Which do you think is best in terms of rp, combat, and general fun? These are all separate so I mean which is best for each, not like which has basically the highest score average in all together.
RP: hexblade. Warlocks being Charisma classes, not to mention the relationship with the patron.
Combat: a bit tougher. Bladesinger has the highest AC, and good tier 1 melee damage, moderate tier 2 melee damage, but lowest HP and probably has to switch to range by tier 3. Eldritch knight has good AC and HP, highest tier 1 melee damage (after level 3) that gradually increases each tier, but mediocre spell options and slow spell progression. Hexblade will have the most consistent powerful ranged damage, it takes a ton of specializing to stay relevant in melee, but can be just as powerful at range and stay versatile.
General fun: personal preference. I prefer full casters and would go with bladesinger or hexblade if I planned to multiclass.
(Bonus) Utility: Wizards are the gods of out of combat utility because of their rituals and spell options.
RP: hexblade. Warlocks being Charisma classes, not to mention the relationship with the patron.
Combat: a bit tougher. Bladesinger has the highest AC, and good tier 1 melee damage, moderate tier 2 melee damage, but lowest HP and probably has to switch to range by tier 3. Eldritch knight has good AC and HP, highest tier 1 melee damage (after level 3) that gradually increases each tier, but mediocre spell options and slow spell progression. Hexblade will have the most consistent powerful ranged damage, it takes a ton of specializing to stay relevant in melee, but can be just as powerful at range and stay versatile.
General fun: personal preference. I prefer full casters and would go with bladesinger or hexblade if I planned to multiclass.
(Bonus) Utility: Wizards are the gods of out of combat utility because of their rituals and spell options.
I like multiclassing Eldritch Knight 7, Bladesinger 13. This gives you high level spells and spell slots, the ability to cast a spell and attack 2 times in a round (Green Flame Blade and Bonus action attack), and you can teleport the weapons back to your hand, which works great with spears and tridents.
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Please check out my homebrew, I would appreciate feedback:
I like to combine Hexblade with College of Swords bard. This gives a decent melee combatant with tons of utility and some good control spells. And healing spells that the "wizardy" casters lack.
A Bladesinger with Tenser's Transformation is frightening.
With shield spell my bladesinger reached AC 40.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
A Bladesinger with Tenser's Transformation is frightening.
With shield spell my bladesinger reached AC 40.
You can't cast spells with Tenser's Transformation. And I'm still not sure how you could reach 40AC even with shield.
The point of a bladesinger is that you don't need to cast that many spells. You cast your buffs if needed, then tenser's and beat the target silly with advantage to all attacks and 2d12 extra force damager per hit. 2d8 (rapier) + 2x dex mod + 2x int mod (level 14 featue) + 4d12. If both Dex and Int were 5 that's 55 per turn not factoring crits which are more likely now with advantage to all attacks.
The +int bonus to ac with defensives you can cast beforehand like mage armour, mirror image, fire shield, etc plus the bladesinger's ability to reduce damage, longstrider for extra mobility, and you have a rather tanky build which, thanks to racial dex bonus and mobility feat can be a good skirmisher as well. Oh and then there's the 50 temp HP the spell gives you too.
If you have elven accuracy then tenser's auto-advantage to all attacks seriously ups your crit-rate.
If you get 9th level spells choose Time Stop to give you the time to apply the buffs, then tensers then play whackamole with the enemy's spleen.
-
As for my character's high AC, that's level 18 with a lot of magic items.
Robes of Archmagi +6 Dex Cha and Int (good starting stats and getting tomes) Blue Dragon Mask
For big boss battles I'd put Glyphs of Warding storing buff spells into a Demiplane. One would be Haste, +2 AC. Alternative to this is having Bracers of Defense. This gets 35 and a Shield spell if needed.
Never really needed it, the one time an enemy got a hit in was because of a crit. It's good for tanking the melee opponents. Of course this is a focus in melee duelling, the AC does squat against enemies that make you use saving throws and such. But it was neat.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
That doesn't work since the Robes of Archmagi is Light Armor, so you can't combine it with the Mask.
Robe of Archmagi isn't light armour. It's a Wonderous Item.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Which do you think is best in terms of rp, combat, and general fun? These are all separate so I mean which is best for each, not like which has basically the highest score average in all together.
Also which do you prefer yourself?
I hate all three. Examples of how the game has evolved into excessively over powered classes. What ever happened to a Dwarven Fighter, and Elven Mage, or a Human Paladin? Simple, easy to play, and creates equally memorable experiences. [REDACTED].
Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com "The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
Thank you both (6thLyranGuard & Mephista) for making my point. It was a simpler time, less ego, and far less ability to min/max. Fighters fought, clerics healed, mages threw spells, and rogues did roguey stuff. There was a real negative consequence for playing MC. Trade offs, balancing acts, more creativity required. Miss those days...
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Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com "The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
Thank you both (6thLyranGuard & Mephista) for making my point. It was a simpler time, less ego, and far less ability to min/max. Fighters fought, clerics healed, mages threw spells, and rogues did roguey stuff. There was a real negative consequence for playing MC. Trade offs, balancing acts, more creativity required. Miss those days...
. . . . Then play those editions. Simple fix, isn't it? If you prefer those "simpler", "more balanced" editions, play them. I'm not going to bother point out how incorrect you are on how "simple" or "balanced" those editions were, because it doesn't matter. If you think they were simpler, more balanced, and fit you better than 5e, why not play them instead of griping about 5e?
Thank you both (6thLyranGuard & Mephista) for making my point. It was a simpler time, less ego, and far less ability to min/max. Fighters fought, clerics healed, mages threw spells, and rogues did roguey stuff. There was a real negative consequence for playing MC. Trade offs, balancing acts, more creativity required. Miss those days...
And all the splatbooks and Dragon magazine articles published dozens of new PC races and new kits for the classes each month so that you could play a cleric who was also a swashbuckler, or a fighter with psychic powers, or a rogue with elemental magic...
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Thank you both (6thLyranGuard & Mephista) for making my point. It was a simpler time, less ego, and far less ability to min/max. Fighters fought, clerics healed, mages threw spells, and rogues did roguey stuff. There was a real negative consequence for playing MC. Trade offs, balancing acts, more creativity required. Miss those days...
. . . . Then play those editions. Simple fix, isn't it. If you prefer those "simpler", "more balanced" editions, play them. I'm not going to bother point out how incorrect you are on how "simple" or "balanced" those editions were, because it doesn't matter. If you think they were simpler, more balanced, and fit you better than 5e, why not play them instead of griping about 5e?
For topic sake, I play 5e, so I get it. And I still believe it is an over powered munchkin mess. But it is what it is and my players like it so I tolerate it. You do remember what munchkins were re:2nd edition, from back in the mid-80's, right? They were just far less prevalent back then, then they are today. Todays 5e system is clearly the result of too many adults not saying NO often enough.
Regarding your comment. I don't care what you think, any more then you care what I think about this topic. Everything is just an opinion. Take it or leave it. At least I was being nice in my replies, rather then telling those two to f___ off, as you did to me. I would think, given your post count, you would know better. Now let it drop.
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Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com "The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
Thank you both (6thLyranGuard & Mephista) for making my point. It was a simpler time, less ego, and far less ability to min/max. Fighters fought, clerics healed, mages threw spells, and rogues did roguey stuff. There was a real negative consequence for playing MC. Trade offs, balancing acts, more creativity required. Miss those days...
And all the splatbooks and Dragon magazine articles published dozens of new PC races and new kits for the classes each month so that you could play a cleric who was also a swashbuckler, or a fighter with psychic powers, or a rogue with elemental magic...
You are right. I have a couple hundred of the magazines, both Dungeon and Dragon versions. Some of those class combinations were quite creative. I just wonder if a game system risks collapsing under the weight of too many options. "Just because you can do a thing, does not mean you should."
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Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com "The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
Thank you both (6thLyranGuard & Mephista) for making my point. It was a simpler time, less ego, and far less ability to min/max. Fighters fought, clerics healed, mages threw spells, and rogues did roguey stuff. There was a real negative consequence for playing MC. Trade offs, balancing acts, more creativity required. Miss those days...
The heady days when nobody wanted to be the healbot. ;) Just saying, not enough people saying "no" is hardly the only reason things evolved.
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Which do you think is best in terms of rp, combat, and general fun? These are all separate so I mean which is best for each, not like which has basically the highest score average in all together.
Also which do you prefer yourself?
RP: hexblade. Warlocks being Charisma classes, not to mention the relationship with the patron.
Combat: a bit tougher. Bladesinger has the highest AC, and good tier 1 melee damage, moderate tier 2 melee damage, but lowest HP and probably has to switch to range by tier 3. Eldritch knight has good AC and HP, highest tier 1 melee damage (after level 3) that gradually increases each tier, but mediocre spell options and slow spell progression. Hexblade will have the most consistent powerful ranged damage, it takes a ton of specializing to stay relevant in melee, but can be just as powerful at range and stay versatile.
General fun: personal preference. I prefer full casters and would go with bladesinger or hexblade if I planned to multiclass.
(Bonus) Utility: Wizards are the gods of out of combat utility because of their rituals and spell options.
I like multiclassing Eldritch Knight 7, Bladesinger 13. This gives you high level spells and spell slots, the ability to cast a spell and attack 2 times in a round (Green Flame Blade and Bonus action attack), and you can teleport the weapons back to your hand, which works great with spears and tridents.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I like to combine Hexblade with College of Swords bard. This gives a decent melee combatant with tons of utility and some good control spells. And healing spells that the "wizardy" casters lack.
A Bladesinger with Tenser's Transformation is frightening.
With shield spell my bladesinger reached AC 40.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
You can't cast spells with Tenser's Transformation. And I'm still not sure how you could reach 40AC even with shield.
You can, but not that combo.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The point of a bladesinger is that you don't need to cast that many spells. You cast your buffs if needed, then tenser's and beat the target silly with advantage to all attacks and 2d12 extra force damager per hit. 2d8 (rapier) + 2x dex mod + 2x int mod (level 14 featue) + 4d12. If both Dex and Int were 5 that's 55 per turn not factoring crits which are more likely now with advantage to all attacks.
The +int bonus to ac with defensives you can cast beforehand like mage armour, mirror image, fire shield, etc plus the bladesinger's ability to reduce damage, longstrider for extra mobility, and you have a rather tanky build which, thanks to racial dex bonus and mobility feat can be a good skirmisher as well. Oh and then there's the 50 temp HP the spell gives you too.
If you have elven accuracy then tenser's auto-advantage to all attacks seriously ups your crit-rate.
If you get 9th level spells choose Time Stop to give you the time to apply the buffs, then tensers then play whackamole with the enemy's spleen.
-
As for my character's high AC, that's level 18 with a lot of magic items.
Robes of Archmagi
+6 Dex Cha and Int (good starting stats and getting tomes)
Blue Dragon Mask
15 + 6 (dex) + 6 (int / bladesong) + 6 (charisma/dragon mask) = 33
For big boss battles I'd put Glyphs of Warding storing buff spells into a Demiplane. One would be Haste, +2 AC. Alternative to this is having Bracers of Defense. This gets 35 and a Shield spell if needed.
Never really needed it, the one time an enemy got a hit in was because of a crit. It's good for tanking the melee opponents. Of course this is a focus in melee duelling, the AC does squat against enemies that make you use saving throws and such. But it was neat.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Seams to work but you also need Int, so you have to roll really lucky or get very many tomes to get to it.
Robe of Archmagi isn't light armour. It's a Wonderous Item.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Ah yes, the magic item specifically for wizards and sorcerers without armor proficiency is an armor...
I hate all three. Examples of how the game has evolved into excessively over powered classes. What ever happened to a Dwarven Fighter, and Elven Mage, or a Human Paladin? Simple, easy to play, and creates equally memorable experiences. [REDACTED].
Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com
"The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
You mean back in the day when "elf" was a character class that combined swordsmanship with spellcasting?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Or maybe adnd where you could have an elf MC as fighter-rogue-mage altogether?
As for the OP... I liked Fiend warlock bladepact. Had a custom magic weapon to fix the mechanical issues. Thorn tank before they were cool.
Thank you both (6thLyranGuard & Mephista) for making my point. It was a simpler time, less ego, and far less ability to min/max. Fighters fought, clerics healed, mages threw spells, and rogues did roguey stuff. There was a real negative consequence for playing MC. Trade offs, balancing acts, more creativity required. Miss those days...
Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com
"The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
. . . . Then play those editions. Simple fix, isn't it? If you prefer those "simpler", "more balanced" editions, play them. I'm not going to bother point out how incorrect you are on how "simple" or "balanced" those editions were, because it doesn't matter. If you think they were simpler, more balanced, and fit you better than 5e, why not play them instead of griping about 5e?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
And all the splatbooks and Dragon magazine articles published dozens of new PC races and new kits for the classes each month so that you could play a cleric who was also a swashbuckler, or a fighter with psychic powers, or a rogue with elemental magic...
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
For topic sake, I play 5e, so I get it. And I still believe it is an over powered munchkin mess. But it is what it is and my players like it so I tolerate it. You do remember what munchkins were re:2nd edition, from back in the mid-80's, right? They were just far less prevalent back then, then they are today. Todays 5e system is clearly the result of too many adults not saying NO often enough.
Regarding your comment. I don't care what you think, any more then you care what I think about this topic. Everything is just an opinion. Take it or leave it. At least I was being nice in my replies, rather then telling those two to f___ off, as you did to me. I would think, given your post count, you would know better. Now let it drop.
Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com
"The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
You are right. I have a couple hundred of the magazines, both Dungeon and Dragon versions. Some of those class combinations were quite creative. I just wonder if a game system risks collapsing under the weight of too many options. "Just because you can do a thing, does not mean you should."
Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com
"The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
The heady days when nobody wanted to be the healbot. ;) Just saying, not enough people saying "no" is hardly the only reason things evolved.
Want to start playing but don't have anyone to play with? You can try these options: [link].