D&D 5E The Rule of Cool for my current character...undecided

Warpiglet

Adventurer
I have finally decided what unites my taste in 5e characters. I like armored spellcasters that have some combat ability. Some might call them gish, others would argue against this. I have played a cleric and several warlocks through the first tier. I am looking for one with staying power.

I do have a warlock currently at level two. He has very well developed personality, back story and even speech pattern. A former acolyte who has been misguided into his current morally gray reverend. Wears a lot of black, does not smile much...he will get into fights and not hang back. He should have good HP and good AC. I am less worried about concentration as I will focus on Armor of Agathys when likely to be hit and EB and Fireball when hanging back.

Here is my query: I will break with my blade pact tradition and go with tome. Now trying to determine what might have more staying power and fun over time. He just hit second level and the DM is allowing some retooling for the group.

So feel free to suggest things to increase power, but I am really looking to increase fun. Interested to hear ideas. I have two likely paths.

Feats

Lvl 1: Moderately armored

Lvl 4: either Crossbow Expert or Weapon Master

Bear with me! I never take weapons master, but this provided some interesting options.

Option 1:

I can start with these scores: 10 ,14, 16, 10, 8, 16. In this case, I will gear up to be an in your face EB blaster. I call this my stormtrooper build minus the black and white armor. I will take Shocking Grasp and Green Flame Blade as well, just in case. But the main idea will be EB without disadvantage in the thick of combat.

Option 2:

I can use this configuration: 13, 14, 14, 10, 8, 16. Taking weapons master, I would bump STR to 14 at 4th. I would have EB at disadvantage in combat and therefore, would use GFB and access to additional weapons in close range. It would allow me access to more magic weapons if found in the campaign including one handed ones for use with shield or bigger damage ones when say fighting monsters that rarely miss anyway.

In option 1 I would use a dagger and shield in close combat with GFB until my Crossbow Expert comes online. Maybe I would find a magic dagger some day and just have that on my belt. That is kind of cool.


So this is purely subjective. It is not optimized. I do not want shillelagh with GFB because I do not picture my character with a staff and shield. I do not like that combo at all even though quarterstaff is versatile.


Summary: This is purely subjective opinion. Would adding more facility with weapons be more fun over time? It surely is not better than EB in close combat. Just different.

The thread is just a discussion. There are zero wrong answers. I just wanted to discuss this since I am unable to decide and play for a while.

If it changes anything, I will take one level of bard sometime between 3rd and fifth level so I can preach sermons and give a d6 for inspiration, have a few more spell slots and get silent image and disguise self. I could also access cure wounds and probably bane. All reflavored for a dark preacher sort.
 

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One note, if you do go pact of the Tome, Guidance is an absurdly powerful spell. If you walk around casting it on yourself every minute you can even use it on initiative. Other than the fact the concentration aspect of it will break your long duration hex at higher levels, adding a d4 on any skill check outside of combat is pretty nice.

Shillelagh is also worth considering, if you are using a staff, it can deal d8 damage and uses your charisma for attack and damage rolls. It means you wouldn't really care about weapon master, as you now have a d8 weapon that uses cha instead of dex/str.

And you can use shillelagh with booming blade/greenflame, so now you have a pretty reliable attack to use in melee.

Just remember your cantrips from Tome pact can be from different class spell lists. Sacred flame is a decent choice as well as its a save (so no penalty in melee), ignores cover, and deals radiant damage (which isn't often resisted).

Thorn whip is also a neat option, as it gives the ability to pull a target 10 feet, which means if you have repelling blast you can do a good bit of control on the battlefield if theres any hazards the enemies are trying to avoid (like a black tentacles you cast).
 

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