The Ultimate Spellsword (2 of 2)
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- Опубликовано: 20 авг 2024
- BRING THE DAMAGE! The Ultimate Spellsword is the hard hitting combo of Paladin and Sorcerer
Part 1 is here:
• The Ultimate Spellswor...
See the final build here:
ddb.ac/charact...
For my guides and handbooks find me at:
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Thanks to:
@makemyanthem for the intro music.
@CynfulArts for the Treantmonk logo
Summary
1: Fallen Aasimar. Paladin 1: Athletics, Intimidation. Soldier: Perception, Persuasion. Greatsword, Net, Javelins, Explorer’s Pack, Amulet. PB 15/10/14/8/10/14.
2: Paladin 2: Great Weapon Fighting, Divine Favour, Wrathful Smite, Shield of Faith, Thunderous Smite.
3: Sorcerer 1: Divine Soul, Law, Booming Blade, Green Flame Blade, Guidance, Minor Illusion, Shield, Healing Word
5: Sorcerer 3: Quicken Spell, Twin Spell, Spiritual Weapon, Misty Step
7: Sorcerer 5: ASI STR x2, Ray of Frost, Fireball, Spirit Guardians
9: Paladin 4: Oath of Conquest, ASI STR x2, Armor of Agathys, Protection from Evil/Good
11: Paladin 6: Find Steed
12: Paladin 7
15: Sorcerer 8: Banishment, Greater Invisibility, Death Ward
18: Sorcerer 11: Empowered Spell, ASI CHA x2, Mending, Greater Restoration, Heal, Mass Suggestion
20: Paladin 8: ASI CHA x2, Aid, Lessor Restoration, Zone of Truth. Sorcerer 12: Greater Weapon Master
Multi-classing isn't about what you can do at level 20, it's about what you can do at level 7.
He stated that this build peaks at level 12
Completely agree, this build comes online so late most of it's synergies won't even matter anymore because they're too weak.
@@andreistoian3152 I'm currently playing this and I'm at lvl 5 and I gotta say that I'm really pleased with it - not only comparatively powerful to my fellow players but also just a lot of fun to play.
@Coop Coolidge i played until lvl 10 and throughout a heck of a lot of fun - surprisingly much utility and damage and survivability
Spirit Guardians has got to be one of my favourite spells both mechanically and flavour-wise. So cool.
I usually watch these videos to get inspiration and put my own spin on the build, but this one is just so streamlined that I have no clue what to improve for my taste. Amazing!
Really liking these build videos, having some example builds and showing how they come together. Connects the dots on the decisions for a full build.
You got spiritual weapon from sorcerer, yet once you get your 5th level in paladin (conquest), you get it as an oath spell. So you can retrain SW at a later sorcerer level for another sorcerer spell. Also, you could have chosen healing word instead of bless as your bonus spell from the divine soul origin, while preparing bless as a paladin spell in place of one of compelled duel/ divine favor/ thunderous smite. And assuming you do that, you can get your hands on yet another sorcerer spell. Meaning, if there is a cleric or sorcerer spell that you would prefer to have instead of one of the three aforementioned paladin spells (I like several: sanctuary, absorb elements, web, fear, counterspell, vitriolic sphere, freedom of movement, even mass cure wounds due to synergy with ds 6th lvl feature, revivify or raise dead if needed, etc), you can do it simply by picking healing word as your sorc ds bonus spell and dropping one of your 1st lvl paladin spells from your prepared list. Reverse gravity is the sorcerer spell that jumps out to me out of the 7th lvl spells (granted, I would have gone with careful). Quickening an upcasted spirit guardians after you used your action and successfully frightened several enemies with your CD (keep in mind that necrrotic shroud can hit friendlies and has a small radius) is a great opening round and a great idea!
One thing I'd like to see is a build or two focusing on the levels 1-8 range, which is where the majority of my play happens, and I think I'm not alone in that.
You can add me to that group. Rewatching this, it reminds me how excited I was to get this build to level 12, and after that, I'm just filling in the last 8 without that excitement. I should have just discussed options post level 12 instead...Had a similar thing with the Jack of all Trades build and the Trickery Cleric.
Really cool take on the Sorcadin. I think thats why Sorcadin is one of my favorite gishes compared to a Palilock, Palibard, Bardlock, etc. Usually when you're using Warlock for a gish or MC its usually hexblade. You usually take Valor or Swords for Bard. Etc.
Sorcadins can be done in so many ways. You can take 2-6 levels of Pali only and try to go Draconic for the bonus hp, CHA to elemental damage, and flying. Shadow Sorcerers for darkness shenanigans and being a bit harder to get knocked unconscious. You can take crown to be a little sticky with its channel divinity. Vengeance for the damage like you mentioned. Ancients for one of the best Pali auras imo.
Point is lotta ways to do this gish and none of them are bad as long as you are aiming for synergy and have a plan in mind for your build.
In this case, stackin the fear effects from your racials, wrathful, and your aura to be good at locking down and going to work with Spirit Guardians, Smites, etc.
I agree. Paladins in general is just a really strong base class and often the center piece of any well rounded party. Sorcadin takes that and cranks it to 11.
I still can’t help but to always mix in 1+ level of Hexblade though, because the ASIs it saves later pay tons of dividends in the form of improved spell save DC and maxed out Aura of Protection, as well as additional combat feats.
@@M0ebius It is! And I have a feeling that's pretty much going to be the logic/basis for Treantmonks Hexblade 1/Paladin 19 that he mentioned he was going to do later on. Become SAD and go for more feats since you can afford them.
Edit: I wasn't trying to speak badly of Hexblade though. Its just unlike Paladin, Hexblade is just sooo good and front-loaded for Gish builds. Hell, even people who AREN'T doing a gish sometimes dip Hexblade just for Hex Warrior and Hexblade's Curse alone.
Aequilix More than Hex Warrior/Hexblade’s Curse, full charisma casters dip Hexblade for the medium armor+shield+Shield spell. But often at that point you might as well dip 2 levels for Agonizing Blast and Hex.
And yeah it is extremely frontloaded, and the case could be made that even a basic Fighter benefits from dipping, especially in low to mid levels.
M0ebius Thats what i meant when I said Hex Warrior. The proficincies as well as CHA for attack rolls/damage falls under the Hex Warrior feature.
But I totally agree man!
Aequilix Ahh you’re absolutely right!
Another important note - by the time you get aura of conquest in this build, the save DCs on your frighten effects are lagging notuceably behind that of full casters of your level, due to the MADness inherent in the build, and that won't change until the latest levels. Additionally, you'll already be at a level whete enemies outright immune to frighten are getying more common.
The lockdown options from conqueror are still a valuable tool to have available, but with this buold you'll need to be careful to only break them out when you're pretty sure you're fighting frighten-vulnerable, low-wis-save type enemies.
Malisteen This is why I always throw in at least a level of Hexblade with every Paladin to minimize the stats needed.
You should consider taking the shadow blade spell. At most levels it will deal more in 2 attacks than spirit guardians would and you could also quicken a booming blade to get 3 attacks. At max level with a 7th level upcast you would do 18d8 plus your strength plus all of your damage bonuses without using any smites.
Keep in mind that Spirit Guardians is also peppering multiple enemies per round.
5:30 We need a "The Paladin Calls Me Mommy, Too" build now.
You’re spoiling us, TM! Two videos in two days? These gish builds must really work for ya
As a new player I really appreciate the insight and logic behind your choices. I'm trying a Golgari Drow Druid of the spores in a 2-player campaign and I'm having a hard time figuring out how to play that PC, what to do and what choices to make, in-game and while leveling up. I'm level 5 at the moment. I'm playing with a Gruul Loxodon Fighter battlemaster 5
there is always bearbarian ;)
@@zirjin I know, but not what I'm look for. I'm looking for the Golgari experience ;)
Unfortunately, spore druid took quite a hit going into the published version. Honestly, the best thing it still has going for it is animate dead, which is a pretty good gimmick beyween levels 5 and 10 or so, but any golgari druid gets regardless of what circle you take. The spore attack allows a save now, and the transformation is easily cancelled it you take damage, which you eill if you wade into melee to try to take advantage of the extea poison damage, so i would recommend stucking to a ranged caster set up and only using the transformation for the aoe spores. Even then, though, you might be better off stickung to regular wild shape.
Druid isnt a bad base class at all, so you should be able to make the character work even if the subclass features arent the most effective. Focus on spellcasting, look for effective druid spells. They have some decent summon and vattlefield control stuff. And again, animate dead isnt bad. A small retinue of skelwtal archers supplementing the typical druid anumal & fey summons should get some work done.
i would add that hold person makes you auto-crit, witch fits quite nicely in the build
I don't remember if you mentioned taking Fear as a sorcerer spell, but if you're taking conqueror to level 7+ you *absolutely* want that spell. AoE frighten, with no option to shake the effect at all for any target that fails the initial save to resist as long as they're stuck in your aura? Amazing. Far and away the best source of frighten.
Sure, trapped enemies dont lose their actions running like they normally do for Fear (targets don't need to spend their actions dashing away if they can't actually go anywhere), but being trapped and afraid means most enemies aren't doing much anyway, and if the lost action fleeing is better against a particular opponent, you can always just move so they're not in the aura, or shove them out of it.
Malisteen Fear At Conquest 7 you get the lockdown Aura, at 8 you get ASI, at 9 you get Fear, at 10 Aura of Courage makes the party immune when you spam Fear, at 11 it’s Improved Divine Smite, and 12 another ASI. This is why I feel like Conquest is the one Oath with no dead levels for a long time and should really just be taken all the way to at least 11 or 12 with a level of Hexblade thrown in early, as every level builds on its internal synergy.
For a straight combat Sorcadin Devotion or Vengeance are better choices.
I did take it, but it was a victim of editing. For the final character build, you can click the link in the description.
@@M0ebius i agree re: conquest being the "no dead levels, no easy jump put point" paladin build, at least when you're building it with lockdown/control/tanking as your primary objective. A single level hexblade dip is generally justified, and if your primary goal is something else, like this build's offensive focus on damage, then more extensive multiclassing can be the right choice, but if U have to go from levrl 1 to 20 without divergence. Say in a game with no multiclassing allowed, then conquest is the one paladin build where I never feel like I'm especially missing out.
I talked about this in the 'wall of fear' thread on the gitp forums, at one point going level by level pointing out what relevant ability the conqueror gets at each one and how there's always another usegul tool just around the bend.
Bladesinger! Bladesinger! Bladesinger! Bladesinger! Bladesinger! Bladesinger!
I’m enjoying the gish videos, despite my phone trying to autocorrect to fish videos!
I’m wondering if in the near future (after the month of gish) you’d do any sorcerer videos. Your wizard guides have been so in-depth that I’d love to see your approach to building a pure sorcerer. Thanks, and keep up the great work!
At some point I will. Lots of classes to work through - I will likely focus on spellcasters of course.
@@sharkforce8147 Very true. Sorcerers are tricky business. I'm not a Sorcerer fan pre level 5, but afterwards, they can be pretty good...it's on my list, you'll see something at some point. Maybe not right away, but be patient.
Hey, first!
The legends were true, eventually it's bound to happen!
Hoping to see your take on an arcane trickster.
I second this!
@@Aequilix It's out now!
Very nice build! Did you consider taking subtle and/or careful spell? Silence is a very underrated spell... Use Necrotic Shroud or Conquering Presence then quicken Silence and most spellcasters caught within the Aura of Conquest wouldnt be able to move or cast spells. You would still be able to cast spells if necessary because of subtle metamagic. In addition, Careful Fear would be amazing for this build: big area, no friendly fire and enemies close to you can't move. Both metamagic are cheap and can be used sparingly with great effect, leaving most of the sorcery points for quicken spell anyway.
Oh, I may have, it's hard to say. Made this build a year ago. I agree Silence+Aura of Conquest would be epic.
This particular character has made me even more hungry for a video about metamagic, something in line with your spell rating videos. Possible discussions include:
-Which metamagics are overrated/underrated?
-How do other Sorcerer abilities that use sorcery points (i.e. Hound of Ill Omen) compare to metamagic?
-Which spells have good chemistry with the above options? Blindness+HoIO comes to mind, or Wish (Simulacrum)+Twinned.
-How does your campaign type affect what metamagic choices are good? For example, HoIO is fantastic at level 6, but not great vs. flying opponents, and Twinning high level spells can be almost game-breaking.
-What multiclass options make good use of the various metamagics? What traps should you avoid? What spells from other classes do you want to grab?
Also, a magic item video might be fun (if indulgent) at some point!
Adurnis In my opinion:
Tier 1: Quickened Spell & Twinned Spell for their ability to break action economy and concentration restrictions respectively, as well as being very cost-efficient in terms of points needed. I always take these first at Sorcerer 3.
Tier 2: Subtle Spell/Heightened Spell/Careful Spell, depending on your build. These are useful in most situations, and I take these at Sorcerer 10 when you have more points to play with.
Tier 3: Empowered Spell/Extended Spell. Very build dependent. Empowered on an Eldritch Blasting Sorclock for instance.
Tier 4: Distant Spell. Waaaay too situational and niche. There are some synergies like Polearm+Booming Blade or ranged Inflict Wounds, but on actual ranged spells I find that doubling the distance rarely matters. Maybe a Sorclock with Eldritch Spear and Distant Spell Eldritch Blasting from distance through the eyes of a familiar on a wide open landscape. Again, niche.
using a fallen aasimar, it would RP well into paladin/shadow sorc. Going paladin 2/shadow sorcX one could quicken hold person with the hound providing disadvantage and use a booming blade + smite on a paralyzed foe in a single round. eventually could do the same with hold monster.
For this character, i prefer vuman, specifically because you can take great weapon master at level 1 instead of level 20.
You lose a fear/damage effect, but the fear on that effect only lasts a single round anyway, and rhe fact that it burns a standard action, and can only be used once a day, means you aren't getting all that much damage out of it anyway. Certainly not compared to 19 extra levels of great weapon master.
Malisteen I would go Variant Human as well.
@@M0ebius with a buld as MAD as sorcadin, it's just hard to fit in those combat-style-defining weapon feats like PAM or GWM without vuman's bonus feat. Even with a hexblade dip its still hard to justify a feat before level 12.
Most of my conqueror's arent vumans personally. I like half elves and fallen aasimar more, and while i don't think dragonborn are better, it's hard to pass up the chance to play one in a build where they're mot just bad. But those are for more typical tanky conqueror builds, who dont lean heavily on weapon damage and either deliberately refuse to commit to a particular weapon type (it can be nice to freely pick up whatever magical melee weapon falls from the treasure tables), or else commit to sword & board (via hexblade dip), which just doesn't have anything on par with GWM, PAM, or SS/XBE anyway.
I mean, shield expert is nice, but nothing to write home about.
Malisteen I agree. I used to build Half Elf/Fallen Aasimar Conquerers myself because from a pure sword & board control tank standpoint it isn’t dependent on feats.
These days though my home games rarely start at level 1 (usually 3-5), so I’ve taken Fighter 1 Hexblade 1 Variant Human Polearm Master with Shield+Arcane Focus Staff as the basis of all my martial MCs.
@@M0ebius I just can't get into the shield & staff thing, on purely aesthetic grounds. Every edition has a weird nonsensical weapon set up that plays the best to the mechanical peculiarities of the system - 3e had its spiked chains, 4e had its battle shovels, etc. But while I usually embrace a bit of conceptual weirdness, the shield/staff is apparently a bridge too far for me.
Malisteen For what it’s worth at my table the staff is skinned as a lacquered wooden bokken (Japanese practice sword) gilded in eldritch runes that flare up in light when you BB/GFB, and slashing the sword creates anime-style EB forcewaves.
I did a similar build, paladin 6/sorcerer 14, with the oath of redemption and divine soul subclasses. There were a couple of times that I used spirit guardians with my ninth level spell. I picked a lot of my spells for buff/support effects like bless, aid, hero’s feast, and death ward
Consider the Earth Tremor spell because it KDs opponents. If they are feared, they can't get up because they have 0 movement. Then you destroy them on the ground.
I think that this build is better with a sword and shield since the shield can be a holy emblem and you become tangier to resist attacks that will disable your armor of agathyst or disrupt concentration .
I would imagin this character to be a paladin of a not necessarily evil, but definitely scary god, like Tempus or Hoar.
Bane would be the first deity that comes to mind for me with Conquest pally.
@@TreantmonksTemple Yes, he would fit too. Although he is an evil one.
I can't help but think you'd be better off going paladin 6 before adding any sorcerer (but the fun really begins when you start adding sorcerer levels. I think pal 2/sorc 3 is such a fun spot).
That being said, you could also stay paladin 2 and play as a sorcerer in heavy armor who you *really* don't want to get close to.
This is such a great multiclass.
IMHO, I just like the defense style. That's probably the biggest change I'd make. If you're willing to stick with the warcaster tax, 3(5) levels of swords bard multiclasses so well too.
Loving this series so far. Keep up the great work, Chris! I'm really looking forward to seeing what else you come up with for the other Gish types.
Here's a somewhat related question to the vid; what gish type would best suit a Yuan-ti Pureblood? Variant Human seems to be key in a lot of these builds because they tend to require feats. I'm looking at a Divine Soul Sorcerer/College of Swords Bard or Possibly a Hexblade Warlock/College of Swords Bard.
What are your thoughts?
stalboal Variant Humans in my opinion is simply the best race when multiclassing, especially if you start at level 1, since all the ASIs are pushed back.
@@M0ebius I agree. However, I'm specifically looking to build around a Yuan-ti Pureblood for party/story reasons.
stalboal Do you know what kind of role you are playing within the party? In general Hexblade 1-2 and any Bard/Sorcerer will be very strong with minimal interruption to picking up ASIs. Hexblade Sword Bard in particular range from very good to excellent in almost every party role from tank to caster to party face.
@@M0ebius so far there's a Cleric and a Ranger using bows. I'm hoping to cover Melee and mix in some Arcane magic. I'm thinking Bard fits well and I really like the idea of Hexblade to make myself more SAD.
stalboal Well then Hexblade Sword Bard seems like the best bet, as you will have extreme AC as well as full caster progression. Personally I like the Arcane Focus Staff+Shield+Duelist Fighting Style setup and take War Caster ASAP if your table care about Spell Focus rules. Dissonant Whispers into War Caster Booming Blade is also a very strong combo. Polearm Master is amazing with this setup as well but non-VHumans should probably take it late unless you roll and got extremely high stats.
I would consider Pole Arm Master instead of Strength first because it would give a reaction attack as well as another bonus action option.
I am very drawn to this character for its Sentinel like ability to lock down an area which is feel is very lacking in 5e. But I'm also turned away since Immune to Fear is a close 2nd most common immunity condition with the monsters of 5e.
I have always like the idea of a dwarf wielding a halberd holding down a group of monsters from getting past him.
Thank you.
Yay, I like sorcadins! If I'd play one I would do less paladin levels, but that is just my personal preference.
This but take 7 levels away from sorcerer for hexblade 1, war wizard 2, and profane soul 4. Gonna wanna make it half elf instead for better ability scores and elven accuracy. Slightly worse offensively and significantly worse at spellcasting, but so much better defensively and it grants small but completely free and indefinitely repeatable way to inflict frightened. Much more customizable too thanks to the extra feat you get from not having to increase strength.
Great Vid and came at right time for me lol. This is literally the exact same build Im doing in my game now even down to the background with some slight variations since we did rolls and I rolled well for 3 of the 6 rolls. I did Paladin to 6 first and then sorc. But thats cause I values extra attack with sacred sword along with the aura for my friend. I also plan to go 6 pal/14 sorc to get 7th level spell and 9th level spell slot. I plan to take crown of stars for my mount so it can get a bonus action and do more damage. Again great vid or should I say another great video really been loving your content and sharing it with my table. This even includes ur guides on enworld u did.
ChaosRyzen Can’t go wrong with Paladin 6. If you are leveling from 1 I would even forego level 9 slots and take 1+ levels in Hexblade early to focus just on Charisma for maxed out Aura of Protection and spell save DC as early as possible.
REAL ULTIMATE SPELLBLADE POWER
Not sure about your "average damage" since you are essentially going Nova to get that damage it's not really average. You will not be able to sustain that for more than 2 or 3 rounds per day.
That is true, I meant "average" as in averaging the die rolls, not trying to suggest you could expect that much damage in an averrage round.
This is an amazing build, though I would’ve been tempted to use haste or Shadow blade over spirit guardians.
… then again I’ve only been playing dnd for a total of 14 weeks, so what the heck would I know?
This would clearly be stronger than the conquest paladin at level 20 but.....
The features of this come on so late, that levels 8 to 12 are going to be kind of weak compared to single class conquest. Pretty much where the meat and potatoes of the class is.
assuming you get a long rest after each encounter, this may work. Melee character with a +2 CON save and using concentration spells is just not reliable. You can Nova for one encounter and that's about it. How do you smite and cast spiritual weapon/spirit guardian in e.g. 5 encounters until long rest? That is if you don't get killed by a fireball with those sorcerer d6 hit dice and abyssmal saves. Builds only becoming good after lvl 10 are just not relevant and only a burden on other players.
With all that fear synergy im really surprised you're using the lvl 3 spell slot for fireball. a target has to break line of sight to make the save and with Aura of Conquest their movement is reduced to 0. They stand there unable to move or make a save for the direction.
Is Paladin 12 Sorcerer 8 also viable?
I would like to have IDS and be mostly a meelee character.
How would you do level progression for that build?
Why would Aura of Conquest be good with booming blade? It stops movement. Doesn’t seem to work well with the rest of the build
Shawn Morris 1. Booming Blade is Twinnable. 2. It ties you over to the delayed Extra Attack.
It's a tool in the bag, not the primary go-to strategy for this build. In a melee focused build, sometimes it pays to have an option to lock squirrely enemies in place. The main gimmick of the build is spirit guardians + extra attack + quickened scag cantrip (which the build has two to choose from depending on the situation) + divine smite. Honestly any paladin oath woyld fit well here. Oathbreaker and sentinel have great auras, vengeance and devotion great channel divinities.
Were I building this character, it would be vuman oathbreaker or vengeance build. But fallen aasimar / conqueror has great thematic synergy and the extra lickdown options do add a fair bit or versatility, so i can certainly appreciate the choice.
Personally, fallen aasimar conquest pally is one of my favorite combos, though I generally prefer it on a tankier build that makes the lockdown aspect the core focus of the build. Even then, though, I'll often pick up booming blade via a hexblade dip, to use with as a backup opportunity attack option via warcaster to discourage enemy movement when fighting fear-immune foes.
Malisteen I love Oathbreakers mechanically, but in my experience the pushbacks from the tables tend to be more trouble than it’s worth.
I made a build like this but with Oathbreaker instead of Conquest
Paladin 2 / bard x
Sword or whispers
Why not sentinel inseatd of GWF? Also im my game i got Gauntelet of Ogre strenght ? Should i go straight To charisma ?
Is Sorcerer X/Evocation Wizard 2 the best all-out blaster?
Depends on level, and on whether you are looking at multi-opponent blasting or single opponent.
Hey man, i was thinking, is there something that dont allow me to cast find steed, sell the steed, then simply dismiss the spell, or cast find steeds to the hole party, beacuse it dont need concentration, and the duration is infinite, so you can cast, make a long rest, and cast it again. if i'm missing something please show me what
The spells text: ... casting this spell again summons the same steed, restored to its hit point maximum...
Also its a spirit in the form of a steed. Aka, the dm can just rule that its obviously not a natural creature and no buyer worth anything would fall for that trick.
@@lorestraat8920 oh, ok thx, now i see, the site i use show a shor version of the spell
Not that it would play the same, but a Hexblade/Whisper Bard would bring a lot of this too, especially with the "whisper smite" and WL slots renewing on a short rest.
The Bard slots still follow standard progression. In the end, you'll have more use of smite type abilities but no Metamagic.
Christian Swensen mind breaking it down? Sounds like something I’d to play
d3c0yBoY My ultimate crit-fisher build: Variant Human Polearm Master, Fighter 1 for Heavy Armor/Shield with an Arcane Focus Quarterstaff and Dueling Fighting Style, Hexblade to 5 for Improved Pact Weapon, Eldritch Smite, Thirsting Blade. First ASI take the War Caster feat. So right here at level 6 (F1W5) with Hex up you are doing three attacks per round of (1d6+1d6+6)x2+(1d6+1d4+6)=38 average dmg per round with the option to Eldritch Smite, generally out-damaging most martial builds of the same level. This is your basic bread and butter.
Then you take Whisper Bard to 5 (character level 11) for short rest rechargeable Psychic Blade using Bardic Inspiration die, with spell slots to fuel all the lower level Warlock spells you picked up such as the Shield spell.
Then it’s 2 levels of Paladin (character level 13) and now you have triple smite on crits: Eldritch Smite, Divine Smite, Psychic Blade. Back to Fighter 2/3 (character level 15) for Action Surge and Champion archetype with Improved Critical (crit on 19/20 rolls). The final 5 levels you can either go all the way to Bard 10 for Magical Secrets (I recommend Holy Weapon and one of Haste/Spirit Guardians/Shadow of Moil) and a bigger Psychic Blade. Alternatively take something like a Divine Sorcerer to 5 for Metamagic and Haste/Spirit Guardians, and you can convert a ton of Sorcery Points with your Warlock 5 Pact Slots and Twin Booming Blade/Quicken Greenflame Blade all day. Either way you will end up with level 11 multiclass spell slots, more than enough to fuel all the maxed out Divine Smites.
First glance, I like 8WL-12Bard. Lots of slots, lots of short rest renewal, 5d6 whisper smite, several HB specific invocations.
Christian Swensen You can easily fit in Paladin 2/3 by stopping at Bard 10 or Hexblade 5 and get three kinds of smites and the slots to cast them.
True, Or some Druid levels... But I was going for stronger, not weaker.
Wait... you can't get up spiritual weapon and spirit guardians at the same time with quicken spell can you?
No, because when you quicken a spell, you cannot use your action for another levelled spell
@@TreantmonksTemple Oh, I misheard you at 1:55 you were talking about doing booming/greenflame blame and spirit guardian
Dont get the 5d8 booming blade dmg. Even with all from the same class this should only be that high if the Target moves. Does it mean character lvl in the skills description? Or class lvl?
Damnit, the good stuff always stick in the wrong books. I also found the Guardians awesome, but in normal players Handbook only the clerik can use it. Sorcerer only has wild and Dragon origin, and hexblade doesnt exist too.
It has only 140hp and 18ac don’t think it is worth the small damage increases over other builds that can take tough feat to give a bunch of hp
is there a written version of this build up somewhere? I'd like to read over it sometime.
There's a link to the dndbeyond sheet in the description.
This build really seems quite flimsy. Low constitution and the majority of levels are going to be in sorcerer. How are we supposed to stay in the fight if we're a melee class?
IMHO you are much better off going strait sorcerer, elven accuracy, and casting shadow blade at max level possible. Shadowblade allows for elven accuracy to work, is multiplied on a crit, works with booming blade, and is easy to get advantage with. Not only are you doing more damage overall, you are also doing more sustained damage for longer, have higher level spells, and more versatility at the cost of survive-ability, warcaster becomes a necessity, but its good anyway. Strait sorc outperforms your build by a wide margin in my mind.
Say you are level 5 your full combo would be
chain booming blade onto two targets attack 1: 4d8 initial (8d8 on crit which happens fairly frequently)
2: 4d8 initial (8d8 on crit which happens fairly frequently)
Quicken command flee AOO: 4d8 inital (8d8 on crit which happens fairly frequently)
Force booming blade to proc BB: 4d8
Any allies who were also in melee get AOO's
Thats a range of 16d8 to 28d8 damage that can be done multiple turns in a row, and you still have things like fireball and spirit guardians (vs multiple weenies), additionally you can dump strength and build dex which means you are hitting more frequently and the hit to ac isn't as large.
Technically you have to be level 8 to get both warcaster and elven accuracy as an elf, id probably pick warcaster first.
Even with elven accuracy a crit is far from guaranteed.
@@dustinsmith2021 Actually roll it and see for yourself how often you crit making 3 rolls of 3 d20 a turn. Nowhere did I say anything about it being guaranteed notwithstanding, my exact words were fairly frequently.
James Johnson To actually run a Sorcerer this way dries up your resources way too fast, especially at lower levels. One idea is to pair the Sorcerer with Hexblade 5 so you’d get Extra Attack with Charisma, and convert the short rest rechargeable Pact Slots into Sorcery Points. And if you’re totally tapped out you can at least fall back on Hex+Weapon or Hex+Eldritch Blast.
@@M0ebius It actually doesn't as I've run this before, and it was so broken I decided never to run it again. The thing is you don't have to blow your load you are still doing very high damage without committing a lot of resources. I never even felt the need to do the full combo when I ran this build and I hit for over 150 damage even without the full combo in a single turn at level 8 with very good rolls. The problem with warlock is you miss out on higher levels of shadow blade, and while coffee sorlock is very powerful its also clear to me that it was never intended to exist and can be broken in far worse ways than you might think. If you take the pact that makes it so you don't have to sleep and then just short rest to gain spell slots during that time you can have retarded amounts of spells, such a thing should not be done at all and is unfun and uncool.