I'm starting to build a character for a low-level (1-3) solo campaign (1 DM, 1 PC). I don't know the details, but I think the adventure includes a nice mix of social/exploration/combat. I've considered building a bard (lore), druid (moon), or wizard (necromancy). But now I'm leaning toward a versatile arcana cleric ...
RACE: Variant Human with Mobile Feat
BACKGROUND: Urchin
SKILLS: Religion/Persuasion (from Cleric), Arcana (from Arcana Cleric), Stealth/Sleight of Hand* (from Urchin), Perception (from Variant Human) (*Would like to swap for Deception)
TOOL PROFICIENCIES: Thieves' Tools, Disguise Kit
CANTRIPS: Booming Blade, Mage Hand, Light, Guidance, Toll the Dead* (*Could swap for Word of Radiance or Sacred Flame)
1st LEVEL SPELLS: Detect Magic (Arcana Cleric), Magic Missile (Arcana Cleric), Command, Cure Wounds, Guiding Bolt, Shield of Faith, Protection from Evil and Good
I'm thinking the character could use Persuasion/Deception (possibly in combination with the Disguise Kit) for social situations, use Stealth/Perception (and Thieves' Tools & Mobile Feat) for movement/exploration, use Arcana/Religion to gather information, and use weapons/spells for both ranged/melee attacks. The Mobile Feat would allow the character to wade into melee, use Booming Blade (with a mace), and retreat without provoking opportunity attacks. Cantrips/spells could help with self-buffs, utility, and healing. Channel Divinity (Level 2) would help with undead, fiend, fey, elemental, and celestial creatures.
I rolled good stats: 16 (Strength), 17+1 (Dexterity), 15+1 (Constitution), 10 (Intelligence), 18 (Wisdom), 11 (Charisma)
I'm very interested in feedback on this build for my first solo adventure. Should I prioritize melee or ranged attacks/spells (or both)? Will I be in trouble with +0 Intelligence and +0 Charisma? Which 1 language should I pick? Does the cantrip list look okay? Any other suggested tweaks?
I'd look at warcaster instead of mobile. It's really good, almost necessary for clerics if they are going to be in melee.
For spells, as you probably know, you can always swap your non-domain spells after a long rest. Otherwise, I'd use healing word in the mix as part of your standard loadout, for a bonus action heal.
Keep in mind that in most situations, Mobile can’t get you out of the enemy’s movement range every turn if you still want to attack. Thus, they have to choose between taking 1d8 damage or not attacking you, most monsters will take the damage. All that hit and run strategy does at your level is that it does an extra 1d8 assuming they move, which they will unless they have ranged attacks. 1d8 is decent damage at low levels but you might want to look at other feats. For example, magic initiate (warlock) gives you hex, which is concentration but adds 1d6 damage on all of your attacks, as well as two more cantrips. You could also take the Prodigy feat from Xanathar’s for much improved skill monkeying. Like Xalthu said, war caster is a extremely good with melee clerics, and would also synchronize well with booming blade. Mobile is, however, still a good feat that allows you to run away in scenarios where your pursuant could just catch up each round and attack. I wouldn’t take unless you were planning to use the hit and run strategy I mentioned at the top. Also, constantly running away, attacking, then running might look weird roleplay wise unless your character is supposed to be a coward.
Ultimately, it’s your character build, do whatever seems the most fun, and keep in mind that sticking to a character idea is usually more important than hyper-optimization.
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Rumors of my awesomeness have been greatly unexaggerated.
"It is our choices ... that show what we truly are, far more than our abilities." — Albus Percival Wulfric Brian Dumbledore.
About 50% of my brain power is devoted to thinking up eloquent speeches that I’ll probably never use.
She's using booming blade; mobile is the right pick there. Booming blade, then move away to attempt to proc additional damage.
I'd take a ranged attack cantrip such as firebolt instead of magehand. It's not necessary with TtD, but that's my personal preference.
I'd consider dropping the mace and using a dagger. With medium armor you already need a minimum of 14 AC. Use that, and dump str so you can enhance your other stats more, the difference between a D4 and a D6 isn't really large. You'll need healing word, as a solo character you will have to keep your own buffs up. Guiding bolt is a waste, you won't have enough spell slots to afford a "miss" with one of your precious spell slots.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
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I'm starting to build a character for a low-level (1-3) solo campaign (1 DM, 1 PC). I don't know the details, but I think the adventure includes a nice mix of social/exploration/combat. I've considered building a bard (lore), druid (moon), or wizard (necromancy). But now I'm leaning toward a versatile arcana cleric ...
I'm thinking the character could use Persuasion/Deception (possibly in combination with the Disguise Kit) for social situations, use Stealth/Perception (and Thieves' Tools & Mobile Feat) for movement/exploration, use Arcana/Religion to gather information, and use weapons/spells for both ranged/melee attacks. The Mobile Feat would allow the character to wade into melee, use Booming Blade (with a mace), and retreat without provoking opportunity attacks. Cantrips/spells could help with self-buffs, utility, and healing. Channel Divinity (Level 2) would help with undead, fiend, fey, elemental, and celestial creatures.
I rolled good stats: 16 (Strength), 17+1 (Dexterity), 15+1 (Constitution), 10 (Intelligence), 18 (Wisdom), 11 (Charisma)
I'm very interested in feedback on this build for my first solo adventure. Should I prioritize melee or ranged attacks/spells (or both)? Will I be in trouble with +0 Intelligence and +0 Charisma? Which 1 language should I pick? Does the cantrip list look okay? Any other suggested tweaks?
Thanks so much!!
I'd look at warcaster instead of mobile. It's really good, almost necessary for clerics if they are going to be in melee.
For spells, as you probably know, you can always swap your non-domain spells after a long rest. Otherwise, I'd use healing word in the mix as part of your standard loadout, for a bonus action heal.
Keep in mind that in most situations, Mobile can’t get you out of the enemy’s movement range every turn if you still want to attack. Thus, they have to choose between taking 1d8 damage or not attacking you, most monsters will take the damage. All that hit and run strategy does at your level is that it does an extra 1d8 assuming they move, which they will unless they have ranged attacks. 1d8 is decent damage at low levels but you might want to look at other feats. For example, magic initiate (warlock) gives you hex, which is concentration but adds 1d6 damage on all of your attacks, as well as two more cantrips. You could also take the Prodigy feat from Xanathar’s for much improved skill monkeying. Like Xalthu said, war caster is a extremely good with melee clerics, and would also synchronize well with booming blade.
Mobile is, however, still a good feat that allows you to run away in scenarios where your pursuant could just catch up each round and attack. I wouldn’t take unless you were planning to use the hit and run strategy I mentioned at the top. Also, constantly running away, attacking, then running might look weird roleplay wise unless your character is supposed to be a coward.
Ultimately, it’s your character build, do whatever seems the most fun, and keep in mind that sticking to a character idea is usually more important than hyper-optimization.
Rumors of my awesomeness have been greatly unexaggerated.
"It is our choices ... that show what we truly are, far more than our abilities." — Albus Percival Wulfric Brian Dumbledore.
About 50% of my brain power is devoted to thinking up eloquent speeches that I’ll probably never use.
Warcaster rather then Mobile is a good idea, however I would suggest Ritual Caster: Wizard to load out your first level spells.
Warcaster is good. Was also thinking Resilient: CON so you could keep concentration and +1 to CON. Then put your +1 to CHA to get it to 12
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
She's using booming blade; mobile is the right pick there. Booming blade, then move away to attempt to proc additional damage.
I'd take a ranged attack cantrip such as firebolt instead of magehand. It's not necessary with TtD, but that's my personal preference.
I'd consider dropping the mace and using a dagger. With medium armor you already need a minimum of 14 AC. Use that, and dump str so you can enhance your other stats more, the difference between a D4 and a D6 isn't really large. You'll need healing word, as a solo character you will have to keep your own buffs up. Guiding bolt is a waste, you won't have enough spell slots to afford a "miss" with one of your precious spell slots.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha