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<blockquote data-quote="mellored" data-source="post: 9666383" data-attributes="member: 6801209"><p>Disagree in this case. The core is</p><p></p><p>Warlock 2 for Hex + Eldritch Blast; makes you a decent ranged attacker no matter what other classes you take.</p><p>Sorcerer 2 for quicken doubles your damage for a turn, scaling to multiple turns.</p><p></p><p>Though I do realize I made an error.</p><p>"<em>You can’t have more Sorcery Points than the number shown in the table for your level."</em></p><p></p><p>So I need more Sorcerer levels otherwise I'm spending a level 5 slot for 2 SP. I'll drop fighter.</p><p></p><p>Let me redo it.</p><p></p><p>16 Dex, 17 Cha</p><p>Sorcerer 1, Con saves, Heavy Crossbow (1d10+3)</p><p>Warlock 1, Hex (+1d6)</p><p>Warlock 2, EB, Agonizing Blast, Repelling Blast (+push)</p><p>Sorcerer 2, Quicken, twice per long rest.</p><p>Sorcerer 3, Draconic(16 AC), EB scales (2d10+6+2d6). Possibly Quicken Web.</p><p>Sorcerer 4, Warcaster (18 Cha, 17 AC)</p><p>Sorcerer 5, Sorcerer Restoration, (Quicken up to 9 times). Also Haste for later.</p><p></p><p>If your game will end at 10, go Warlock 4 to get +2 Cha. Familiars + Gaze or 2 minds is also great. Otherwise...</p><p></p><p>Bard 1, dice for allies</p><p>Bard 2, expetise</p><p>Bard 3, Valor, shield for +2AC, EB scales (3d10+12+3d6+push 30', 19 AC)</p><p>Bard 4, 20 Cha (3d10+15+3d6+push 30', 20 AC)</p><p>Bard 5, more dice for allies, (Quicken up to 20 times).</p><p>Bard 6, Switch to Haste (6d10+30+push 30', 22 AC), and 1 less accurate hand crossbow attack (1d8+3)</p><p>...</p><p>EB scales again (8d10+40+push 40')</p><p></p><p></p><p>Also, you have plenty of other spells for different situations. Web + lots of pushing may be better than Hex/Haste. Or put Haste on the Rogue. Possibly a Cloud of Daggers.</p></blockquote><p></p>
[QUOTE="mellored, post: 9666383, member: 6801209"] Disagree in this case. The core is Warlock 2 for Hex + Eldritch Blast; makes you a decent ranged attacker no matter what other classes you take. Sorcerer 2 for quicken doubles your damage for a turn, scaling to multiple turns. Though I do realize I made an error. "[I]You can’t have more Sorcery Points than the number shown in the table for your level."[/I] So I need more Sorcerer levels otherwise I'm spending a level 5 slot for 2 SP. I'll drop fighter. Let me redo it. 16 Dex, 17 Cha Sorcerer 1, Con saves, Heavy Crossbow (1d10+3) Warlock 1, Hex (+1d6) Warlock 2, EB, Agonizing Blast, Repelling Blast (+push) Sorcerer 2, Quicken, twice per long rest. Sorcerer 3, Draconic(16 AC), EB scales (2d10+6+2d6). Possibly Quicken Web. Sorcerer 4, Warcaster (18 Cha, 17 AC) Sorcerer 5, Sorcerer Restoration, (Quicken up to 9 times). Also Haste for later. If your game will end at 10, go Warlock 4 to get +2 Cha. Familiars + Gaze or 2 minds is also great. Otherwise... Bard 1, dice for allies Bard 2, expetise Bard 3, Valor, shield for +2AC, EB scales (3d10+12+3d6+push 30', 19 AC) Bard 4, 20 Cha (3d10+15+3d6+push 30', 20 AC) Bard 5, more dice for allies, (Quicken up to 20 times). Bard 6, Switch to Haste (6d10+30+push 30', 22 AC), and 1 less accurate hand crossbow attack (1d8+3) ... EB scales again (8d10+40+push 40') Also, you have plenty of other spells for different situations. Web + lots of pushing may be better than Hex/Haste. Or put Haste on the Rogue. Possibly a Cloud of Daggers. [/QUOTE]
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