FormerlyHemlock
Hero
Observation: it is possible to heal 240 HP with a single third-level spell.
Explanation: Aura of Vitality heals 2d6 HP per round for up to 1 minute. It's a third-level spell, and Disciple of Life adds 2+(spell level) in healing every time you heal another creature with a spell, so 2d6+5 points of healing per round. Extend Spell costs 1 sorcery point and doubles the duration of a spell lasting at least one minute, to a maximum of 24 hours. So you get 20 rounds of healing from an Extended Aura of Life, for 40d6+100 points of healing total, at the cost of one third level spell slot and one sorcery point.
Implication: by 10th level, you can be healing 2060 HP of damage per long rest. (Lore Bard 6/Cleric of Life 1/Sorcerer 3.) On top of that, by 15th level you can be healing 480 HP of damage per short rest (add Warlock 5).
Ridiculously specialized build which is nevertheless surprisingly gishy: take a human (Mobile) with high Cha and at least 13 Wis.
Level 1: Wild* Sorcerer 1 (for Con save proficiency and Booming Blade)
Level 2: Cleric of Life 1 (heavy armor, Bless if needed)
Level 3-8: Lore Bard 6 (Aura of Vitality, Bardic Inspiration, Cutting Words, Hypnotic Pattern)
Level 9-10: Wild* Sorcerer 3 (Extend Spell, Quicken Spell)
Level 11-15: Fiendlock* (Tome Pact*) (Agonizing Blast, Devil's Sight, Book of Ancient Secrets*)
Level 16-19: Lore Bard 10 (more secrets, Animate Objects)
Level 20: Wild Sorcerer 4
*Vary to taste
Mobile cancels out the movement penalty on heavy armor and allows you to Booming Blade + move away.
You'll get ASIs at level 6, 14, 17, and 20. If you spend these on Cha you can max out Cha by level 14, which coincidentally is the point at which you have Eldritch Blast fully online and Shillelagh Booming/Greenflame Blade, which together with your heavy armor proficiency and Con save proficiency will make you surprisingly tanky. If you need to, you can use your Sorcerer spells like Blur and Shield to make you even tankier, but try to resist the temptation to blow spells on defense (including Bless) unless you are very close to death, because it will probably be cheaper to just soak the hits and patch yourself (and everyone else) up afterwards. If you think weapons are cooler than spells, you could go Bladelock/Thirsting Blade instead of Tome Pact/Book of Ancient Secrets; or if you love terrain effects you could go for Repelling Blast.
I don't know what to do with the 17th and 20th level ASIs. Maybe spend one on Inspiring Leader or Healer for extra ridiculousness.
I think this build would be fun and playable from level 2 onwards, and at level 8 it starts to seriously rock. Everything after level 10 is really just overkill.
Explanation: Aura of Vitality heals 2d6 HP per round for up to 1 minute. It's a third-level spell, and Disciple of Life adds 2+(spell level) in healing every time you heal another creature with a spell, so 2d6+5 points of healing per round. Extend Spell costs 1 sorcery point and doubles the duration of a spell lasting at least one minute, to a maximum of 24 hours. So you get 20 rounds of healing from an Extended Aura of Life, for 40d6+100 points of healing total, at the cost of one third level spell slot and one sorcery point.
Implication: by 10th level, you can be healing 2060 HP of damage per long rest. (Lore Bard 6/Cleric of Life 1/Sorcerer 3.) On top of that, by 15th level you can be healing 480 HP of damage per short rest (add Warlock 5).
Ridiculously specialized build which is nevertheless surprisingly gishy: take a human (Mobile) with high Cha and at least 13 Wis.
Level 1: Wild* Sorcerer 1 (for Con save proficiency and Booming Blade)
Level 2: Cleric of Life 1 (heavy armor, Bless if needed)
Level 3-8: Lore Bard 6 (Aura of Vitality, Bardic Inspiration, Cutting Words, Hypnotic Pattern)
Level 9-10: Wild* Sorcerer 3 (Extend Spell, Quicken Spell)
Level 11-15: Fiendlock* (Tome Pact*) (Agonizing Blast, Devil's Sight, Book of Ancient Secrets*)
Level 16-19: Lore Bard 10 (more secrets, Animate Objects)
Level 20: Wild Sorcerer 4
*Vary to taste
Mobile cancels out the movement penalty on heavy armor and allows you to Booming Blade + move away.
You'll get ASIs at level 6, 14, 17, and 20. If you spend these on Cha you can max out Cha by level 14, which coincidentally is the point at which you have Eldritch Blast fully online and Shillelagh Booming/Greenflame Blade, which together with your heavy armor proficiency and Con save proficiency will make you surprisingly tanky. If you need to, you can use your Sorcerer spells like Blur and Shield to make you even tankier, but try to resist the temptation to blow spells on defense (including Bless) unless you are very close to death, because it will probably be cheaper to just soak the hits and patch yourself (and everyone else) up afterwards. If you think weapons are cooler than spells, you could go Bladelock/Thirsting Blade instead of Tome Pact/Book of Ancient Secrets; or if you love terrain effects you could go for Repelling Blast.
I don't know what to do with the 17th and 20th level ASIs. Maybe spend one on Inspiring Leader or Healer for extra ridiculousness.
I think this build would be fun and playable from level 2 onwards, and at level 8 it starts to seriously rock. Everything after level 10 is really just overkill.
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