I would Go for Defense If you want to Focus on the meat shield part or duelling If you Go Sword and Board and want to Focus a Bit more on damage. Great weapon Fighter only really shines with the Greatsword because of small dice, the 2d6.
One thing I would think about is going Str 15, Con 13 or 14, dumping dex. Then your character could use the start as a fighter to wear heavy Armor. But that is a tough choice as hitpoints and con save are both very good to have...
Ahhhh, yeah I've just been looking that up. So definitely the 15 STR so that I can eventually wear plate armor.
So if your going to be your teams tank. I recommend: 15 STR, 13 DEX, 16 CON, 9 INT (+1 to 10 for Tiefling), 10 WIS, 14 CHA (+2 to 16 for Tiefling) This gives you strength for platemail and as decent athletics to knock targets back or prone, and the amount of gear you can carry which might be important when your wearing full plate armor, a sword, and a shield. Constitution raises your health which is useful no matter your armor which will later be more useful than Dex being a +14 for 1 more AC which you will care nothing about after you get your first upgrade into heavy armor that can't use a dex bonus. If your primary goal is to protect your allies and take damage putting the 16 in constitution not only gives you more health but it also makes your concentration save better even more so because fighters are proficient. This is important when using spells like Protection from Good/Evil that can change the out come of battles. Some might say you want to hold off on feats until if you make level 13 then get the Sentinel Feat to get the ASI (ability stat increase) pushed to 20 as quick as possible... I personally would take the Sentinel Feat at level 5 and pick up/trade to Thirsting Blade invocation and Eldritch Smite invocation at level 5warlock (character level 6, Remember "Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level") because having 3 attacks at level 5 you can control increased your chances to hit and trigger Hex, the hexblade's curse, and possible targets of Eldritch Smite and will likely get more mileage than a +1 to hit (which doesn't matter if you over/under shoot by 2 or more) and +1 damage (due to the Hex Warrior) which is over shadowed by the 5 damage minimum of another hit on a hexed target ( weapon role 1 +3 Cha, hex role 1). At warlock level 12 (Character level 13) you can get the Life drinkerinvocation which effectively doubles your damage from your charisma bonus by stacking with hex warrior so then you will want 20 Charisma... but you can get it at the same level by takiing a +2 CHA at level 9 and level 13, having taken the Sentinel Feat already... so.... as far as I can see you will generally do more damage that way with a permanent bump to your health.
For your fighter "fighting style", Defense fighting style for +1 AC is good (off set the lose of the 1 AC from lowering dex. Scale mail 14 +2 shield +1 Dex +1 Defense fighting style = 18AC) or ... you could take the Protection fighting style instead if your friends are REALLY squishy so that you can use your reaction once a turn to try to shield your allies but that does not play well with the Sentinel Feat so I recommend Defense fighting style and defending your allies by taking or deflecting the damage then attacking them with the sentinel feat if they attack your friends.
But that's just my opinion based on your roles and going "Tank", if you want to do it differently to do more DPR (Damage Per Round) or take the tough feat for more hit points, by all means, though I don't think that will be a problem for you.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Constitution only effects health you receive moving forward, it is not retroactive so getting that early is more important than Dex being a +14 for 1 more AC which you will care nothing about after you get your first upgrade into heavy armor that can't use a dex bonus.
Taken from the Constitution Description in the Basic Rules:
"Hit Points
Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."
I'm perhaps a bit late to this discussion, but I'll add my 2 bits.
One of my favourite class combos is Hexblade Warlock / Assassin Rogue. You can wear a Breastplate (AC 14) with 14 Dex you have + 2 AC and you don't have disadvantage on stealth checks. Your Physical Shield takes you up to 18 AC. At level 5 the class really starts to shine, Since you can do Booming blade/green flame blade as your attack and get 1d8 damage on top of your weapon, +1d6 from hex and 2d6 sneak attack damage. Surprise attacks deal guaranteed crits, so it makes for a great opener. You are sufficiently tanky that you can sneak in, eviscerate someone and then tank the remaining mobs, or use cunning action to disengage.
Eldritch blast becomes your goto ranged ability, and you can get mask of many faces as one of your eldritch invocations for at will disguises. Charisma is your main stat so you have great social skills to boot. If you pick Friendship as one of your spells, then you can disguise yourself as someone else, and have them take the ire of the target when Friendship wears off.
Ahhhh, yeah I've just been looking that up. So definitely the 15 STR so that I can eventually wear plate armor.
So if your going to be your teams tank. I recommend: 15 STR, 13 DEX, 16 CON, 9 INT (+1 to 10 for Tiefling), 10 WIS, 14 CHA (+2 to 16 for Tiefling) This gives you strength for platemail and as decent athletics to knock targets back or prone, and the amount of gear you can carry which might be important when your wearing full plate armor, a sword, and a shield. Constitution only effects health you receive moving forward, it is not retroactive so getting that early is more important than Dex being a +14 for 1 more AC which you will care nothing about after you get your first upgrade into heavy armor that can't use a dex bonus. If your primary goal is to protect your allies and take damage putting the 16 in constitution not only gives you more health but it also makes your concentration save better even more so because fighters are proficient. This is important when using spells like Protection from Good/Evil that can change the out come of battles. Some might say you want to hold off on feats until if you make level 13 then get the Sentinel Feat to get the ASI (ability stat increase) pushed to 20 as quick as possible... I personally would take the Sentinel Feat at level 5 and pick up/trade to Thirsting Blade invocation and Eldritch Smite invocation at level 5warlock (character level 6, Remember "Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level") because having 3 attacks at level 5 you can control increased your chances to hit and trigger Hex, the hexblade's curse, and possible targets of Eldritch Smite and will likely get more mileage than a +1 to hit (which doesn't matter if you over/under shoot by 2 or more) and +1 damage (due to the Hex Warrior) which is over shadowed by the 5 damage minimum of another hit on a hexed target ( weapon role 1 +3 Cha, hex role 1). At warlock level 12 (Character level 13) you can get the Life drinkerinvocation which effectively doubles your damage from your charisma bonus by stacking with hex warrior so then you will want 20 Charisma... but you can get it at the same level by takiing a +2 CHA at level 9 and level 13, having taken the Sentinel Feat already... so.... as far as I can see you will generally do more damage that way with a permanent bump to your health.
For your fighter "fighting style", Defense fighting style for +1 AC is good (off set the lose of the 1 AC from lowering dex. Scale mail 14 +2 shield +1 Dex +1 Defense fighting style = 18AC) or ... you could take the Protection fighting style instead if your friends are REALLY squishy so that you can use your reaction once a turn to try to shield your allies but that does not play well with the Sentinel Feat so I recommend Defense fighting style and defending your allies by taking or deflecting the damage then attacking them with the sentinel feat if they attack your friends.
But that's just my opinion based on your roles and going "Tank", if you want to do it differently to do more DPR (Damage Per Round) or take the tough feat for more hit points, by all means, though I don't think that will be a problem for you.
Think you mean you get feats at lvl 12?
And what three attacks do you have at lvl 5? Theres a CHANCE for three attacks if you get to use both your melee attacks AND get ONE reaction (like Hellish Rebuke or opportunity attack).
SENTINEL
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Or you can go Polearm Master and get a extra attack with the polearms butt end. Being a PactBlade HexBlade you also get the charisma modifers on the attack.
POLEARM MASTER
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Ahhhh, yeah I've just been looking that up. So definitely the 15 STR so that I can eventually wear plate armor.
So if your going to be your teams tank. I recommend: 15 STR, 13 DEX, 16 CON, 9 INT (+1 to 10 for Tiefling), 10 WIS, 14 CHA (+2 to 16 for Tiefling) This gives you strength for platemail and as decent athletics to knock targets back or prone, and the amount of gear you can carry which might be important when your wearing full plate armor, a sword, and a shield. Constitution only effects health you receive moving forward, it is not retroactive so getting that early is more important than Dex being a +14 for 1 more AC which you will care nothing about after you get your first upgrade into heavy armor that can't use a dex bonus. If your primary goal is to protect your allies and take damage putting the 16 in constitution not only gives you more health but it also makes your concentration save better even more so because fighters are proficient. This is important when using spells like Protection from Good/Evil that can change the out come of battles. Some might say you want to hold off on feats until if you make level 13 then get the Sentinel Feat to get the ASI (ability stat increase) pushed to 20 as quick as possible... I personally would take the Sentinel Feat at level 5 and pick up/trade to Thirsting Blade invocation and Eldritch Smite invocation at level 5warlock (character level 6, Remember "Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level") because having 3 attacks at level 5 you can control increased your chances to hit and trigger Hex, the hexblade's curse, and possible targets of Eldritch Smite and will likely get more mileage than a +1 to hit (which doesn't matter if you over/under shoot by 2 or more) and +1 damage (due to the Hex Warrior) which is over shadowed by the 5 damage minimum of another hit on a hexed target ( weapon role 1 +3 Cha, hex role 1). At warlock level 12 (Character level 13) you can get the Life drinkerinvocation which effectively doubles your damage from your charisma bonus by stacking with hex warrior so then you will want 20 Charisma... but you can get it at the same level by takiing a +2 CHA at level 9 and level 13, having taken the Sentinel Feat already... so.... as far as I can see you will generally do more damage that way with a permanent bump to your health.
For your fighter "fighting style", Defense fighting style for +1 AC is good (off set the lose of the 1 AC from lowering dex. Scale mail 14 +2 shield +1 Dex +1 Defense fighting style = 18AC) or ... you could take the Protection fighting style instead if your friends are REALLY squishy so that you can use your reaction once a turn to try to shield your allies but that does not play well with the Sentinel Feat so I recommend Defense fighting style and defending your allies by taking or deflecting the damage then attacking them with the sentinel feat if they attack your friends.
But that's just my opinion based on your roles and going "Tank", if you want to do it differently to do more DPR (Damage Per Round) or take the tough feat for more hit points, by all means, though I don't think that will be a problem for you.
Think you mean you get feats at lvl 12?
And what three attacks do you have at lvl 5? Theres a CHANCE for three attacks if you get to use both your melee attacks AND get ONE reaction (like Hellish Rebuke or opportunity attack).
SENTINEL
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Or you can go Polearm Master and get a extra attack with the polearms butt end. Being a PactBlade HexBlade you also get the charisma modifers on the attack.
POLEARM MASTER
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
I meant warlock level 12 (since ASI are class features and the Fighter for example gets more of them) which with 1 level of fighter means Character level 13.
He said he is using sword and shield so his weapon does not apply for the polarm master feat. That said he could change his mind to Shield and Quarterstaff then he can be pact of the blade at WARLOCK level 3 (character level 4) to make his quaterstaff a pact weapon so it qualities for HexBlade worrier. In a group of 4 he will usually be able to have an ally next to the enemy who will get attacked in a mob fight. The only time he is unlikely to be unable to use sentinel is when he is the only target being attacked. Which I would not expect to be the usual.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Constitution only effects health you receive moving forward, it is not retroactive so getting that early is more important than Dex being a +14 for 1 more AC which you will care nothing about after you get your first upgrade into heavy armor that can't use a dex bonus.
Taken from the Constitution Description in the Basic Rules:
"Hit Points
Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."
I actually did not know that. but confirmed on player hand p177. Its something my GM had been enforcing since we started using 5th so perhaps is a houserule or my GM misunderstood. I will bring it up to him. lol Thanks. I corrected my original post accordingly.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
I meant warlock level 12 (since ASI are class features and the Fighter for example gets more of them) which with 1 level of fighter means Character level 13.
He said he is using sword and shield so his weapon does not apply for the polarm master feat. That said he could change his mind to Shield and Quarterstaff then he can be pact of the blade at WARLOCK level 3 (character level 4) to make his quaterstaff a pact weapon so it qualities for HexBlade worrier. In a group of 4 he will usually be able to have an ally next to the enemy who will get attacked in a mob fight. The only time he is unlikely to be unable to use sentinel is when he is the only target being attacked. Which I would not expect to be the usual.
Sorry, missed that about the one lvl as warrior. But still, its very conditional IF he has a companion fighting there with him. The rogue in our group often uses range weapons to prevent being squished by our foes, so with the group composition the OP mentioned, the chance for him standing alone might be quite high. Then Id rather go for POLEARM MASTER so Id always get a extra 1d4 damage every round if I dont have anything else to my bonus action on.
Id also rather go Great Weapon Fighting as first lvl Fighter if I had to go fighter. If I had rolled the stats he had, Id rather go full HexBlade PactBlade Warlock, getting the fighting style and heavy armor isnt worth it in my eyes. As a HexBlade PactBlade warlock you get medium armor and then you can buy a Half Plate which gives AC 15 and with the right dex you get extra armor there as well. Id rather concentrate the high stat on your Charisma to hit easier and do more damage with your Warlock abilities then wearing heavy plate. Also, several Warlock abilities gives you more rewards the higher your Charisma is. Like:
Hexblade’s Curse
Level 1
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Also spells like Eldritch Blast and the Invocation Lifedrinker and lets not forget the Spell Save DC of your Warlock spells increase with your hightened Charisma score. And the more damage you do, will in the long run reduce the damage you take.
I think in the end I am going to stick with warlock all the way for now and see where hexblade takes me. I might branch out later on if it looks like that is what our group needs.
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Tea Twospoons: Lvl3 Deep Gnome Arcane Trickster Rogue - Sea of Annihilation PbP
If you end up going all the way to lvl 20 and you multiclass, you will not gain the lvl 20 features of the class.
Warlock:
Eldritch Master
20th level
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Pretty awesome feature when out adventuring.
But, as a multiclass you might have more options and more usability at some points during low lvls and maybe get some nice combos. But personally I prefer focusing on one class.
I think I came to the conclusion that since it has been so long since I've played the game, I should just stick it out with one class for a while and see how things shape up. A little experience knowing what I like/don't like and what might make a character better won't come unless I try things out. If I hit Lvl10 and decide I really need a lvl or 2 in another class, I still have time to multi-class w/o hurting myself. I just may not be able to do exactly what I want based on what my ability stats are. Just gonna have fun with it for now and see where the adventure takes me. I'm definitely grabbing the Many Faces Invocation now at Lvl2 so I can disguise myself and wield my high CHA like a cudgel over some unsuspecting and ill-prepared NPCs.
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Tea Twospoons: Lvl3 Deep Gnome Arcane Trickster Rogue - Sea of Annihilation PbP
If you end up going all the way to lvl 20 and you multiclass, you will not gain the lvl 20 features of the class.
Warlock:
Eldritch Master
20th level
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Pretty awesome feature when out adventuring.
But, as a multiclass you might have more options and more usability at some points during low lvls and maybe get some nice combos. But personally I prefer focusing on one class.
Errr... you forget that warlocks restore spell slots on a short rest? Because this Level 20 Cap stone ability is pretty horrible The only worse ones are Sorcerer and Monk in my opinion. It is very rare that you have a full minute warning before a fight to use it and have not had an hour for a full rest or have not already taken a short rest. Since 1 minutes is 10 rounds in combat then its not useful in combat ether.... I am playing a warlock right now and at level 6. If I had that ability at level 1 I would not have had the chance to use it in my campaign ... not even once.
The first level features you will get from pretty much ANY multi-class, you will use way more and to greater effect almost guaranteed. I mean feel free to name a class everything you get from the multi-class and compare it to this end cap and it is obvious. If you can find a class that is worse than this capstone ability I would be surprised.
Wizards signature spells, casting 2 third level spells each day without using a spell slot AND they are always known spell but don't count against your known spells selected... now that is a level 20 end cap ability that any caster could enjoy.
If you could do it once a day as an action.... Then it would be useful. But that means 8 level 5 spells for a single battle once a day. (Which the sorcerer can already toast with Flexible Casting letting them cast 19 level 5 spells in one fight, but only once per day, no end cap.)
I say multi classing warlock after level 17 just makes good since. (Or mix those 3 levels in along the way) ... But that only really matters if you actually play that high in levels.
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The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
I meant warlock level 12 (since ASI are class features and the Fighter for example gets more of them) which with 1 level of fighter means Character level 13.
He said he is using sword and shield so his weapon does not apply for the polarm master feat. That said he could change his mind to Shield and Quarterstaff then he can be pact of the blade at WARLOCK level 3 (character level 4) to make his quaterstaff a pact weapon so it qualities for HexBlade worrier. In a group of 4 he will usually be able to have an ally next to the enemy who will get attacked in a mob fight. The only time he is unlikely to be unable to use sentinel is when he is the only target being attacked. Which I would not expect to be the usual.
Sorry, missed that about the one lvl as warrior. But still, its very conditional IF he has a companion fighting there with him. The rogue in our group often uses range weapons to prevent being squished by our foes, so with the group composition the OP mentioned, the chance for him standing alone might be quite high. Then Id rather go for POLEARM MASTER so Id always get a extra 1d4 damage every round if I dont have anything else to my bonus action on.
Id also rather go Great Weapon Fighting as first lvl Fighter if I had to go fighter. If I had rolled the stats he had, Id rather go full HexBlade PactBlade Warlock, getting the fighting style and heavy armor isnt worth it in my eyes. As a HexBlade PactBlade warlock you get medium armor and then you can buy a Half Plate which gives AC 15 and with the right dex you get extra armor there as well. Id rather concentrate the high stat on your Charisma to hit easier and do more damage with your Warlock abilities then wearing heavy plate. Also, several Warlock abilities gives you more rewards the higher your Charisma is. Like:
Hexblade’s Curse
Level 1
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Also spells like Eldritch Blast and the Invocation Lifedrinker and lets not forget the Spell Save DC of your Warlock spells increase with your hightened Charisma score. And the more damage you do, will in the long run reduce the damage you take.
I understand, but that is subjective and I was just stating my best advice for the intended direction as described. If your going Tank, my advice is not bad.
Your direction is not bad or wrong its just more of a DPR build than a tank build.
lets not forget that Hexblade makes a great caster class as none of the Hexblade’s Curse effects rely on melee or are less effective against agonizing blast (+ charisma damage).... +Hex + Hexblade’s Curse x4 attacks at higher levels at 120ft range (or 240ft range with eldrich spear), possible knock back and/or pull of 10ft for crowd control... ouch...
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The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
I think I came to the conclusion that since it has been so long since I've played the game, I should just stick it out with one class for a while and see how things shape up. A little experience knowing what I like/don't like and what might make a character better won't come unless I try things out. If I hit Lvl10 and decide I really need a lvl or 2 in another class, I still have time to multi-class w/o hurting myself. I just may not be able to do exactly what I want based on what my ability stats are. Just gonna have fun with it for now and see where the adventure takes me. I'm definitely grabbing the Many Faces Invocation now at Lvl2 so I can disguise myself and wield my high CHA like a cudgel over some unsuspecting and ill-prepared NPCs.
By all means enjoy! I was just suggesting because you asked. As long as you are not going past 17 levels of warlock with this character I don't think you will have a problem with it. ... After Warlock level 17 there is nothing.... but if you only play until level 15 that does matter at all.
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The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Absolutely, and I appreciate your advice. I was also looking at the Lvl20 capstone and wondered when I would ever use that ability. If I find that 5 or 6 Lvls in I'm noticing the lack of armor, or the ability to second wind would help out significantly, I'll definitely reconsider grabbing a Lvl in Fighter to give my character some extra survivability.
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Tea Twospoons: Lvl3 Deep Gnome Arcane Trickster Rogue - Sea of Annihilation PbP
I have an adventurers league hexblade at level 9. Im building her as a tank fighter with pact of blades. Stats are str of 8 dex of 14 con of 16 int of 10 wis of 12 and cha of 18.
She wears half plate armor and carries a +2 shield giving her an a.c. of 21. Her health pool ended up at 108 right now with the tough feat.
The invocations are tomb of levistus. Devils sight. Improved pact weapon. Gift of the depths(for utility purposes) and thirating blade(extra attack)
She has a Kingswood. And her spells are eb, toll the dead, thunderclap, witch bolt, all hexblade smites, hellish rebuke, hex, mind spike, shadow blade, counterspell.
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Sounds like a Plan.
I would Go for Defense If you want to Focus on the meat shield part or duelling If you Go Sword and Board and want to Focus a Bit more on damage. Great weapon Fighter only really shines with the Greatsword because of small dice, the 2d6.
One thing I would think about is going Str 15, Con 13 or 14, dumping dex. Then your character could use the start as a fighter to wear heavy Armor. But that is a tough choice as hitpoints and con save are both very good to have...
How much STR do you need for Heavy Armor? Also, does DEX only affect your AC if you are wearing Medium, Light, or no armor?
Tea Twospoons: Lvl3 Deep Gnome Arcane Trickster Rogue - Sea of Annihilation PbP
13 for chainmail or splint, 15 for plate.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Ahhhh, yeah I've just been looking that up. So definitely the 15 STR so that I can eventually wear plate armor.
Tea Twospoons: Lvl3 Deep Gnome Arcane Trickster Rogue - Sea of Annihilation PbP
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."
I'm perhaps a bit late to this discussion, but I'll add my 2 bits.
One of my favourite class combos is Hexblade Warlock / Assassin Rogue. You can wear a Breastplate (AC 14) with 14 Dex you have + 2 AC and you don't have disadvantage on stealth checks. Your Physical Shield takes you up to 18 AC. At level 5 the class really starts to shine, Since you can do Booming blade/green flame blade as your attack and get 1d8 damage on top of your weapon, +1d6 from hex and 2d6 sneak attack damage. Surprise attacks deal guaranteed crits, so it makes for a great opener. You are sufficiently tanky that you can sneak in, eviscerate someone and then tank the remaining mobs, or use cunning action to disengage.
Eldritch blast becomes your goto ranged ability, and you can get mask of many faces as one of your eldritch invocations for at will disguises. Charisma is your main stat so you have great social skills to boot. If you pick Friendship as one of your spells, then you can disguise yourself as someone else, and have them take the ire of the target when Friendship wears off.
Or you can go Polearm Master and get a extra attack with the polearms butt end. Being a PactBlade HexBlade you also get the charisma modifers on the attack.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Also spells like Eldritch Blast and the Invocation Lifedrinker and lets not forget the Spell Save DC of your Warlock spells increase with your hightened Charisma score. And the more damage you do, will in the long run reduce the damage you take.
I will have to keep this option in my back pocket for another character. That sounds awesome.
Tea Twospoons: Lvl3 Deep Gnome Arcane Trickster Rogue - Sea of Annihilation PbP
I think in the end I am going to stick with warlock all the way for now and see where hexblade takes me. I might branch out later on if it looks like that is what our group needs.
Tea Twospoons: Lvl3 Deep Gnome Arcane Trickster Rogue - Sea of Annihilation PbP
If you end up going all the way to lvl 20 and you multiclass, you will not gain the lvl 20 features of the class.
Warlock:
Pretty awesome feature when out adventuring.
But, as a multiclass you might have more options and more usability at some points during low lvls and maybe get some nice combos. But personally I prefer focusing on one class.
I think I came to the conclusion that since it has been so long since I've played the game, I should just stick it out with one class for a while and see how things shape up. A little experience knowing what I like/don't like and what might make a character better won't come unless I try things out. If I hit Lvl10 and decide I really need a lvl or 2 in another class, I still have time to multi-class w/o hurting myself. I just may not be able to do exactly what I want based on what my ability stats are. Just gonna have fun with it for now and see where the adventure takes me. I'm definitely grabbing the Many Faces Invocation now at Lvl2 so I can disguise myself and wield my high CHA like a cudgel over some unsuspecting and ill-prepared NPCs.
Tea Twospoons: Lvl3 Deep Gnome Arcane Trickster Rogue - Sea of Annihilation PbP
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Absolutely, and I appreciate your advice. I was also looking at the Lvl20 capstone and wondered when I would ever use that ability. If I find that 5 or 6 Lvls in I'm noticing the lack of armor, or the ability to second wind would help out significantly, I'll definitely reconsider grabbing a Lvl in Fighter to give my character some extra survivability.
Tea Twospoons: Lvl3 Deep Gnome Arcane Trickster Rogue - Sea of Annihilation PbP
I have an adventurers league hexblade at level 9. Im building her as a tank fighter with pact of blades. Stats are str of 8 dex of 14 con of 16 int of 10 wis of 12 and cha of 18.
She wears half plate armor and carries a +2 shield giving her an a.c. of 21. Her health pool ended up at 108 right now with the tough feat.
The invocations are tomb of levistus. Devils sight. Improved pact weapon. Gift of the depths(for utility purposes) and thirating blade(extra attack)
She has a Kingswood. And her spells are eb, toll the dead, thunderclap, witch bolt, all hexblade smites, hellish rebuke, hex, mind spike, shadow blade, counterspell.