D&D 5E World end 20th level one shot - character optimization thoughts

Blue

Ravenous Bugblatter Beast of Traal
Howdy folks. One of my DM's is doing a World End one-shot (well, it will probably be 4-5 sessions) at 20th level as a last hurrah for 2014 5e. It's a big threat that's been growing across several campaigns he's run in his homebrew world, an assault on a Death Knight's fortress. It's undead and "blight" themed.

So, we're all to bring in 20th level characters, with up to 3 very rare items each. I have not played a lot of Tier 4, and would like to pick the our collective brains. Especially since we're going to be playing in two nights.

BUT, there are some caveats.

The biggest is that it's elevating an existing character to 20th. So I have limited base, and ability scores already set as well as existing feats picked.

Next is that everyone is doing this, and working out specific party synergies will be hard, especially with the short run-up. Some of the players will be on DnDBeyodn just levelling up their existing character to 20 in the same class half an hour before the game start. I'm sure we'll cover basics, but I doubt we'll be set up with a team all ready to do things like Forcecage+Sickening Radiance.

Third, the group as a whole is rather resistant to multiclassing. So at most one additional class to the bases I'm putting out, and staying just with what I have is fine.

DM uses all official WotC books, except Acquisitions Inc. Silvery Barbs is banned. Tasha's optional class bits are all allowed.

Ready for that challenge? Here's what we can start with.

Jillian Briarfoot: Halfling Bard (Glamour) 10. Currently very set up as support... though did just pick up Fireball. Shh, don't tell, it's a (magical) secret.

Droozh: Loxadon Cleric (Order) of Athena 12. Front liner, spirit guardians, sort of deal.

Warrankh: Human Fighter 1 / Warlock (Undead) 3. Built partially as a thought experiment of building a front-liner from a class that doesn't get Extra Attack back before everyone else gets it. So he's a tank (Heavy Armor Mastery, Armor of Agathys, Form of Dread, Gift of the Everliving Ones) with an improved Imp familiar so he gets a booming blade attack and his familiar get a bonus action attack.

Tami Painted-One: Tortle Pirate "Melee" Sorcerer (Storm) 6. Set up either to control the weather, or fight in melee. Was a bit of a joke character for a one-shot but has been used since.

Nickel Verth: Earth Genasi (MotM) Urchin Wizard (Bladesinger) 7. Very much a heist/infiltration with current skills and spells... but he's a wizard so those spells could change. That said, he had a 16 DEX & CON, and only a 14 INT plus a Headband of Intellect, so his ability scores aren't where you'd expect.

Absolution: Winged Tiefling Barbarian (Totem) 3. Giant Foundling background. Anger issues.

Feel free to glow up multiple ones so I have more flexibility when I hear what others will be running. Be as detailed or not as you want. Necessary (or wanted) magic items, up to 3 very rare, is also welcome.

Hope this is a fun challenge!
 
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J-H

Hero
With only 3 magic items, I'd stay away from martials. That's ridiculously underequipped as you have only 1 weapon, 1 armor, and 1 open slot to cover movement, utility, defense-boosting, a secondary weapon (ranged/melee), etc. You could get your AC up (+3 shield, +2 armor, +2 weapon or a flame tongue/frostbrand) but you have nothing to boost saves, give magic resistance, miss chances, etc. Not worth it.

I'd go with the glamour bard. Pump your charisma as high as possible and, for 1 minute per short rest, most enemies will be unable to directly attack you with your 14th level ability online. Few enemies can pass a DC 23 Charisma save reliably. It's possibly the best defensive ability in the game. You can stack it with Foresight to be better protected, or put Foresight on whoever does get stuck playing under-equipped melee. Maybe someone has a monk?
Magic items:
Tome of Leadership and Influence to get your Cha to 22.
Cloak of Magic Resistance, because AOEs are your weakness and AOEs are pretty much all magical.
Rhythym-maker's Drum +3 to boost your DC and attack rolls.

I would also save most BI uses for Mantle of Inspiration. With Cha 22, 6 times per short rest (Bardic Inspiration) you can grant the whole party 14 temporary HP and let them move up to their speed with no OAs as a reaction. Great battlefield repositioning, get allies out of a tight spot, etc.

You'll be hard to kill for 1 big fight per short rest, you'll help everyone get in position, and you still have all the spells and spell slots of a full caster. I think with Glibness you get really good at counterspelling too, but haven't really looked into that.
 

Clint_L

Legend
The bard is a very good suggestion, but a level 20 frontline cleric is also a great option for any party. Consider grabbing a +3 amulet of the devout to get your spell DC up to 22 (plus an extra channel divinity), a +3 shield to bring your AC to 23, and then use the third item to shore up a weak spot or give them a little more flexibility.
 

Tonguez

A suffusion of yellow
The Bards good with great support utility, crowd control and the fireball offensive

I like Droozh with a Holy Avenger for frontline (boost AC and resistances, enhance area damage from spirit guardians and boost healing/protection spells)

My favourite though would be pushing Warrankhs Warlock to 19, Plate Armor of Etherealness and boost his
Cha (Tome of Leadership). You get to RP as a Wraith, get some battle field control via Form of Dread, can soak up damage and you get to use your familiar to do extra damage.
 

Blue

Ravenous Bugblatter Beast of Traal
I like Droozh with a Holy Avenger for frontline (boost AC and resistances, enhance area damage from spirit guardians and boost healing/protection spells)

My favourite though would be pushing Warrankhs Warlock to 19, Plate Armor of Etherealness and boost his
Cha (Tome of Leadership). You get to RP as a Wraith, get some battle field control via Form of Dread, can soak up damage and you get to use your familiar to do extra damage.
Unfortunately both the Holy Avenger and the Plate Armor of Etherealness are Legendary, and we're only allowed up to Very Rare.
 

Blue

Ravenous Bugblatter Beast of Traal
I'd go with the glamour bard. Pump your charisma as high as possible and, for 1 minute per short rest, most enemies will be unable to directly attack you with your 14th level ability online. Few enemies can pass a DC 23 Charisma save reliably. It's possibly the best defensive ability in the game. You can stack it with Foresight to be better protected, or put Foresight on whoever does get stuck playing under-equipped melee. Maybe someone has a monk?
Magic items:
Tome of Leadership and Influence to get your Cha to 22.
Cloak of Magic Resistance, because AOEs are your weakness and AOEs are pretty much all magical.
Rhythym-maker's Drum +3 to boost your DC and attack rolls.
From a character perspective, he's actually the most satisfying to go on this as well, though the others would have their reasons.

Where is the Cloak of Magic Resistance? I can't find it.
 


Blue

Ravenous Bugblatter Beast of Traal
Okay, have some feedback on what others are running. And a bit of concerning news.

The two most in-depth players will not be able to make it. They are the only ones who have played level 20 characters before.

But the DM is using this level 20 to introduce a friend who hasn't played, who will be playing a Berserker Barbarian. Umm, this isn't where I'd introduce a new player, but hey, otherwise we'd be short.

One experienced player will be leveling up her cleric. While, like me, she hasn't played 20th before, she knows what the heck she's doing and I have no concerns. Actually, that cleric, Stella, and Jillian were in the same adventuring party and complement each other rather well.

One great player but not always the most technically on-top will be trying a high level wizard for the first time. I am hopeful, but expect more straightforward character from a build perspective than optimization. With a wonder personality and quirks.
 

Blue

Ravenous Bugblatter Beast of Traal
So I am going with Jillian. Though the last time I played him (at 10th), the whole party was saved by a successful Divine Inspiration roll, and I had mentioned he had an epiphany. To represent this, I took 2 levels of Celestial Warlock. This gives him some direct damage (EB+Agonizing) and betters his ability to keep concentration (Eldritch Mind).

My issue is that after three v.rare items and no other magic items, I have an AC of 15 (studded leather, 16 DEX). I do have Unbreakable Majesty once per short rest to make all attacks have disadvantage, and halfling feat Second Chance to force a reroll of a hit once per combat, but if they only need a 4 to hit me neither of those will be enough.

The options I see are:
  • Drop one of my items which will have a big impact on my offense.
    • +2 armor brings me to an 17, which is likely not enough at 20th.
    • Or better I could grab a Staff of Power, which I can attune now that I have warlock levels for +2 to a 17 as well.
    • A cloak of displacement has too much overlap with Unbreakable Majesty, and is too likely to be taken out by AoE damage.
    • Are there any other items?
  • Replace one of my magical secrets with Shield. (No, existing character wise I can't take Hexblade and get Shield plus medium armor + shield.) I can do this in addition to other choices.
    • This competes with Absorb Elements and Counterspell for my Reactions. Both are Magical Secrets, so I could swap one of them out.
    • Reminder: Silvery Barbs is banned.
  • What spells on the bard list are not Concentration and I can cast before combat that help AC or getting hit in by attacks?
So, what options are I missing? What do you recommend?

EDIT: We might have two other counterspellers, but thanks to Jack of All Trades I'm the best if needing to make a check. Also, knowing the DM having resistance to elemental from Absorb Elements will be regularly useful.
 
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J-H

Hero
Ah, with only 4 ASIs you're probably using them all for CHA and can't bump your DEX up or take Moderately Armored for half plate + Shield (AC 19). Drums, Mantle of Spell Resistance, and Tome?
Mirror Image will eat 3 attacks, but with an AC of 13 on the images, it won't last too long. Greater Invisibility means enemies without Truesight or Blindsense won't be able to target you directly, but it eats your Concentration.

Low AC is a weak spot for bards. If you're not near melee enemies, you can always drop prone at the end of your round. Use cover, be hard to get line of effect on, etc.
 

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