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General Tabletop Discussion
Character Builds & Optimization
Optimizing Oathbreaker - Level 11 with a few bumps
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<blockquote data-quote="Gavin O." data-source="post: 7378194" data-attributes="member: 6941440"><p>While you could definitely optimize around a melee attacker, here's a different idea: Go Wizard(6) with school of Necromancy, and Oathbreaker 5 (Going up to oathbreaker 7 ASAP) and optimize around Animate Dead. The level 6 necromancy feature gives all undead under your control a number of extra hitpoints equal to your wizard level (in this case 6), and a bonus to damage equal to your proficiency modifier (which is +4 at level 11 and +5 by 13), as well as one extra undead per cast. The level 7 Oathbreaker feature further enhances your summoned undead, giving any undead within 10 feet of you a bonus to damage rolls equal to your charisma modifier (which will be +5 by this point). That's +10 to damage. With 6 levels in wizard you have access to level 4 spell slots off the bat, which means if you use all your 3rd and 4th level slots on animate dead (it doesn't require concentration) you can have up to 16 undead under your control at once, you can buff their accuracy with bless and they do significant damage thanks to your Necromancer feature. </p><p></p><p>This is an extremely stat hungry build since to be a Paladin/Wizard you need 13 Strength, Int, and Cha, so I would recommend a non-variant human:</p><p></p><p>12+1 Strength</p><p>9+1 Dexterity</p><p>13+1 Constitution</p><p>13+1 Intelligence</p><p>11+1 Wisdom</p><p>15+1 Charisma</p><p></p><p>As a Wizard(6)/Paladin(5) you get 2 ASI, which you should both spend on +2 Cha to get to 20. </p><p></p><p>Even at level 11, having 16 skeletons shooting shortbows with +4 to hit and 1d6+6 damage is very effective. Once you get to 13, that becomes 1d6+11 damage. If you want to do some attacking yourself, you can dip one level into Hexblade for Cha to hit, otherwise you can cast spells and support your army.</p></blockquote><p></p>
[QUOTE="Gavin O., post: 7378194, member: 6941440"] While you could definitely optimize around a melee attacker, here's a different idea: Go Wizard(6) with school of Necromancy, and Oathbreaker 5 (Going up to oathbreaker 7 ASAP) and optimize around Animate Dead. The level 6 necromancy feature gives all undead under your control a number of extra hitpoints equal to your wizard level (in this case 6), and a bonus to damage equal to your proficiency modifier (which is +4 at level 11 and +5 by 13), as well as one extra undead per cast. The level 7 Oathbreaker feature further enhances your summoned undead, giving any undead within 10 feet of you a bonus to damage rolls equal to your charisma modifier (which will be +5 by this point). That's +10 to damage. With 6 levels in wizard you have access to level 4 spell slots off the bat, which means if you use all your 3rd and 4th level slots on animate dead (it doesn't require concentration) you can have up to 16 undead under your control at once, you can buff their accuracy with bless and they do significant damage thanks to your Necromancer feature. This is an extremely stat hungry build since to be a Paladin/Wizard you need 13 Strength, Int, and Cha, so I would recommend a non-variant human: 12+1 Strength 9+1 Dexterity 13+1 Constitution 13+1 Intelligence 11+1 Wisdom 15+1 Charisma As a Wizard(6)/Paladin(5) you get 2 ASI, which you should both spend on +2 Cha to get to 20. Even at level 11, having 16 skeletons shooting shortbows with +4 to hit and 1d6+6 damage is very effective. Once you get to 13, that becomes 1d6+11 damage. If you want to do some attacking yourself, you can dip one level into Hexblade for Cha to hit, otherwise you can cast spells and support your army. [/QUOTE]
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