English isn't my native language, so I apologize in advance if some of the wording in the English version sounds a little strange.
I've come up with an idea for a backup character, which I think I've gotten much more invested in than I intended. So, I'm especially interested in the opinions of other players, and perhaps especially DMs.
The new character will likely enter the game around level 12-14.
The current idea is as follows: Fallen aasimar, Oathbreaker Paladin, pure paladin up to level 20, no multiclassing.
But the most interesting thing to me isn't even the build, but his character and ultimate goal.
Who is he anyway?
He once truly believed in law, order, and the need for strong rule. Perhaps he was originally a paladin of the Crown's Oath.
But over the course of his life, he comes to a rather terrifying conclusion: As long as dozens of independent kings, emperors, great monsters, archdevils, celestials, gods, and other beings exist, each considering themselves the supreme authority, there will never be true order anywhere.
The solution for him turned out to be very simple: There must be one supreme ruler. And he must be that ruler.
I see him as lawful evil, but I absolutely don't want to play a cartoonish villain who kills everyone he meets simply because he's evil.
He doesn't want to destroy the world. He wants to rule it.
And the origin of a creature is practically indifferent to him.
A human, a goblin, a vampire, a sentient undead, a dragon, a fiend, or even a celestial can live in his kingdom, as long as they accept his laws.
Vampires can become the night guard. Necromancers can work for the state, a dragon can guard a border. a fiend can command a legion. a celestial who has defected to his side can become one of his generals.
For him, the main question is not "Are you a good or an evil being?"
The main question is: "Do you recognize my law and my authority?"
If so, he will truly protect such a subject.
Even if this means opposing another king, a monster, an archdevil, or even a divine being someday.
His state must be very strict, but predictable.
He doesn't want to execute someone for looking at him the wrong way or forgetting to bow.
On the contrary, I like the idea that people don't even need to be ordered to bow.
They do it themselves, because they know perfectly well who stands before them.
A subject must think: "I fear him." But if I uphold his law, it should be far more frightening for anyone who tries to harm me."
How His Ambitions Grow
Of course, I don't want to announce at levels 12-14: "Now give me the multiverse."
Conquest will happen gradually.
First, allies and agents. Then a fortress or territory. Then the opportunity to acquire a city or state.
If the existing ruler governs the country well and is willing to acknowledge his supreme authority, my character is not obliged to kill him at all. Let him remain king and continue to rule as a vassal.
But if the ruler becomes an implacable enemy, then the matter is resolved by war.
Over time, the same principle extends to entire worlds. In the end, other planes.
I really like that he doesn't want to destroy dangerous planes like the Nine Hells.
He wants to subjugate them.
If a powerful lord is willing to acknowledge his authority, wonderful. He can retain his holdings, armies, and some of his power.
If not, my paladin someday wants to become powerful enough to defeat him and offer his subordinates the same choice.
The character's most distant ideal is immortality, perhaps apotheosis, and a unified Empire uniting many worlds and planes.
That said, I don't think the DM is obligated to give me all of this.
It's his dream. He could die halfway through. The campaign could end earlier. Perhaps his greatest achievement will be a single kingdom.
It's important to me that the character has the opportunity to try, not that success is guaranteed.
Build
Here, I spent a long time deciding between maximum damage and maximum survivability.
Right now, I like the balanced version the most:
Fallen Aasimar
Oathbreaker Paladin 10 -> 20
no multiclassing
spear + shield
Defensive fighting style
Preliminary plan of traits and stats:
Level 4 - Faetouched, Charisma 18, and Misty Step;
Level 8 - Polearm Master;
Level 12 - Charisma 20;
Level 16 - Resilient: Constitution;
Level 19 - Inspiring Leader.
The main stat is Charisma.
I like that it simultaneously boosts the character's social skills, Aura of Protection, Aura of Hatred, and their fear-based abilities.
I don't want to artificially boost Strength to 20 with stats.
I want to keep my normal natural Strength and then gradually seek out Belts of Giant Strength. and this is a goal within the game, not a requirement for the DM.
If there's a powerful magical item that will make the character stronger, it's perfectly logical to seek out its owner and obtain it after defeating an enemy or by other means.
The ultimate goal, of course, is a Belt of Storm Giant Strength and a Strength of 29.
But the build should work without it, and with intermediate belts.
The same goes for equipment.
Plate +3, Shield +3, Ring of Protection, and a truly powerful magical spear are the ultimate goals my character plans to obtain.
Ideally, I want a paladin who can charge right into enemy circles, have very high AC and saves, use fear and their auras for additional protection, and then still deal massive damage to a single target thanks to multiple attacks and Divine Smite.
Not a glass cannon.
More like a heavy frontline soldier who, if necessary, can switch to executioner mode and pour a huge amount of resources into a single enemy. and next to him, potentially, is a high-level sorceress from the School of Incarnation, who herself deals massive area damage and controls the battlefield.
I think this duo divides the tasks well: the paladin goes after the most dangerous creature on the field, and the sorceress ensures that his army doesn't interfere with his getting there.
And here are my main questions.
I'm especially interested in the opinions of DMs.
1. Would you even allow a character to have such grand political ambitions?
If a player doesn't try to turn every session into a government simulator, leaves governors to govern territories, and continues to travel with the party, would you be interested in leading such a character?
2. Would you allow them to truly become a ruler if they earn it in the game?
Let's say he found allies within the country, gained the support of part of the army, defeated the old ruler, and managed to hold onto the state.
Would you allow the world to truly change?
3. What do you think of the build itself?
The main requirement for me is a pure Oathbreaker Paladin up to level 20.
I specifically don't want to take the Witchblade level or other popular multi-classes.
The goal is the best possible balance between immense survivability and very strong single-target damage.
Would you change any traits, weapons, or stat priorities?
4. How would you balance high-level bosses against such a character?
I'm perfectly fine with legendary resistances, legendary actions, teleportation, minions, multiple combat phases, defensive mechanics, or a situation where the main challenge is simply reaching the boss.
That's even more interesting to me.
What I'd like to avoid is a situation where all the character growth is simply offset by the next enemy mechanically gaining hundreds more hit points.
I want to feel like the character has truly become much stronger, even if the enemies simultaneously become much more dangerous and intelligent.
5. What would you do with the Aura of Hatred?
In the 2014 version of Oathbreaker, it buffs nearby undead and fiends, as far as I understand, regardless of whether they're allies or enemies.
For a character who dreams of one day conquering the Lower Planes, this is both very amusing and potentially terrifying.
Would you leave it exactly as written? Or would you only allow buffs for allied creatures?
Overall, I understand that this character is very ambitious and not suitable for every campaign.
That's why I'm interested in outside opinions.
As a player, would you be interested in having such a character in your party?
As a DM, would you see his ambitions as a good source of future plots, or rather a huge headache and ask me to come up with someone simpler?
Thank you for your time and opinion. This is my first time writing on forums, and I spent a lot of time on translations, wording, and formatting. I'd appreciate any feedback on my idea.
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Hello everyone.
English isn't my native language, so I apologize in advance if some of the wording in the English version sounds a little strange.
I've come up with an idea for a backup character, which I think I've gotten much more invested in than I intended. So, I'm especially interested in the opinions of other players, and perhaps especially DMs.
The new character will likely enter the game around level 12-14.
The current idea is as follows: Fallen aasimar, Oathbreaker Paladin, pure paladin up to level 20, no multiclassing.
But the most interesting thing to me isn't even the build, but his character and ultimate goal.
Who is he anyway?
He once truly believed in law, order, and the need for strong rule. Perhaps he was originally a paladin of the Crown's Oath.
But over the course of his life, he comes to a rather terrifying conclusion: As long as dozens of independent kings, emperors, great monsters, archdevils, celestials, gods, and other beings exist, each considering themselves the supreme authority, there will never be true order anywhere.
The solution for him turned out to be very simple: There must be one supreme ruler. And he must be that ruler.
I see him as lawful evil, but I absolutely don't want to play a cartoonish villain who kills everyone he meets simply because he's evil.
He doesn't want to destroy the world. He wants to rule it.
And the origin of a creature is practically indifferent to him.
A human, a goblin, a vampire, a sentient undead, a dragon, a fiend, or even a celestial can live in his kingdom, as long as they accept his laws.
Vampires can become the night guard. Necromancers can work for the state, a dragon can guard a border. a fiend can command a legion. a celestial who has defected to his side can become one of his generals.
For him, the main question is not "Are you a good or an evil being?"
The main question is: "Do you recognize my law and my authority?"
If so, he will truly protect such a subject.
Even if this means opposing another king, a monster, an archdevil, or even a divine being someday.
His state must be very strict, but predictable.
He doesn't want to execute someone for looking at him the wrong way or forgetting to bow.
On the contrary, I like the idea that people don't even need to be ordered to bow.
They do it themselves, because they know perfectly well who stands before them.
A subject must think: "I fear him." But if I uphold his law, it should be far more frightening for anyone who tries to harm me."
How His Ambitions Grow
Of course, I don't want to announce at levels 12-14: "Now give me the multiverse."
Conquest will happen gradually.
First, allies and agents. Then a fortress or territory. Then the opportunity to acquire a city or state.
If the existing ruler governs the country well and is willing to acknowledge his supreme authority, my character is not obliged to kill him at all. Let him remain king and continue to rule as a vassal.
But if the ruler becomes an implacable enemy, then the matter is resolved by war.
Over time, the same principle extends to entire worlds. In the end, other planes.
I really like that he doesn't want to destroy dangerous planes like the Nine Hells.
He wants to subjugate them.
If a powerful lord is willing to acknowledge his authority, wonderful. He can retain his holdings, armies, and some of his power.
If not, my paladin someday wants to become powerful enough to defeat him and offer his subordinates the same choice.
The character's most distant ideal is immortality, perhaps apotheosis, and a unified Empire uniting many worlds and planes.
That said, I don't think the DM is obligated to give me all of this.
It's his dream. He could die halfway through. The campaign could end earlier. Perhaps his greatest achievement will be a single kingdom.
It's important to me that the character has the opportunity to try, not that success is guaranteed.
Build
Here, I spent a long time deciding between maximum damage and maximum survivability.
Right now, I like the balanced version the most:
Fallen Aasimar
Oathbreaker Paladin 10 -> 20
no multiclassing
spear + shield
Defensive fighting style
Preliminary plan of traits and stats:
Level 4 - Faetouched, Charisma 18, and Misty Step;
Level 8 - Polearm Master;
Level 12 - Charisma 20;
Level 16 - Resilient: Constitution;
Level 19 - Inspiring Leader.
The main stat is Charisma.
I like that it simultaneously boosts the character's social skills, Aura of Protection, Aura of Hatred, and their fear-based abilities.
I don't want to artificially boost Strength to 20 with stats.
I want to keep my normal natural Strength and then gradually seek out Belts of Giant Strength. and this is a goal within the game, not a requirement for the DM.
If there's a powerful magical item that will make the character stronger, it's perfectly logical to seek out its owner and obtain it after defeating an enemy or by other means.
The ultimate goal, of course, is a Belt of Storm Giant Strength and a Strength of 29.
But the build should work without it, and with intermediate belts.
The same goes for equipment.
Plate +3, Shield +3, Ring of Protection, and a truly powerful magical spear are the ultimate goals my character plans to obtain.
Ideally, I want a paladin who can charge right into enemy circles, have very high AC and saves, use fear and their auras for additional protection, and then still deal massive damage to a single target thanks to multiple attacks and Divine Smite.
Not a glass cannon.
More like a heavy frontline soldier who, if necessary, can switch to executioner mode and pour a huge amount of resources into a single enemy. and next to him, potentially, is a high-level sorceress from the School of Incarnation, who herself deals massive area damage and controls the battlefield.
I think this duo divides the tasks well: the paladin goes after the most dangerous creature on the field, and the sorceress ensures that his army doesn't interfere with his getting there.
And here are my main questions.
I'm especially interested in the opinions of DMs.
1. Would you even allow a character to have such grand political ambitions?
If a player doesn't try to turn every session into a government simulator, leaves governors to govern territories, and continues to travel with the party, would you be interested in leading such a character?
2. Would you allow them to truly become a ruler if they earn it in the game?
Let's say he found allies within the country, gained the support of part of the army, defeated the old ruler, and managed to hold onto the state.
Would you allow the world to truly change?
3. What do you think of the build itself?
The main requirement for me is a pure Oathbreaker Paladin up to level 20.
I specifically don't want to take the Witchblade level or other popular multi-classes.
The goal is the best possible balance between immense survivability and very strong single-target damage.
Would you change any traits, weapons, or stat priorities?
4. How would you balance high-level bosses against such a character?
I'm perfectly fine with legendary resistances, legendary actions, teleportation, minions, multiple combat phases, defensive mechanics, or a situation where the main challenge is simply reaching the boss.
That's even more interesting to me.
What I'd like to avoid is a situation where all the character growth is simply offset by the next enemy mechanically gaining hundreds more hit points.
I want to feel like the character has truly become much stronger, even if the enemies simultaneously become much more dangerous and intelligent.
5. What would you do with the Aura of Hatred?
In the 2014 version of Oathbreaker, it buffs nearby undead and fiends, as far as I understand, regardless of whether they're allies or enemies.
For a character who dreams of one day conquering the Lower Planes, this is both very amusing and potentially terrifying.
Would you leave it exactly as written? Or would you only allow buffs for allied creatures?
Overall, I understand that this character is very ambitious and not suitable for every campaign.
That's why I'm interested in outside opinions.
As a player, would you be interested in having such a character in your party?
As a DM, would you see his ambitions as a good source of future plots, or rather a huge headache and ask me to come up with someone simpler?
Thank you for your time and opinion. This is my first time writing on forums, and I spent a lot of time on translations, wording, and formatting. I'd appreciate any feedback on my idea.