lore College, Expertise (Acro, Decep), cutting words 4 - monk1 - UA Defence, Martial Arts, 5 - paladin1 - divine sense 3/day, Lay on Hands, 6 - paladin2 - fighting style (GWF), Divine Smite 2d8, 7 - paladin3 - immune to disease, bane/hunters mark spells, vow of enimity (advantage on attacks for 1min/short rest) 8 - paladin4 - +1dex +1cha 9 - paladin5 - extra attack 10 - bard4 - +2wis 11 - bard5 BI(d8) 12 - bard6 - magical secrets (swift quiver, fireball/X Smite) Sure, in the long run miss out of level 8 and 9 spells. Which results in the loss of TWO spells. Which I can live with. by level 10 I'll have Dex 20, Wis 18, Cha 16. Initiative +7, AC 19, +13 Acrobatics, +11 Deception, 2 attacks. Add all the fun spells, buffs, vows, smites, 8 trained skills. At tthis point, Im even more convinced of playing my High Elf Secret Agent Spear Duelist. Im really just asking for your thoughts on its general efficacy in terms of game play. as this is my first 5e character Ive played. [/QUOTE]
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