Deciding on a character for AL.

Jessica

First Post
I'm a long time 5e player and I'm having a bit of a block in picking my class to take past level 4 in Adventurers League. My last two characters were a level 7 Human Land Druid in HotDQ and then a level 7 High Elf Necromancer in PotA. I've been bouncing between classes and I'm currently a level 3 Tiefling Necromancer atm. I want to change because A) I've already done a relatively high level Necro and I don't really feel like doing the same thing over again and B) my best friend who is playing a Wood Elf Ranger keeps getting wrecked nearly every combat due to various reasons(no healing, enemies beating us on initiative always seeming to wreck our low AC Ranger, a significant lack of frontline to the point that our Warlock is rerolling Paladin). Admittedly, we are moving in about 3 to 4 weeks so our AL group is going to change drastically soon so we can't rely on knowing what our party make up is for too much longer. But basically here is what I was looking for in a character:

-A character that synergizes well with an archery Hunter Ranger(whether through CC, healing, tanking, peeling, buffing, whatever so that my friend doesn't spend all combat face down in the muck and can instead run and gun enemies)
-A character that has a deep well of resources to draw from that enables a lot of player agency, options, and dynamic gameplay throughout the day(which often comes in the form of being a full caster but doesn't necessarily have to be a full caster)
-A character that will rarely ever be performing the exact same action from round to round
-Preferably one of my favorite races(Dwarf, High Elf, or Tiefling), although I understand a feat is often needed to make certain concepts even function in the first place.

I'd like to stay away from a Land Druid because that is what I played season 1 and for much the same reason I'd prefer to stay away from a Necromancer(also Necromancers are a logistical nightmare). Generally speaking I've been skittish about touching a Cleric because the domain spells look like a band-aid over a bland spell list(unless I absolutely know I will be making HUGE use of all those spells). I tend to be a fan of summoning spells, what I sometimes colloquially refer to as f***-u-get-rekt spells(i.e. HARD control spells that make someone possibly lose multiple turns at a time and granting advantage/crits to people who attack them), and utility spells. I almost always find a way to make it so a character has multiple at-will options because it usually requires a reasonably high level where you have enough spells/resources where every round you do something other than a cantrip/basic attack in combat although I managed to survive with my High Elf Necromancer in PotA from level 1 all the way until I hit level 5 by just shooting things with a long bow for 1d8+3 damage(since it far surpassed my cantrips in damage at that point). Any suggestions?
 
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Sounds like Lore Bard is a good match. Lots of options of controlling, buffing and healing. Can also multiclass a level of Warlock or Life Cleric, depending if you want to provide more support (through healing) or a bit of damage through Eldritch Blast.
 

I'm worried about having that single damaging cantrip for so many levels. I'm tempted to either go variant Human for the necessary evil of Magic Initiate or take Magic Initiate at 4th level if I'm a non-Human.
 

Read through your Equipment List every combat, once you know what you are facing. I managed to take down a snow golem with an archer Rogue by scrunching Candles on the end of my arrows and lighting the wick (DM allowed that to be Fire damage).

If your DM can roll with it, Arcane Trickster can be a blast to play; never the same thing twice, and illusions to cover your weaknesses.
 

I have a build for a Final Fantasy 1 style Red Mage (with dashes of White Mage and FFTA Gladiator for extra variety/homage) in this forum. It's a Variant Human Fighter 1/Arcana Cleric X build that is designed to be a magical jack of all trades, capable of filling any secondary combat role without stepping on other players' toes. It uses Greenflame Blade, Ray of Frost, and Sacred Flame as its damaging cantrips and uses Cleric spells to fill in the gaps in healing, support, and control. Converting a 4th level character to this build will get you immediate access to 2nd level spells, bringing Spiritual Weapon into play.

I've crafted it to maintain a high Dex for initiative purposes, while using Mobile to offset the heavy armor speed penalty. It has a 19 AC and +3 for Dex/Wis mods at 1st level. It's also a switch-hitter by design, allowing you to operate at any range. Having the pseudo disengage of Mobile complements this style, bringing with it a means of falling back or breaking through enemy lines. OAs are not as big of an issue, due to your high AC and ability to disengage with GFB+Mobile or normally.

Here's the link to the build: http://www.enworld.org/forum/showth...ing-an-Arcana-Domain-Cleric-as-a-FF1-Red-Mage
 

I second Bard. Either variety works; Lore if you want to leech spells from other classes, Valour if you want some in-your-face along with your Spellcraft. If you want cheese, take your bonus feat or L4 feat as Spell Sniper and pick up Eldritch Blast for the best Cha-based ranged goodness.
 

You want variety, go Lore Bard and consider multiclassing Warlock. If you don't want to spam Eldritch Blast that's fine, choose other Cantrips. Invocations are a boon, ( at will Silent Image or Disguise Self, best Darkvision) go variant human. Level 1 take Magic Initiate, you can change it later.

Remember the AL flexibility so you could change your Feat, and other features at level 2, 3 and 4.

If you chose Valor Bard and Blade Pact, remember that the extra attacks don't stack.

I'm playing a spy, who is a Tomelock (Archfey) and Lore Bard. Having lots of fun, in the beginning we lacked a rogue, so my Criminal (Spy) background was very useful. Now one of our Rangers has a couple of levels in Rogue, so I can focus on being the social face of the party, the primary magic user ( an Eldritch Knight is the alternative), the Healer.

The combination of Tomelock and Bard, you can Heal, Persuade, Deceive, create illusions and cover ( for self, the Ranger and the party), support others either yourself or with an Owl familiar. A High Elf or Tiefling would be fine.

You could start out as a Variant Human at level 1 or become one at level 2 or 3. Change to Tiefling or High Elf at level 4.

The earlier levels, you were exploring Reverie (High Elf) or part human heritage and now fully embrace your High Elf or Tiefling heritage. Remember that your name and base Equipment do not change.
 

With regards to using the AL rebuild rules to change your Variant Human feat at levels 2-4, remember that it has to be a feat that you qualified for at 1st level. Example of legal and illegal changes below:

Legal: Start as Fighter 1 with Magic Initiate (Warlock). Take Warlock 1 at 2nd level. Switch feat to Crossbow Expert.
Illegal: Start as Fighter 1 with Magic Initiate (Warlock). Take Warlock 1 at 2nd level. Switch feat to War Caster.
 

if you are lookign to be the healing tank I would say go with a paladan. Id say go down the oath of crown from SCAG with LN alignment with teifling as your race. if you go with the new feral variant from SCAG then it makes the teifling pretty good for combat. some one you can rp that is taking ownership of their demonic blood and putting it to use in service of your people/ kingdom. you could go knight of the order background choose from which order best fits your rp and playstyle. the paladan gives you some great heals and buffs wail still letting you tank and spank. you would mesh well with a archer ranger with your heavy armor and buffs.make sure your tanking so your ranger can snipe. and you get lay on hands combined with command, and compelled duel keeps the focus on you for the fight allowing the rest of your party take less damage which is good if you got a lot of spell caters or low ac players.
 

Cleric is probably your best bet. You can start a level of sorcerer for booming blade which helps you tank, as well as Con saves. Knowledge can be pretty fun for CC.

As far as the spell list, remember that you get the full list to choose from every day in addition to your domain spells Only the wizard has more options, and only if he finds them.
 

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