8/10/14/16/8/17 - point buy, +2cha, +1int and skilled from Noble background.
Human - Tough.
Skills: All intelligence skills, Persuasion, Intimidation, Stealth.
Level 3 - Armourer.
Splint armour+1 infusion & shield AC 20. Goggles of Night, perfume of bewitching, alchemy jug infusions.
Spells: absorb elements, sanctuary, cure wounds, magic missile and Thunderwave from armourer. Swap others as needed. Cantrips: guidance and fire bolt.
Level 4: Artificer
Telekinetic feat - +1 CHA
Fire bolt change to booming blade.
Level 5: Artificer
Full plate with shield and infusion for 21AC
Goggles of night to +1 returning weapon (given to the monk with thrown daggers, will take it back at level 6)
Spells:
Artificer 2nd level options: Enhance ability/Aid/magic weapon for gauntlets
Artificer always prepared spells: Darkvision, shatter and mirror image from armourer
Level 6: Warlock level 1
Lose shield. 19 AC. Two-handed longsword.
Invocation: Pact of the Blade CHA for attack and damage. Put +1 returning weapon on longsword. (GM has approved putting thrown on a longsword but uses 1d4 improvised damage - not efficient but who doesn't want to do a lightsaber throw. Also later works with Eldritch Smite for a 20ft smite)
Cantrip - eldritch blast, green flame blade
Spellsx2 - hex, comprehend languages.
Switch guardian to infiltrator as main for extra ranged attacks.
Level 7: Warlock
Invocations: Grasp of Hadar, Lessons of the Old ones for Alert
Spell - Cause fear
Level 8: Warlock
Hexblade - make Lightning Launcher hex weapon so they run off charisma
Spells: Cause fear change to wrathful smite. Shield, use 1st level artificer spell slots.
Level 9: Warlock
ASI - +2 CHA now maxed
Cantrip: sword burst
Spell: Misty step
Level 10: Warlock
Eldritch Smite
agonising blast on sword burst or eldritch blast
Spell: Counterspell or fear. Comprehend languages change to Tongues.
The idea originally started as a theory-craft for Darth Vader. But I liked the idea so much I made the idea work in universe, but a lot of the DNA is still there. I'd like to optimise as much as possible as it's an odd build. Some non-negotiables: can't change ability scores, race or background as we've started already. Armourer 5 first for survivability and extra attack. Two-handed longsword coz it's cool, and 5 Hexblade for eldritch Smite. Spells, invocations, infusions and feats are malleable . Definitely some interesting possibilities with agonising blast cantrips and repelling blast on booming blade with the new rules. But I'm also still attached to grasp of Hadar on eldritch blast for the Sith force choke vibes.
FYI, other party members are Ranger/monk, Echo Knight/Berserker, Light Cleric.
Levels 3-10. 2024 rules, 2014 where applicable.
8/10/14/16/8/17 - point buy, +2cha, +1int and skilled from Noble background.
Human - Tough.
Skills: All intelligence skills, Persuasion, Intimidation, Stealth.
Level 3 - Armourer.
Splint armour+1 infusion & shield AC 20. Goggles of Night, perfume of bewitching, alchemy jug infusions.
Spells: absorb elements, sanctuary, cure wounds, magic missile and Thunderwave from armourer. Swap others as needed. Cantrips: guidance and fire bolt.
Level 4: Artificer
Telekinetic feat - +1 CHA
Fire bolt change to booming blade.
Level 5: Artificer
Full plate with shield and infusion for 21AC
Goggles of night to +1 returning weapon (given to the monk with thrown daggers, will take it back at level 6)
Spells:
Artificer 2nd level options: Enhance ability/Aid/magic weapon for gauntlets
Artificer always prepared spells: Darkvision, shatter and mirror image from armourer
Level 6: Warlock level 1
Lose shield. 19 AC. Two-handed longsword.
Invocation: Pact of the Blade CHA for attack and damage. Put +1 returning weapon on longsword. (GM has approved putting thrown on a longsword but uses 1d4 improvised damage - not efficient but who doesn't want to do a lightsaber throw. Also later works with Eldritch Smite for a 20ft smite)
Cantrip - eldritch blast, green flame blade
Spellsx2 - hex, comprehend languages.
Switch guardian to infiltrator as main for extra ranged attacks.
Level 7: Warlock
Invocations: Grasp of Hadar, Lessons of the Old ones for Alert
Spell - Cause fear
Level 8: Warlock
Hexblade - make Lightning Launcher hex weapon so they run off charisma
Spells: Cause fear change to wrathful smite. Shield, use 1st level artificer spell slots.
Level 9: Warlock
ASI - +2 CHA now maxed
Cantrip: sword burst
Spell: Misty step
Level 10: Warlock
Eldritch Smite
agonising blast on sword burst or eldritch blast
Spell: Counterspell or fear. Comprehend languages change to Tongues.
The idea originally started as a theory-craft for Darth Vader. But I liked the idea so much I made the idea work in universe, but a lot of the DNA is still there. I'd like to optimise as much as possible as it's an odd build. Some non-negotiables: can't change ability scores, race or background as we've started already. Armourer 5 first for survivability and extra attack. Two-handed longsword coz it's cool, and 5 Hexblade for eldritch Smite. Spells, invocations, infusions and feats are malleable . Definitely some interesting possibilities with agonising blast cantrips and repelling blast on booming blade with the new rules. But I'm also still attached to grasp of Hadar on eldritch blast for the Sith force choke vibes.
FYI, other party members are Ranger/monk, Echo Knight/Berserker, Light Cleric.
I'd love to hear your thoughts!
Thanks for reading 😊