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Character Builds & Optimization
[GUIDE] Raven Soul : thematically optimising Shadow Blade for insane damage
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<blockquote data-quote="Fevvers" data-source="post: 7552783" data-attributes="member: 6972123"><p style="text-align: center"><span style="font-family: 'impact'"><span style="font-size: 22px"><strong>Raven Soul / Eldritch Soul</strong></span></span></p> <p style="text-align: center"></p><p>[ATTACH]104335[/ATTACH]</p><p> </p><p> <span style="font-size: 12px">A ridiculously OP Melee DPR build for Eldritch Knight/Divine Soul focusing on Shadow Blade & Booming Blade, with TPK Management as their secondary role. RAW & RAI, No UA, Not AL compliant, requires Feats and Multi-Classing variant rules. <strong>Shadar-kai would be ideal mechanically and thematically</strong><strong>.</strong></span></p><p></p><p></p><p><span style="font-size: 18px"><strong>Build Notes</strong></span></p><p></p><p> <span style="font-size: 12px">This build is designed to maximise the synergy between <em>Booming Blade, Warcaster, Shadow Blade, Twin-casting, Mobile, Elven Accuracy </em>and<em> War Magic</em> for Melee DPR, with <em>Action Surge & Hexblade’s Curse</em> for Nova.</span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px">As a secondary role this build is designed to Tank its way through a TPK, providing emergency <em>Healing Word, Revivify </em>and<em> Mass Healing Word</em> to get the party back on its feet, while protecting self with <em>Protection against Evil & Good (PEG), Darkness, Warding Wind </em>and<em> Blur.</em> There are options to also pack <em>Rope Trick </em>and<em> Catnap</em> for emergency short rests in hostile territory after a near-TPK. <em>Scatter</em> at 20[SUP]th[/SUP] level.</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> Tertiary roles are as a Party Buffer with <em>Aid, Death Ward </em>and<em> Freedom of Movement (FoM) </em>from 14[SUP]th[/SUP]-20[SUP]th[/SUP] level, and an everyday buffer of ability checks with <em>Guidance</em>, able to be delivered via familiar, from 5[SUP]th[/SUP] level, and Control, using <em>Booming Blade & Mobile</em>. </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">You are up and running at 7[SUP]th[/SUP] level, getting pretty god-like at 11[SUP]th[/SUP], with more big DPR boosts at 13[SUP]th[/SUP], 16[SUP]th[/SUP], 17[SUP]th[/SUP] and 20[SUP]th[/SUP]. Five ASIs are available: at 4[SUP]th[/SUP], 8[SUP]th[/SUP], 10[SUP]th[/SUP], 13[SUP]th[/SUP] & 17[SUP]th[/SUP] level. </span></p><p></p><p></p><p><span style="font-size: 15px"><strong><span style="font-size: 18px">Roles</span></strong></span></p><p><span style="font-size: 15px"><strong></strong></span></p><p><span style="font-size: 15px"><strong></strong></span>[ATTACH]104337[/ATTACH]</p><p> </p><p></p><p> <span style="font-size: 18px"><strong>DM’s Notes (a.k.a. But How Do I Kill It?)</strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> Very reliant on magical damage, especially psychic & thunder, delivered at melee range, and thus very susceptible to magical damage limitation. Low Wisdom and Intelligence saves, mediocre Charisma saves. That old classic, an illithid riding an enslaved beholder should ‘solve’ any ongoing issues you may have with this build being too OP. <em>Dominate Person</em> and similar will annoy them until they get <em>Resilient (Wisdom)</em>.</span></p><p></p><p></p><p> <span style="font-size: 18px"><strong>Colour Code</strong></span></p><p></p><p> <span style="font-size: 12px"><strong><span style="color: #FFCC00">Gold</span> </strong>Yes!</span></p><p> <span style="font-size: 12px"><strong><span style="color: blue">Blue</span> </strong>Highly Recommended</span></p><p><span style="font-size: 12px"> <strong><span style="color: green">Green</span> </strong>Reasonable</span></p><p><span style="font-size: 12px"> <strong><span style="color: red">Red</span> </strong>Better than nothing</span></p><p><span style="font-size: 12px"> <strong>Black</strong> Nope</span></p><p><span style="font-size: 12px"> </span></p><p></p><p> <span style="font-size: 18px"><strong>Ability Scores</strong></span></p><p> </p><p> [ATTACH]104366[/ATTACH]</p><p> </p><p> <span style="font-size: 12px">I’ve given a possible 9 in <strong>Strength</strong> for those using Variant Encumbrance rules. Very difficult to wear a breastplate and maintain mobility on an 8 Strength. If you aren’t using Variant Encumbrance then 8 is sufficient. You will have proficiency in Strength saves and take <em>Athletics</em> to make up for your low base score. </span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> <strong><span style="color: #FFCC00">Dexterity</span></strong> is your maxing-out stat. You will be using <em>Shadow Blade</em> as a finesse weapon, as a Dexterity-based fighter. It’s your boost to AC, Initiative and a major saving throw. </span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> <strong><span style="color: blue">Constitution</span></strong> is your second favourite ability score. You’re a front-line fighter: plentiful hit points and a solid Constitution saving throw is mandatory.</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> <strong>Intelligence</strong> is completely useless to you, except in a role-playing sense. You will not be using any attack that requires an Intelligence based spell attack or Intelligence saving throw.</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> <strong><span style="color: red">Wisdom</span></strong> is where any spare points go; Wisdom saves are a big deal. The very last thing any party wants is a god-like fighter turning on the party while under <em>Dominate Person</em>. You need to choose whether you take 9 and upgrade to 10 with the <em>Resilient (Wisdom)</em> feat later, (at 13[SUP]th[/SUP] level) or take it at 10, upgraded later to 11. If you’re not using Variant Encumbrance rules, go 10. (This advice is quite different if you’re playing a Half-Elf, impacts Charisma too, <em>see below</em>).</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> <strong><span style="color: green">Charisma</span></strong> needs to be 13 to multi-class into Sorceror (and possibly Warlock). It’s a great stat, and will affect most spell attacks that you use that require a saving throw. However, this build seeks to avoid saving throws, so, 14 is as high as you need, unless you’re a Half-Elf, and want to take some social skills.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><em>Half-Elves</em></strong> either take 14 in Charisma and 13 (later to become 14 with <em>Resilient (Wisdom)</em>) Wisdom (after racial modifiers), or 16 Charisma, 9/10 Wisdom (later 10/11 with <em>Resilient (Wisdom)</em>). First choice allows half-elf characters greater scope in deciding their extra skills: Insight, Perception & Survival become viable. Second choice improves DC for offensive cantrips, and makes taking a social skill worth the investment.</span></p><p><span style="font-size: 12px"> </span></p><p></p><p> <span style="font-size: 18px"><strong>Races</strong></span></p><p></p><p> <span style="font-size: 12px"><strong><span style="font-family: 'Calibri'">(1) </span></strong><strong><span style="color: #FFCC00">Shadar-kai </span></strong> Perfect in every way, including thematically. </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> <strong><span style="font-family: 'Calibri'">(2) </span></strong><strong><span style="color: blue">Sea elves</span></strong> They’re elves, with the necessary +2 Dexterity & +1 Constitution, but lacking the wonderful <em>Raven Queen’s Blessing</em> and resistance to <em>Necrotic</em> damage. Also, they are harder to link into the build thematically, I think, but that’s most likely my own lack of imagination. </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> <strong><span style="font-family: 'Calibri'">(3) </span></strong><strong><span style="color: blue">Warforged</span></strong><span style="color: blue"> (<em>Skirmisher</em>)</span> if they could take <em>Elven Accuracy </em>they’d be gold.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> <strong><span style="font-family: 'Calibri'">(4) </span></strong><strong><span style="color: green">Goblins</span></strong> Yes, Goblins! +2 Dex, +1 Con, Darkvision, 30ft movement even though Small. They don’t have access to <em>Elven Accuracy</em>, however, their innate <em>Disengage</em> ability, means that you could forgo taking <em>Mobile</em> and take <em>Squat Nimbleness</em> instead, with <em>Shield Mastery</em> instead of <em>Elven Accuracy</em>. You also get to use <em>Hide</em>, and <em>Fury of the Smol</em> is kind of cute. However, <em>Disengage </em>and<em> Hide</em> burn up your bonus action, which, along with no <em>Elven Accuracy</em> will significantly affect your DPR. Also, no innate <em>Misty Step</em>. On the other hand, watching BBEGs getting torn to shreds by a goblin... hehehe. One for the great players.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> <strong><span style="font-family: 'Calibri'">(5) </span></strong><strong><span style="color: red">Stout Halflings</span></strong> Like goblins, but with no darkvision, and only 25ft movement. Again, no <em>Elven Accuracy</em>, and you have to take <em>Mobile</em>, so no option for <em>Shield Mastery</em>. <em>Squat Nimbleness</em> is still a very good choice however. On the plus side, resistance to <em>Poison</em> damage means you can forgo taking <em>Protection from Poison</em> and take <em>Darkvision</em> instead, until you obtain a pair of <em>Night-Vision Goggles</em> and then take, say, <em>Misty Step</em>. You are also <strong><em>Lucky </em></strong>and <strong><em>Brave</em></strong><em>.</em> You can do it, but it’s going to be a bit of a struggle. One for the greater players.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> <strong><span style="font-family: 'Calibri'">(6) </span></strong><strong><span style="color: blue">Variant Human</span></strong> You’re not an elf. No darkvision. No resistances. You’re not lucky, brave or all that nimble. You will have to take +2 Dexterity instead of <em>Elven Accuracy</em>, and getting hold of night-vision goggles must be a priority. However, you can take <strong><em>Shield Mastery</em></strong> at 1[SUP]st[/SUP] level, and you’re a Dex-based fighter...</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> <strong><span style="font-family: 'Calibri'">(7) </span></strong><strong><span style="color: green">Half-Elf</span></strong> Every list, there it is, the ubiquitous half-elf. The biggest problem with the half-elf is that your starting Dex is 16, making maxing it and getting <em>Elven Accuracy</em> something of a dilemma. One to consider if you’ve rolled your stats and can get 17 Dexterity after applying racial modifiers. On the plus side, with point-buy, your Wisdom needn’t be quite so awful.</span></p><p></p><p> <span style="font-size: 15px"><strong>Shadar-kai Raven Soul</strong></span></p><p></p><p> <span style="font-size: 12px">The Shadar-kai is perfect for this build both mechanically and thematically. I didn’t actually set out to make a Shadar-kai specific build – initially, I was just looking for an elf sub-race that had Constitution as its secondary ability score modifier. However, resistance to <em>Necrotic</em> damage is excellent, adding nicely to the list of damage types this build can effectively be resistant to. <em>Raven Queen’s Blessing</em> is amazing; it makes the Shadar-kai perfect for TPK Management - a once-a-day get-out-of-jail-free card that also gives you <strong>a round of resistance to all damage</strong>. Which, should be as long as you need to drop one of your defensive spells or heal/revive the fallen before you all run away, ahem, make a strategic withdrawal to fight another day. It may be worth saving your <em>Action Surge</em> for this, when up against BBEGs. You also don’t need to take <em>Misty Step</em> as a spell choice, although <em>Dimension Door</em> is still very highly recommended for when you can get it.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Thematically, Shadar-kai is even better than it is crunch-wise. Consider the possibility of a Shadar-kai Eldritch Knight who, like all Shadar-kai is helping to maintain the Raven Queen by subsuming their personality into ‘Hers’. But there is, for some Shadar-kai, occasionally, a feedback loop, whereby the Raven Queen’s soul-essence begins to manifest through the Shadar-kai, allowing them to manifest much more advanced arcane powers than usual. Consider... that the <em>Shadow Blade</em>, around which this build is solidly based, could, perhaps, be a slice of the Void itself, and that exposure to the Final Reality is what causes those injured by it to suffer psychic damage as their sense of personality and identity disintegrate – just as the Raven Queen’s is said to do, albeit so much more slowly. Consider also, that as the Shadar-kai’s mastery of the <em>Shadow Blade</em> becomes more obvious, the Raven Queen may demand a formal Pact with this host for Her soul-essence, so as to maintain control over how Her powers are being used. In return, the Raven Queen offers to show Her ‘protégé’ how to rescue people, who’s time has not yet come, from near-death and how to perfect the use of the <em>Shadow Blade</em>... and so become... the <strong><em>Raven Soul</em></strong>.</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> I’m starting to think of this build as the Raven Queen’s answer to the Bladesingers of the Feywild.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">I call this build <strong><em>Eldritch Soul</em></strong> when applied to any race other than Shadar-kai.</span></p><p></p><p></p><p> <span style="font-size: 18px"><strong>Skills</strong></span></p><p></p><p> <span style="font-size: 12px"><strong><span style="color: #FFCC00">Acrobatics </span></strong>Escape grapples – vitally important when relying on <em>Mobile</em>.</span></p><p><span style="font-size: 12px"> <strong><span style="color: #FFCC00">Athletics </span></strong>You’ll be expected to be able to swim, climb and jump.</span></p><p><span style="font-size: 12px"> <strong><span style="color: #FFCC00">Perception </span></strong>Because it’s Perception, also, you’re probably an Elf.</span></p><p><span style="font-size: 12px"> <strong><span style="color: #FFCC00">Stealth </span></strong>Because being Dexterity-based, you can.</span></p><p><span style="font-size: 12px"> <strong><span style="color: blue">Deception </span></strong>} One of these, maybe, because you’ve got decent Charisma.</span></p><p><span style="font-size: 12px"> <strong><span style="color: blue">Intimidation</span></strong>} <em>Intimidation</em> seems most thematic, utilising <em>Thaumaturgy...</em></span></p><p><span style="font-size: 12px"> <strong><span style="color: blue">Persuasion </span></strong>} Certainly this doesn't seem like a build that excels at diplomacy.</span></p><p><span style="font-size: 12px"> <strong><span style="color: green">Insight </span></strong>If you’re taking a social skill.</span></p><p><span style="font-size: 12px"> <strong><span style="color: green">Survival </span></strong>If you’re not.</span></p><p><span style="font-size: 12px"> <strong><span style="color: red">Investigate </span></strong>Your Intelligence is meh, and not going to get better without magic.</span></p><p><span style="font-size: 12px"> <span style="color: red">Any other Dexterity or Charisma based skills.</span></span></p><p><span style="font-size: 12px"> Any other Wisdom or Intelligence based skills.</span></p><p></p><p></p><p> <span style="font-size: 18px"><strong>Backgrounds</strong></span></p><p></p><p> <span style="font-size: 12px">If you can find a background that, along with Fighter, will enable you to take the four gold standard skills, plus, say, <strong><em>Thieves’ Tools</em></strong>, I’d say that was ideal. </span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> <strong><span style="color: blue">Urban Bounty Hunter</span></strong> hits the spot nicely. Languages aren’t important, you’re not the party Face, and, while you can ably support the Point person, using <em>Guidance</em> and the Help action, you’re no Infiltrator. Note that proficiency with a <strong><em>Gaming Set</em></strong> allows you to make <em>Insight</em> checks with advantage according to <em>Xanathar’s</em>. This would synergise nicely with a social skill (looking at the half-elves...).</span></p><p> </p><p></p><p> <span style="font-size: 18px"><strong>Multi-class split: 8/12, 9/11 or 8/11/1?</strong></span></p><p></p><p> <span style="font-size: 12px">The Raven Soul was originally conceived as an 8/12 Eldritch Knight/Divine Soul build. However, 12[SUP]th[/SUP] Sorceror is, frankly, very weak: no new spells or slots, +1 Sorcery Point and an ASI – which you only get at 20[SUP]th[/SUP] level.</span></p><p></p><p></p><p> <span style="font-size: 15px"><strong><span style="color: green">8[SUP]th[/SUP] EK & 12[SUP]th[/SUP] DS</span></strong></span></p><p></p><p> <span style="font-size: 12px">If you are going 12[SUP]th[/SUP] DS, recommended ASI upgrades are:</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> </span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px">+2 Constitution or <em>Tough</em>. Hit points are great.</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><em>Shield Master</em>. You have a shield and high Dexterity... say goodbye to oh so much Dexterity saving throw damage.</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><em>Elemental Adept (Thunder)</em>. Thunder is one of your main sources of consistent damage. All thunder damage 1’s become 2’s, and... <strong>nullifies resistance</strong>. </span> </li> </ul><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> However, none of this is available until 20[SUP]th[/SUP] level. On the other hand, not caring what you get at 20[SUP]th[/SUP] level means you take every level from 13[SUP]th[/SUP] onwards one level earlier.</span></p><p> </p><p></p><p> <span style="font-size: 15px"><strong><span style="color: blue">9[SUP]th[/SUP] EK & 11[SUP]th[/SUP] DS</span></strong></span></p><p></p><p> <span style="font-size: 12px">Alternatively, going 9[SUP]th[/SUP] EK gives:</span><span style="font-size: 12px"><em> Indomitable</em>, at 15[SUP]th[/SUP] level, when it still has some time to make a difference. It synergises nicely with <em>Favoured of the Gods</em> and it might even be worthwhile picking up the <em>Resistance</em> cantrip. </span></p><p><span style="font-size: 12px"></span><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> This is <strong><span style="color: #FFCC00">GOLD</span></strong> if your DM doesn’t permit the use of Pact Magic slots for non-Warlock spells.</span></p><p></p><p></p><p> <span style="font-size: 15px"><strong><span style="color: #FFCC00">8[SUP]th[/SUP] EK, 11[SUP]th[/SUP] DS & 1[SUP]st[/SUP] Hex</span></strong></span></p><p></p><p> <span style="font-size: 12px">Or, one level of Hexblade Warlock, for: </span></p><p><span style="font-size: 12px"> </span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><em>Hexblade’s Curse</em>, which synergises amazingly with the rest of the build</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">2 more cantrips with a Charisma DC</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><em>Armour of Agathys</em></span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">One more 1[SUP]st[/SUP] level spell</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">One 1[SUP]st[/SUP] level spell slot per short rest; which basically means one more <em>Twincast</em> per short rest (DM permitting)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><em>Hex Warrior</em> is pretty useless since you have <em>Weapon Bond</em> and are using <em>Shadow Blade</em> most of the time anyway. </span> </li> </ul><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> Absolutely recommended; but at what level to take it? It pushes every level afterwards back one, slowing progress at early levels or, if taken too late will make little difference.</span></p><p><span style="font-size: 12px"> </span></p><p></p><p> <span style="font-size: 15px"><strong>Why Divine Sorceror and Eldritch Knight?</strong></span></p><p></p><p> <span style="font-size: 12px">Draconic Bloodline Sorceror would be an excellent alternative to Divine Soul if such a creature as a dragon that dealt thunder damage existed. <em>Draconic Resilience</em> is amazing for this build, taking <em>Duelling</em> Fighting Style instead of <em>Defence</em>. The minute WoTC brings out a dragon that does Thunder damage... (This would also make <em>Elemental Adept (Thunder)</em> incredibly attractive, even at 20[SUP]th[/SUP] level).</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> However, since almost all damage is coming from <em>Shadow Blade/Booming Blade</em>, then leaving all other spell slots for heals, revives and buffs that can be <em>Quickened </em>or <em>Twincast</em> is pretty amazing. Eldritch Knight for <em>War Magic</em>, which really gets some love from this build, and the +2 to slot levels from being a 1/3[SUP]rd[/SUP] caster gives access to 5[SUP]th[/SUP] & 7[SUP]th[/SUP] level <em>Shadow Blade</em>. The close-packed ASI/Feats at 4[SUP]th[/SUP], 8[SUP]th[/SUP], 10[SUP]th[/SUP] and 13[SUP]th[/SUP] level get the supporting feats online at the right time to make the DPR progression smooth and reasonably early (7[SUP]th[/SUP] – 13[SUP]th[/SUP] level is when everything starts coming together nicely).</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"> <strong>Why not Paladin or Hexblade instead of Eldritch Knight?</strong></span></p><p></p><p> <span style="font-size: 12px">I’m confident that Sorcadin and Hexblade Sorlocks have had a whole lot of love already. EK maximises the <em>SB/BB</em> synergy with <em>War Magic</em> giving a <em>Shadow Blade</em> attack as a bonus action after every <em>Twincast Booming Blade</em> (which also uses <em>Shadow Blade</em>)<em>.</em> I feel this really makes EK blossom in the mid to late game when EK can seem, to me, to be a bit under-gunned.</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> Paladin does, of course, give <em>Divine Smite, Aura of Protection</em> and +4 to slot levels compared to EK’s +2, for -2 cantrips, -1 ASI/Feat, no <em>War Magic</em>, no <em>Action Surge</em>, and needs to be Strength-based otherwise MAD. <em>Divine Smite</em> will burn slots very quickly.</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> Hexblade gives 4 Invocations, a Pact Boon, +8 Sorcery Points per short rest (!), for -1 cantrip, -1 ASI/Feat, no <em>War Magic</em>, no <em>Action Surge</em>, no <em>Fighting Style</em> and no <em>Second Attack</em> (<em>Shadow Blade</em> is not a Pact Weapon) so very <em>Twincast</em> dependent. Not as MAD as a Paladin, but still needs Dexterity for <em>SB/BB</em> since <em>Hex Warrior</em> cannot apply to <em>Shadow Blade</em>.</span></p><p><span style="font-size: 12px"></span></p><p></p><p> <span style="font-size: 15px"><strong>Why not just be a Bladesinger?</strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> Why not, indeed? Bladesingers get tons of versatility, best AC, and is a great <em>Shadow Blade</em> vehicle. However, Bladesingers can’t <em>Twincast</em> <em>Booming Blade</em>, which means <em>BB</em> damage only comes from <em>Warcaster</em> opportunity attacks. And maybe you don’t want to be hanging around for attacks of opportunity? Given that having to max both Dexterity and Intelligence means very little left over for Constitution, and you have a d6 for hit points. The Raven Soul is a good deal less squishy than the Bladesinger, and dishes out more damage. Also: heals. </span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> I can easily imagine the two traditions being great rivals, and that a laconic and fatalistic Shadar-kai might value ‘a good death’ at the hands of a master Bladesinger more highly than yet another victory over less worthy opponents.</span></p><p><span style="font-size: 12px"></span></p><p></p><p><span style="font-size: 15px"><strong><span style="font-size: 18px">The Build</span></strong></span></p><p><span style="font-size: 15px"><strong></strong></span></p><p><span style="font-size: 15px"><strong></strong></span>[ATTACH]104338[/ATTACH]</p><p> [ATTACH]104339[/ATTACH]</p><p>[ATTACH]104340[/ATTACH]</p><p>[ATTACH]104341[/ATTACH]</p><p>[ATTACH]104342[/ATTACH]</p><p>[ATTACH]104343[/ATTACH]</p><p>[ATTACH]104344[/ATTACH]</p><p></p><p></p><p> <span style="font-size: 18px"><strong>Magic Items</strong></span></p><p></p><p> Assuming a High Magic setting (i.e. that magic items are plentiful), I’d suggest:</p><p></p><p>[ATTACH]104345[/ATTACH]</p><p> <strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Adamantine Breastplate</span></strong></p><p></p><p> <span style="font-size: 12px">You’ll be wearing a breastplate for most of the characters’ adventuring life. You’re a frontline fighter. Critical hits are very annoying. This becomes a less essential item once you aquire a <em>Cloak of Displacement</em> (0. 25% chance of a Critical Hit, aka 400:1) and should be replaced with magical studded leather after that. </span></p><p><span style="font-size: 12px"> </span><strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Winged Boots (requires attunement)</span></strong></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> Flying is great. At-will flight is even better. <em>Winged Boots</em> give a flying speed equal to your walking speed, which means that if <em>Hasted</em> after picking up <em>Mobile</em>, you could have a flying speed of 80ft./round, <em>Dash</em> while flying for 160ft./round; as fast as dragons.</span></p><p> <strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Sentinel Shield</span></strong></p><p></p><p> <span style="font-size: 12px">The advantage given to initiative outweighs the lack of a +1 to AC. To get the most from the Control aspect of <em>Booming Blade</em> you need to be attacking <em>before</em> the enemy does, so as to tie targets up before they can get stickied on your squishier party members. The same goes, arguably even more importantly, for reacting to a near-TPK incident – you really want to be getting your protection and heal spells cast and then getting the hell out of Hell before the enemy can step in and finish you all off. Your excellent Dexterity score gives you a good chance of this when combined with the advantage from this item. Advantage gives an 80% chance of rolling 10 or higher, +3/+4/+5 initiative modifier from 17/18/20 Dexterity, gives a 36%-43%-51% chance of an initiative count of 20+. <em>Perception</em> checks with advantage are nice too. Note that <em>RAI</em> this will add +5 to your <em>passive Perception</em> too.</span></p><p> <strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Pearl of Power (requires attunement, spellcaster only)</span></strong></p><p></p><p> <span style="font-size: 12px"><strong>Three </strong>more<strong> <em>twincasts</em></strong> or <strong>one </strong>more <strong>3[SUP]rd[/SUP] level</strong> casting of <strong><em>Shadow Blade</em></strong> every single day, need I say more? It’s a great shame to part with this for a <em>Ring of Spell Storing</em> at 17[SUP]th[/SUP]. This helps to balance out the lack of sorcery points due to EK levels.</span></p><p> <strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Cloak of Displacement (requires attunement)</span></strong></p><p></p><p> <span style="font-size: 12px">You can’t use <em>Blur</em> and <em>Shadow Blade</em> simultaneously. Giving enemies <em>who rely on sight</em> disadvantage to hit you is a very good thing. An enemy with a +10 attack modifier has an 84% chance to hit a 19 AC (your base AC for most of your character’s adventuring career) without disadvantage, 36% with. To hit 24 AC (taking into account Shield) the same enemy has a 35% chance without disadvantage, 12.3% with. Swap <em>Blur</em> out for <em>Revivify</em> as soon as convenient once you aquire this item.</span></p><p><span style="font-size: 12px"> </span><strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Rapier +1</span></strong></p><p></p><p> <span style="font-size: 12px">Sometimes, there will be enemies who are immune to psychic damage. Constructs loom largely in mind. Or you’ll need to fight in melee while under the effect of one of your protection spells. A non-magical silvered adamantine rapier might suffice...</span></p><p><span style="font-size: 12px"> </span><strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Ring of Spell Storing (requires attunement)</span></strong></p><p></p><p> <span style="font-size: 12px">Lots of <em>Shield</em> and <em>Absorb Elements</em> spells is very good indeed. From 12[SUP]th[/SUP] level onwards you will have five 1[SUP]st[/SUP] level slots and three 2[SUP]nd[/SUP] level slots. Once you have a <em>Ring of Spell Storing</em>, try to keep your 1[SUP]st[/SUP] level slots unused throughout the day, relying on the <em>RoSS</em> instead. This gives you <strong>eight</strong> potential slots for <em>Shield</em> and <em>Absorb Elements</em>. Since <em>Absorb Elements</em> can be upcast at 2[SUP]nd[/SUP] level but <em>Shield </em>cannot, storing <strong>four</strong> <em>Shield</em> spells and <strong>one</strong> <em>Absorb Elements</em> spell in the <em>RoSS</em> gives you the possibility of <strong>four</strong> of each, per day. Your <strong>five unused first level slots</strong> can be used to restock the <em>RoSS</em>, or, much more likely, for the inevitable emergencies.</span></p><p><span style="font-size: 12px"> </span><strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Studded Leather +2</span></strong></p><p></p><p> <span style="font-size: 12px">No more attunement slots left. AC is god. You’re definitely back in leathers after 17[SUP]th[/SUP] level and your +2 Dexterity ASI.</span></p><p> <strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">(Broom of Flying)</span></strong></p><p></p><p> If you cannot bear to give up the <em>Pearl of Power</em> then give up <em>Winged Boots</em> and <em>Rapier +1</em> instead, and take the annoying Broom. It takes both hands to operate, and is thus seemingly quite useless for combat. Prove me wrong.</p><p></p><p> <strong><span style="font-size: 18px">Arcane Power</span></strong></p><p></p><p>[ATTACH]104346[/ATTACH]</p><p></p><p> <span style="font-size: 12px"><strong>*Power</strong> is calculated by totalling the number of spell slots available for each level, and multiplying by the slot level e.g. four 1[SUP]st[/SUP] level slots = 4*1 = 4, three 2[SUP]nd[/SUP] level slots = 3*2 = 6, and then adding daily available sorcery points to the total. A Pact magic slot is worth three times as much, e.g. two 5[SUP]th[/SUP] level Pact Magic slots = 2*(5*3) = 30.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong>Caveat:</strong> this is my own rating invention to give a rough numerical value to gauge differences in arcane power between levels and classes.</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> Comparing the magical power of the two source classes with the multi-class, I think the Eldritch Soul comes out quite favourably at about halfway in between the two, while having more cantrips and spells available than either source class.</span></p><p><span style="font-size: 12px"> </span></p><p><span style="font-size: 12px"> The table below gives a side-by-side comparison of growth in arcane power of all three classes. I haven’t gone to the indulgence of calculating <strong>*Power</strong> for every level.</span></p><p><span style="font-size: 12px"></span></p><p> <strong><span style="font-size: 15px">Key</span></strong></p><p></p><p> <span style="font-size: 12px"><strong>CL:</strong> Class Level</span></p><p><span style="font-size: 12px"><strong>P:</strong> Sorcery Points</span></p><p><span style="font-size: 12px"> <strong>C:</strong> Cantrips known</span></p><p><span style="font-size: 12px"> <strong>S:</strong> Spells known</span></p><p><span style="font-size: 12px"> <strong>L:</strong> Maximum spell level available (this only affects the Raven Soul)</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"> <strong>Spell Slots (1-<em>x</em>):</strong> Number of spell slots available for each spell level</span></p><p><span style="font-size: 12px"> <em>Note that the fifth 1[SUP]st[/SUP] level slot the Raven Soul gets at 12[SUP]th[/SUP] level is a Pact slot.</em></span></p><p></p><p>[ATTACH]104364[/ATTACH]</p><p> </p><p> <span style="font-size: 12px">It is noticable that the Raven Soul build has a significant slowing down of increase in arcane power between 9[SUP]th[/SUP] – 13[SUP]th[/SUP] levels. However, you are picking up <em>two attacks</em>, <em>Elven Accuracy</em>, <em>War Magic</em>, <em>Hexblade’s Curse</em> and <em>Resilient (Wisdom)</em> during this time. You have a steady supply of 3[SUP]rd[/SUP] level slots for <em>Shadow Blade</em>, <em>Booming Blade</em> boosts at 11[SUP]th[/SUP] level, and with a <em>Pearl of Power</em> in your possession, a reasonable number of <em>Sorcery Points</em> to <em>Twincast</em> with.</span></p><p><span style="font-size: 12px"> </span></p><p></p><p> <strong><span style="font-size: 18px"><em>Additional Thoughts</em></span></strong></p><p></p><p> <span style="font-size: 12px">Certainly there is a case to be made for dumping EK 7-8 and Hexblade 1, and going DS 5 at 11[SUP]th[/SUP] level instead. This gives 5[SUP]th[/SUP] level <em>Shadow Blade</em> at 13[SUP]th[/SUP], and 7[SUP]th[/SUP] level <em>Shadow Blade</em> at 17[SUP]th[/SUP]. No <em>War Magic</em> or <em>Hexblade’s Curse</em>. Hmmm, <em>Elven Accuracy</em> still arrives at 10[SUP]th[/SUP], <em>Resilient (Wisdom)</em> and <em>+2 Dexterity ASI</em> are both put back, but only one level, to 14[SUP]th[/SUP] and 18[SUP]th[/SUP] respectively. This also opens up 7[SUP]th[/SUP] level spells and an 8[SUP]th[/SUP] level slot, as well as giving you <em>Otherworldly Wings</em> at 20[SUP]th[/SUP] level. A very nice capstone indeed! And 8[SUP]th[/SUP] level <em>Globe of Invulnerability</em> means you can still retain your 6[SUP]th[/SUP] level slot for <em>Scatter</em>... but... <strong>no 3-5d8+4-11 bonus attack every turn</strong>, from 11[SUP]th[/SUP] level onwards, <strong>nor 30% crits</strong> from 12[SUP]th[/SUP]. Choices, choices... hmmmm.</span></p><p></p><p><span style="font-size: 15px"><strong><em>Cantrip choices</em></strong></span></p><p><span style="font-size: 15px"><strong><em></em></strong></span></p><p><span style="font-size: 15px"><strong><em></em></strong><span style="font-size: 12px">This build gives you <strong>ten cantrips</strong>. Thank you, yes, you're welcome! You have to take <strong><em>Booming Blade</em></strong> and <em><strong>Thaumaturgy</strong></em>, and it would seem foolish not to take <strong><em>Guidance</em></strong> if it is so conveniently available, especially since you will have a familiar who can deliver <em>Guidance</em> to other party members by touch.</span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px"></span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px">My suggestions for the remaining seven are completely replacable. The ones I have suggested offer a variety of damage types and saving throws for those situations when your main attack isn't an option. </span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px"></span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px"><strong><em><span style="font-size: 15px">Acknowledgements</span></em></strong></span></span></span></span></span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px"><strong><em><span style="font-size: 15px"></span></em></strong></span></span></span></span></span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px">I couldn't have written this without the style and logic of the excellent guides already to be found here. Obliza</span></span> in particular really opened my eyes to the possibilities inherent in the Divine Soul. It was the missing link that I was looking for when trying for a build that could maximise <em>Shadow Blade - Booming Blade</em>, which is really all this build is about. Everything else is icing, but I do hope that you will find that the 'icing' works towards a mechanical and thematic whole.</span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px"></span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px"></span></span><span style="font-size: 15px"><span style="font-size: 12px"><strong><em><span style="font-size: 15px">Feedback Please!</span></em></strong><span style="font-size: 15px"></span></span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px"></span></span></span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px">I would be interested to hear your thoughts about this build. </span></span></span></span><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px">Any improvements or questions readily responded to. Thank you for taking the time to read this, my first build!</span></span> </span></span></span></span></p><p><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px"></span></span></span></span></p></blockquote><p></p>
[QUOTE="Fevvers, post: 7552783, member: 6972123"] [CENTER][FONT=impact][SIZE=6][B]Raven Soul / Eldritch Soul[/B][/SIZE][/FONT] [/CENTER] [ATTACH=CONFIG]104335._xfImport[/ATTACH] [SIZE=3]A ridiculously OP Melee DPR build for Eldritch Knight/Divine Soul focusing on Shadow Blade & Booming Blade, with TPK Management as their secondary role. RAW & RAI, No UA, Not AL compliant, requires Feats and Multi-Classing variant rules. [B]Shadar-kai would be ideal mechanically and thematically[/B][B].[/B][/SIZE] [SIZE=5][B]Build Notes[/B][/SIZE] [SIZE=3]This build is designed to maximise the synergy between [I]Booming Blade, Warcaster, Shadow Blade, Twin-casting, Mobile, Elven Accuracy [/I]and[I] War Magic[/I] for Melee DPR, with [I]Action Surge & Hexblade’s Curse[/I] for Nova. As a secondary role this build is designed to Tank its way through a TPK, providing emergency [I]Healing Word, Revivify [/I]and[I] Mass Healing Word[/I] to get the party back on its feet, while protecting self with [I]Protection against Evil & Good (PEG), Darkness, Warding Wind [/I]and[I] Blur.[/I] There are options to also pack [I]Rope Trick [/I]and[I] Catnap[/I] for emergency short rests in hostile territory after a near-TPK. [I]Scatter[/I] at 20[SUP]th[/SUP] level. Tertiary roles are as a Party Buffer with [I]Aid, Death Ward [/I]and[I] Freedom of Movement (FoM) [/I]from 14[SUP]th[/SUP]-20[SUP]th[/SUP] level, and an everyday buffer of ability checks with [I]Guidance[/I], able to be delivered via familiar, from 5[SUP]th[/SUP] level, and Control, using [I]Booming Blade & Mobile[/I]. You are up and running at 7[SUP]th[/SUP] level, getting pretty god-like at 11[SUP]th[/SUP], with more big DPR boosts at 13[SUP]th[/SUP], 16[SUP]th[/SUP], 17[SUP]th[/SUP] and 20[SUP]th[/SUP]. Five ASIs are available: at 4[SUP]th[/SUP], 8[SUP]th[/SUP], 10[SUP]th[/SUP], 13[SUP]th[/SUP] & 17[SUP]th[/SUP] level. [/SIZE] [SIZE=4][B][SIZE=5]Roles[/SIZE] [/B][/SIZE][ATTACH=CONFIG]104337._xfImport[/ATTACH] [SIZE=5][B]DM’s Notes (a.k.a. But How Do I Kill It?)[/B][/SIZE] [SIZE=3] Very reliant on magical damage, especially psychic & thunder, delivered at melee range, and thus very susceptible to magical damage limitation. Low Wisdom and Intelligence saves, mediocre Charisma saves. That old classic, an illithid riding an enslaved beholder should ‘solve’ any ongoing issues you may have with this build being too OP. [I]Dominate Person[/I] and similar will annoy them until they get [I]Resilient (Wisdom)[/I].[/SIZE] [SIZE=5][B]Colour Code[/B][/SIZE] [SIZE=3][B][COLOR=#FFCC00]Gold[/COLOR] [/B]Yes! [B][COLOR=blue]Blue[/COLOR] [/B]Highly Recommended [B][COLOR=green]Green[/COLOR] [/B]Reasonable [B][COLOR=red]Red[/COLOR] [/B]Better than nothing [B]Black[/B] Nope [/SIZE] [SIZE=5][B]Ability Scores[/B][/SIZE] [ATTACH=CONFIG]104366._xfImport[/ATTACH] [SIZE=3]I’ve given a possible 9 in [B]Strength[/B] for those using Variant Encumbrance rules. Very difficult to wear a breastplate and maintain mobility on an 8 Strength. If you aren’t using Variant Encumbrance then 8 is sufficient. You will have proficiency in Strength saves and take [I]Athletics[/I] to make up for your low base score. [B][COLOR=#FFCC00]Dexterity[/COLOR][/B] is your maxing-out stat. You will be using [I]Shadow Blade[/I] as a finesse weapon, as a Dexterity-based fighter. It’s your boost to AC, Initiative and a major saving throw. [B][COLOR=blue]Constitution[/COLOR][/B] is your second favourite ability score. You’re a front-line fighter: plentiful hit points and a solid Constitution saving throw is mandatory. [B]Intelligence[/B] is completely useless to you, except in a role-playing sense. You will not be using any attack that requires an Intelligence based spell attack or Intelligence saving throw. [B][COLOR=red]Wisdom[/COLOR][/B] is where any spare points go; Wisdom saves are a big deal. The very last thing any party wants is a god-like fighter turning on the party while under [I]Dominate Person[/I]. You need to choose whether you take 9 and upgrade to 10 with the [I]Resilient (Wisdom)[/I] feat later, (at 13[SUP]th[/SUP] level) or take it at 10, upgraded later to 11. If you’re not using Variant Encumbrance rules, go 10. (This advice is quite different if you’re playing a Half-Elf, impacts Charisma too, [I]see below[/I]). [B][COLOR=green]Charisma[/COLOR][/B] needs to be 13 to multi-class into Sorceror (and possibly Warlock). It’s a great stat, and will affect most spell attacks that you use that require a saving throw. However, this build seeks to avoid saving throws, so, 14 is as high as you need, unless you’re a Half-Elf, and want to take some social skills. [B][I]Half-Elves[/I][/B] either take 14 in Charisma and 13 (later to become 14 with [I]Resilient (Wisdom)[/I]) Wisdom (after racial modifiers), or 16 Charisma, 9/10 Wisdom (later 10/11 with [I]Resilient (Wisdom)[/I]). First choice allows half-elf characters greater scope in deciding their extra skills: Insight, Perception & Survival become viable. Second choice improves DC for offensive cantrips, and makes taking a social skill worth the investment. [/SIZE] [SIZE=5][B]Races[/B][/SIZE] [SIZE=3][B][FONT=Calibri](1) [/FONT][/B][B][COLOR=#FFCC00]Shadar-kai [/COLOR][/B] Perfect in every way, including thematically. [B][FONT=Calibri](2) [/FONT][/B][B][COLOR=blue]Sea elves[/COLOR][/B] They’re elves, with the necessary +2 Dexterity & +1 Constitution, but lacking the wonderful [I]Raven Queen’s Blessing[/I] and resistance to [I]Necrotic[/I] damage. Also, they are harder to link into the build thematically, I think, but that’s most likely my own lack of imagination. [B][FONT=Calibri](3) [/FONT][/B][B][COLOR=blue]Warforged[/COLOR][/B][COLOR=blue] ([I]Skirmisher[/I])[/COLOR] if they could take [I]Elven Accuracy [/I]they’d be gold. [B][FONT=Calibri](4) [/FONT][/B][B][COLOR=green]Goblins[/COLOR][/B] Yes, Goblins! +2 Dex, +1 Con, Darkvision, 30ft movement even though Small. They don’t have access to [I]Elven Accuracy[/I], however, their innate [I]Disengage[/I] ability, means that you could forgo taking [I]Mobile[/I] and take [I]Squat Nimbleness[/I] instead, with [I]Shield Mastery[/I] instead of [I]Elven Accuracy[/I]. You also get to use [I]Hide[/I], and [I]Fury of the Smol[/I] is kind of cute. However, [I]Disengage [/I]and[I] Hide[/I] burn up your bonus action, which, along with no [I]Elven Accuracy[/I] will significantly affect your DPR. Also, no innate [I]Misty Step[/I]. On the other hand, watching BBEGs getting torn to shreds by a goblin... hehehe. One for the great players. [B][FONT=Calibri](5) [/FONT][/B][B][COLOR=red]Stout Halflings[/COLOR][/B] Like goblins, but with no darkvision, and only 25ft movement. Again, no [I]Elven Accuracy[/I], and you have to take [I]Mobile[/I], so no option for [I]Shield Mastery[/I]. [I]Squat Nimbleness[/I] is still a very good choice however. On the plus side, resistance to [I]Poison[/I] damage means you can forgo taking [I]Protection from Poison[/I] and take [I]Darkvision[/I] instead, until you obtain a pair of [I]Night-Vision Goggles[/I] and then take, say, [I]Misty Step[/I]. You are also [B][I]Lucky [/I][/B]and [B][I]Brave[/I][/B][I].[/I] You can do it, but it’s going to be a bit of a struggle. One for the greater players. [B][FONT=Calibri](6) [/FONT][/B][B][COLOR=blue]Variant Human[/COLOR][/B] You’re not an elf. No darkvision. No resistances. You’re not lucky, brave or all that nimble. You will have to take +2 Dexterity instead of [I]Elven Accuracy[/I], and getting hold of night-vision goggles must be a priority. However, you can take [B][I]Shield Mastery[/I][/B] at 1[SUP]st[/SUP] level, and you’re a Dex-based fighter... [B][FONT=Calibri](7) [/FONT][/B][B][COLOR=green]Half-Elf[/COLOR][/B] Every list, there it is, the ubiquitous half-elf. The biggest problem with the half-elf is that your starting Dex is 16, making maxing it and getting [I]Elven Accuracy[/I] something of a dilemma. One to consider if you’ve rolled your stats and can get 17 Dexterity after applying racial modifiers. On the plus side, with point-buy, your Wisdom needn’t be quite so awful.[/SIZE] [SIZE=4][B]Shadar-kai Raven Soul[/B][/SIZE] [SIZE=3]The Shadar-kai is perfect for this build both mechanically and thematically. I didn’t actually set out to make a Shadar-kai specific build – initially, I was just looking for an elf sub-race that had Constitution as its secondary ability score modifier. However, resistance to [I]Necrotic[/I] damage is excellent, adding nicely to the list of damage types this build can effectively be resistant to. [I]Raven Queen’s Blessing[/I] is amazing; it makes the Shadar-kai perfect for TPK Management - a once-a-day get-out-of-jail-free card that also gives you [B]a round of resistance to all damage[/B]. Which, should be as long as you need to drop one of your defensive spells or heal/revive the fallen before you all run away, ahem, make a strategic withdrawal to fight another day. It may be worth saving your [I]Action Surge[/I] for this, when up against BBEGs. You also don’t need to take [I]Misty Step[/I] as a spell choice, although [I]Dimension Door[/I] is still very highly recommended for when you can get it. Thematically, Shadar-kai is even better than it is crunch-wise. Consider the possibility of a Shadar-kai Eldritch Knight who, like all Shadar-kai is helping to maintain the Raven Queen by subsuming their personality into ‘Hers’. But there is, for some Shadar-kai, occasionally, a feedback loop, whereby the Raven Queen’s soul-essence begins to manifest through the Shadar-kai, allowing them to manifest much more advanced arcane powers than usual. Consider... that the [I]Shadow Blade[/I], around which this build is solidly based, could, perhaps, be a slice of the Void itself, and that exposure to the Final Reality is what causes those injured by it to suffer psychic damage as their sense of personality and identity disintegrate – just as the Raven Queen’s is said to do, albeit so much more slowly. Consider also, that as the Shadar-kai’s mastery of the [I]Shadow Blade[/I] becomes more obvious, the Raven Queen may demand a formal Pact with this host for Her soul-essence, so as to maintain control over how Her powers are being used. In return, the Raven Queen offers to show Her ‘protégé’ how to rescue people, who’s time has not yet come, from near-death and how to perfect the use of the [I]Shadow Blade[/I]... and so become... the [B][I]Raven Soul[/I][/B]. I’m starting to think of this build as the Raven Queen’s answer to the Bladesingers of the Feywild. I call this build [B][I]Eldritch Soul[/I][/B] when applied to any race other than Shadar-kai.[/SIZE] [SIZE=5][B]Skills[/B][/SIZE] [SIZE=3][B][COLOR=#FFCC00]Acrobatics [/COLOR][/B]Escape grapples – vitally important when relying on [I]Mobile[/I]. [B][COLOR=#FFCC00]Athletics [/COLOR][/B]You’ll be expected to be able to swim, climb and jump. [B][COLOR=#FFCC00]Perception [/COLOR][/B]Because it’s Perception, also, you’re probably an Elf. [B][COLOR=#FFCC00]Stealth [/COLOR][/B]Because being Dexterity-based, you can. [B][COLOR=blue]Deception [/COLOR][/B]} One of these, maybe, because you’ve got decent Charisma. [B][COLOR=blue]Intimidation[/COLOR][/B]} [I]Intimidation[/I] seems most thematic, utilising [I]Thaumaturgy...[/I] [B][COLOR=blue]Persuasion [/COLOR][/B]} Certainly this doesn't seem like a build that excels at diplomacy. [B][COLOR=green]Insight [/COLOR][/B]If you’re taking a social skill. [B][COLOR=green]Survival [/COLOR][/B]If you’re not. [B][COLOR=red]Investigate [/COLOR][/B]Your Intelligence is meh, and not going to get better without magic. [COLOR=red]Any other Dexterity or Charisma based skills.[/COLOR] Any other Wisdom or Intelligence based skills.[/SIZE] [SIZE=5][B]Backgrounds[/B][/SIZE] [SIZE=3]If you can find a background that, along with Fighter, will enable you to take the four gold standard skills, plus, say, [B][I]Thieves’ Tools[/I][/B], I’d say that was ideal. [B][COLOR=blue]Urban Bounty Hunter[/COLOR][/B] hits the spot nicely. Languages aren’t important, you’re not the party Face, and, while you can ably support the Point person, using [I]Guidance[/I] and the Help action, you’re no Infiltrator. Note that proficiency with a [B][I]Gaming Set[/I][/B] allows you to make [I]Insight[/I] checks with advantage according to [I]Xanathar’s[/I]. This would synergise nicely with a social skill (looking at the half-elves...).[/SIZE] [SIZE=5][B]Multi-class split: 8/12, 9/11 or 8/11/1?[/B][/SIZE] [SIZE=3]The Raven Soul was originally conceived as an 8/12 Eldritch Knight/Divine Soul build. However, 12[SUP]th[/SUP] Sorceror is, frankly, very weak: no new spells or slots, +1 Sorcery Point and an ASI – which you only get at 20[SUP]th[/SUP] level.[/SIZE] [SIZE=4][B][COLOR=green]8[SUP]th[/SUP] EK & 12[SUP]th[/SUP] DS[/COLOR][/B][/SIZE] [SIZE=3]If you are going 12[SUP]th[/SUP] DS, recommended ASI upgrades are: [/SIZE] [LIST] [*][SIZE=3]+2 Constitution or [I]Tough[/I]. Hit points are great.[/SIZE] [*][SIZE=3][I]Shield Master[/I]. You have a shield and high Dexterity... say goodbye to oh so much Dexterity saving throw damage.[/SIZE] [*][SIZE=3][I]Elemental Adept (Thunder)[/I]. Thunder is one of your main sources of consistent damage. All thunder damage 1’s become 2’s, and... [B]nullifies resistance[/B]. [/SIZE] [/LIST] [SIZE=3] However, none of this is available until 20[SUP]th[/SUP] level. On the other hand, not caring what you get at 20[SUP]th[/SUP] level means you take every level from 13[SUP]th[/SUP] onwards one level earlier.[/SIZE] [SIZE=4][B][COLOR=blue]9[SUP]th[/SUP] EK & 11[SUP]th[/SUP] DS[/COLOR][/B][/SIZE] [SIZE=3]Alternatively, going 9[SUP]th[/SUP] EK gives:[/SIZE][SIZE=3][I] Indomitable[/I], at 15[SUP]th[/SUP] level, when it still has some time to make a difference. It synergises nicely with [I]Favoured of the Gods[/I] and it might even be worthwhile picking up the [I]Resistance[/I] cantrip. [/SIZE][SIZE=3] This is [B][COLOR=#FFCC00]GOLD[/COLOR][/B] if your DM doesn’t permit the use of Pact Magic slots for non-Warlock spells.[/SIZE] [SIZE=4][B][COLOR=#FFCC00]8[SUP]th[/SUP] EK, 11[SUP]th[/SUP] DS & 1[SUP]st[/SUP] Hex[/COLOR][/B][/SIZE] [SIZE=3]Or, one level of Hexblade Warlock, for: [/SIZE] [LIST] [*][SIZE=3][I]Hexblade’s Curse[/I], which synergises amazingly with the rest of the build[/SIZE] [*][SIZE=3]2 more cantrips with a Charisma DC[/SIZE] [*][SIZE=3][I]Armour of Agathys[/I][/SIZE] [*][SIZE=3]One more 1[SUP]st[/SUP] level spell[/SIZE] [*][SIZE=3]One 1[SUP]st[/SUP] level spell slot per short rest; which basically means one more [I]Twincast[/I] per short rest (DM permitting)[/SIZE] [*][SIZE=3][I]Hex Warrior[/I] is pretty useless since you have [I]Weapon Bond[/I] and are using [I]Shadow Blade[/I] most of the time anyway. [/SIZE] [/LIST] [SIZE=3] Absolutely recommended; but at what level to take it? It pushes every level afterwards back one, slowing progress at early levels or, if taken too late will make little difference. [/SIZE] [SIZE=4][B]Why Divine Sorceror and Eldritch Knight?[/B][/SIZE] [SIZE=3]Draconic Bloodline Sorceror would be an excellent alternative to Divine Soul if such a creature as a dragon that dealt thunder damage existed. [I]Draconic Resilience[/I] is amazing for this build, taking [I]Duelling[/I] Fighting Style instead of [I]Defence[/I]. The minute WoTC brings out a dragon that does Thunder damage... (This would also make [I]Elemental Adept (Thunder)[/I] incredibly attractive, even at 20[SUP]th[/SUP] level). However, since almost all damage is coming from [I]Shadow Blade/Booming Blade[/I], then leaving all other spell slots for heals, revives and buffs that can be [I]Quickened [/I]or [I]Twincast[/I] is pretty amazing. Eldritch Knight for [I]War Magic[/I], which really gets some love from this build, and the +2 to slot levels from being a 1/3[SUP]rd[/SUP] caster gives access to 5[SUP]th[/SUP] & 7[SUP]th[/SUP] level [I]Shadow Blade[/I]. The close-packed ASI/Feats at 4[SUP]th[/SUP], 8[SUP]th[/SUP], 10[SUP]th[/SUP] and 13[SUP]th[/SUP] level get the supporting feats online at the right time to make the DPR progression smooth and reasonably early (7[SUP]th[/SUP] – 13[SUP]th[/SUP] level is when everything starts coming together nicely). [/SIZE] [SIZE=4] [B]Why not Paladin or Hexblade instead of Eldritch Knight?[/B][/SIZE] [SIZE=3]I’m confident that Sorcadin and Hexblade Sorlocks have had a whole lot of love already. EK maximises the [I]SB/BB[/I] synergy with [I]War Magic[/I] giving a [I]Shadow Blade[/I] attack as a bonus action after every [I]Twincast Booming Blade[/I] (which also uses [I]Shadow Blade[/I])[I].[/I] I feel this really makes EK blossom in the mid to late game when EK can seem, to me, to be a bit under-gunned. Paladin does, of course, give [I]Divine Smite, Aura of Protection[/I] and +4 to slot levels compared to EK’s +2, for -2 cantrips, -1 ASI/Feat, no [I]War Magic[/I], no [I]Action Surge[/I], and needs to be Strength-based otherwise MAD. [I]Divine Smite[/I] will burn slots very quickly. Hexblade gives 4 Invocations, a Pact Boon, +8 Sorcery Points per short rest (!), for -1 cantrip, -1 ASI/Feat, no [I]War Magic[/I], no [I]Action Surge[/I], no [I]Fighting Style[/I] and no [I]Second Attack[/I] ([I]Shadow Blade[/I] is not a Pact Weapon) so very [I]Twincast[/I] dependent. Not as MAD as a Paladin, but still needs Dexterity for [I]SB/BB[/I] since [I]Hex Warrior[/I] cannot apply to [I]Shadow Blade[/I]. [/SIZE] [SIZE=4][B]Why not just be a Bladesinger?[/B][/SIZE] [SIZE=3] Why not, indeed? Bladesingers get tons of versatility, best AC, and is a great [I]Shadow Blade[/I] vehicle. However, Bladesingers can’t [I]Twincast[/I] [I]Booming Blade[/I], which means [I]BB[/I] damage only comes from [I]Warcaster[/I] opportunity attacks. And maybe you don’t want to be hanging around for attacks of opportunity? Given that having to max both Dexterity and Intelligence means very little left over for Constitution, and you have a d6 for hit points. The Raven Soul is a good deal less squishy than the Bladesinger, and dishes out more damage. Also: heals. I can easily imagine the two traditions being great rivals, and that a laconic and fatalistic Shadar-kai might value ‘a good death’ at the hands of a master Bladesinger more highly than yet another victory over less worthy opponents. [/SIZE] [SIZE=4][B][SIZE=5]The Build[/SIZE] [/B][/SIZE][ATTACH=CONFIG]104338._xfImport[/ATTACH] [ATTACH=CONFIG]104339._xfImport[/ATTACH] [ATTACH=CONFIG]104340._xfImport[/ATTACH] [ATTACH=CONFIG]104341._xfImport[/ATTACH] [ATTACH=CONFIG]104342._xfImport[/ATTACH] [ATTACH=CONFIG]104343._xfImport[/ATTACH] [ATTACH=CONFIG]104344._xfImport[/ATTACH] [SIZE=5][B]Magic Items[/B][/SIZE] Assuming a High Magic setting (i.e. that magic items are plentiful), I’d suggest: [ATTACH=CONFIG]104345._xfImport[/ATTACH] [B][SIZE=4] Adamantine Breastplate[/SIZE][/B] [SIZE=3]You’ll be wearing a breastplate for most of the characters’ adventuring life. You’re a frontline fighter. Critical hits are very annoying. This becomes a less essential item once you aquire a [I]Cloak of Displacement[/I] (0. 25% chance of a Critical Hit, aka 400:1) and should be replaced with magical studded leather after that. [/SIZE][B][SIZE=4] Winged Boots (requires attunement)[/SIZE][/B] [SIZE=3] Flying is great. At-will flight is even better. [I]Winged Boots[/I] give a flying speed equal to your walking speed, which means that if [I]Hasted[/I] after picking up [I]Mobile[/I], you could have a flying speed of 80ft./round, [I]Dash[/I] while flying for 160ft./round; as fast as dragons.[/SIZE] [B][SIZE=4] Sentinel Shield[/SIZE][/B] [SIZE=3]The advantage given to initiative outweighs the lack of a +1 to AC. To get the most from the Control aspect of [I]Booming Blade[/I] you need to be attacking [I]before[/I] the enemy does, so as to tie targets up before they can get stickied on your squishier party members. The same goes, arguably even more importantly, for reacting to a near-TPK incident – you really want to be getting your protection and heal spells cast and then getting the hell out of Hell before the enemy can step in and finish you all off. Your excellent Dexterity score gives you a good chance of this when combined with the advantage from this item. Advantage gives an 80% chance of rolling 10 or higher, +3/+4/+5 initiative modifier from 17/18/20 Dexterity, gives a 36%-43%-51% chance of an initiative count of 20+. [I]Perception[/I] checks with advantage are nice too. Note that [I]RAI[/I] this will add +5 to your [I]passive Perception[/I] too.[/SIZE] [B][SIZE=4] Pearl of Power (requires attunement, spellcaster only)[/SIZE][/B] [SIZE=3][B]Three [/B]more[B] [I]twincasts[/I][/B] or [B]one [/B]more [B]3[SUP]rd[/SUP] level[/B] casting of [B][I]Shadow Blade[/I][/B] every single day, need I say more? It’s a great shame to part with this for a [I]Ring of Spell Storing[/I] at 17[SUP]th[/SUP]. This helps to balance out the lack of sorcery points due to EK levels.[/SIZE] [B][SIZE=4] Cloak of Displacement (requires attunement)[/SIZE][/B] [SIZE=3]You can’t use [I]Blur[/I] and [I]Shadow Blade[/I] simultaneously. Giving enemies [I]who rely on sight[/I] disadvantage to hit you is a very good thing. An enemy with a +10 attack modifier has an 84% chance to hit a 19 AC (your base AC for most of your character’s adventuring career) without disadvantage, 36% with. To hit 24 AC (taking into account Shield) the same enemy has a 35% chance without disadvantage, 12.3% with. Swap [I]Blur[/I] out for [I]Revivify[/I] as soon as convenient once you aquire this item. [/SIZE][B][SIZE=4] Rapier +1[/SIZE][/B] [SIZE=3]Sometimes, there will be enemies who are immune to psychic damage. Constructs loom largely in mind. Or you’ll need to fight in melee while under the effect of one of your protection spells. A non-magical silvered adamantine rapier might suffice... [/SIZE][B][SIZE=4] Ring of Spell Storing (requires attunement)[/SIZE][/B] [SIZE=3]Lots of [I]Shield[/I] and [I]Absorb Elements[/I] spells is very good indeed. From 12[SUP]th[/SUP] level onwards you will have five 1[SUP]st[/SUP] level slots and three 2[SUP]nd[/SUP] level slots. Once you have a [I]Ring of Spell Storing[/I], try to keep your 1[SUP]st[/SUP] level slots unused throughout the day, relying on the [I]RoSS[/I] instead. This gives you [B]eight[/B] potential slots for [I]Shield[/I] and [I]Absorb Elements[/I]. Since [I]Absorb Elements[/I] can be upcast at 2[SUP]nd[/SUP] level but [I]Shield [/I]cannot, storing [B]four[/B] [I]Shield[/I] spells and [B]one[/B] [I]Absorb Elements[/I] spell in the [I]RoSS[/I] gives you the possibility of [B]four[/B] of each, per day. Your [B]five unused first level slots[/B] can be used to restock the [I]RoSS[/I], or, much more likely, for the inevitable emergencies. [/SIZE][B][SIZE=4] Studded Leather +2[/SIZE][/B] [SIZE=3]No more attunement slots left. AC is god. You’re definitely back in leathers after 17[SUP]th[/SUP] level and your +2 Dexterity ASI.[/SIZE] [B][SIZE=4] (Broom of Flying)[/SIZE][/B] If you cannot bear to give up the [I]Pearl of Power[/I] then give up [I]Winged Boots[/I] and [I]Rapier +1[/I] instead, and take the annoying Broom. It takes both hands to operate, and is thus seemingly quite useless for combat. Prove me wrong. [B][SIZE=5]Arcane Power[/SIZE][/B] [ATTACH=CONFIG]104346._xfImport[/ATTACH] [SIZE=3][B]*Power[/B] is calculated by totalling the number of spell slots available for each level, and multiplying by the slot level e.g. four 1[SUP]st[/SUP] level slots = 4*1 = 4, three 2[SUP]nd[/SUP] level slots = 3*2 = 6, and then adding daily available sorcery points to the total. A Pact magic slot is worth three times as much, e.g. two 5[SUP]th[/SUP] level Pact Magic slots = 2*(5*3) = 30. [B]Caveat:[/B] this is my own rating invention to give a rough numerical value to gauge differences in arcane power between levels and classes. Comparing the magical power of the two source classes with the multi-class, I think the Eldritch Soul comes out quite favourably at about halfway in between the two, while having more cantrips and spells available than either source class. The table below gives a side-by-side comparison of growth in arcane power of all three classes. I haven’t gone to the indulgence of calculating [B]*Power[/B] for every level. [/SIZE] [B][SIZE=4]Key[/SIZE][/B] [SIZE=3][B]CL:[/B] Class Level [B]P:[/B] Sorcery Points [B]C:[/B] Cantrips known [B]S:[/B] Spells known [B]L:[/B] Maximum spell level available (this only affects the Raven Soul) [B]Spell Slots (1-[I]x[/I]):[/B] Number of spell slots available for each spell level [I]Note that the fifth 1[SUP]st[/SUP] level slot the Raven Soul gets at 12[SUP]th[/SUP] level is a Pact slot.[/I][/SIZE] [ATTACH=CONFIG]104364._xfImport[/ATTACH] [SIZE=3]It is noticable that the Raven Soul build has a significant slowing down of increase in arcane power between 9[SUP]th[/SUP] – 13[SUP]th[/SUP] levels. However, you are picking up [I]two attacks[/I], [I]Elven Accuracy[/I], [I]War Magic[/I], [I]Hexblade’s Curse[/I] and [I]Resilient (Wisdom)[/I] during this time. You have a steady supply of 3[SUP]rd[/SUP] level slots for [I]Shadow Blade[/I], [I]Booming Blade[/I] boosts at 11[SUP]th[/SUP] level, and with a [I]Pearl of Power[/I] in your possession, a reasonable number of [I]Sorcery Points[/I] to [I]Twincast[/I] with. [/SIZE] [B][SIZE=5][I]Additional Thoughts[/I][/SIZE][/B] [SIZE=3]Certainly there is a case to be made for dumping EK 7-8 and Hexblade 1, and going DS 5 at 11[SUP]th[/SUP] level instead. This gives 5[SUP]th[/SUP] level [I]Shadow Blade[/I] at 13[SUP]th[/SUP], and 7[SUP]th[/SUP] level [I]Shadow Blade[/I] at 17[SUP]th[/SUP]. No [I]War Magic[/I] or [I]Hexblade’s Curse[/I]. Hmmm, [I]Elven Accuracy[/I] still arrives at 10[SUP]th[/SUP], [I]Resilient (Wisdom)[/I] and [I]+2 Dexterity ASI[/I] are both put back, but only one level, to 14[SUP]th[/SUP] and 18[SUP]th[/SUP] respectively. This also opens up 7[SUP]th[/SUP] level spells and an 8[SUP]th[/SUP] level slot, as well as giving you [I]Otherworldly Wings[/I] at 20[SUP]th[/SUP] level. A very nice capstone indeed! And 8[SUP]th[/SUP] level [I]Globe of Invulnerability[/I] means you can still retain your 6[SUP]th[/SUP] level slot for [I]Scatter[/I]... but... [B]no 3-5d8+4-11 bonus attack every turn[/B], from 11[SUP]th[/SUP] level onwards, [B]nor 30% crits[/B] from 12[SUP]th[/SUP]. Choices, choices... hmmmm.[/SIZE] [SIZE=4][B][I]Cantrip choices [/I][/B][SIZE=3]This build gives you [B]ten cantrips[/B]. Thank you, yes, you're welcome! You have to take [B][I]Booming Blade[/I][/B] and [I][B]Thaumaturgy[/B][/I], and it would seem foolish not to take [B][I]Guidance[/I][/B] if it is so conveniently available, especially since you will have a familiar who can deliver [I]Guidance[/I] to other party members by touch. My suggestions for the remaining seven are completely replacable. The ones I have suggested offer a variety of damage types and saving throws for those situations when your main attack isn't an option. [/SIZE][/SIZE] [SIZE=4][SIZE=3][SIZE=4][SIZE=3][SIZE=4][SIZE=3][B][I][SIZE=4]Acknowledgements [/SIZE][/I][/B][/SIZE][/SIZE] I couldn't have written this without the style and logic of the excellent guides already to be found here. Obliza[/SIZE][/SIZE] in particular really opened my eyes to the possibilities inherent in the Divine Soul. It was the missing link that I was looking for when trying for a build that could maximise [I]Shadow Blade - Booming Blade[/I], which is really all this build is about. Everything else is icing, but I do hope that you will find that the 'icing' works towards a mechanical and thematic whole. [/SIZE][/SIZE][SIZE=4][SIZE=3][B][I][SIZE=4]Feedback Please![/SIZE][/I][/B][SIZE=4] [SIZE=3] I would be interested to hear your thoughts about this build. [/SIZE][/SIZE][/SIZE][/SIZE][SIZE=4][SIZE=3][SIZE=4][SIZE=3][SIZE=4][SIZE=3]Any improvements or questions readily responded to. Thank you for taking the time to read this, my first build![/SIZE][/SIZE] [/SIZE][/SIZE][/SIZE][/SIZE] [/QUOTE]
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[GUIDE] Raven Soul : thematically optimising Shadow Blade for insane damage
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