Hey guys! For a level 20 combat one shot, I have designed a build that I'm excited to try. I understand it looks a bit out of the ordinary and definitely does not seem optimized, especially with so much multi classing, but it makes sense narratively and makes for some cool combat options. If I like the one I play, I may actually end up playing it for our next campaign, even though then we would start at level 2. Anyways, I would like you to please comment on the build and the tactics for the build, or even bring in your own ideas! Thanks a lot <3. Also note that I rolled legendarily well for stats. I'll be fighting a maxed level bladesinger. Also for narrative reasons, the only classes available to me are paladin, sorcerer, warlock, fighter, bard, and wizard (I can't go more than 8 levels in wizard).
Starting Stats: STR 13 | DEX 18 | CON 16 | INT 18 | WIS 12 | CHA 19
ASIs/Feats: Elven Accuracy (CHA + 1) | War Caster | DEX + 2 | INT + 2
Fighting Styles: Defense and Two Weapon Fighting
Invocations: Agonizing Blast + Devil's Sight
Final Stats: STR 13 | DEX 20 | CON 16 | INT 20 | WIS 12 | CHA 20
Strategy: Cast Greater Invisibility and Activate Bladesong -> Hexblade's Curse and Attack from afar + Eldritch Blast to get as many chances to crit as possible -> Manifest Echo + Attack + EB + Unleash Incarnation -> Repeat and use any free bonus action to make another attack with my Echo (Don't forget to smite!)
This build is much better than the previous one you posted. You've got it all, a way to generate advantage, elven accuracy, spell slots a plenty, and smites, and action surge. You can't ask much more out of a build than what you got going on.
HOWEVER,
Take away two weapon fighting, it's just not doing you any favors. You'd do way better with dueling fighting style. In your strategy, in those four turns, you don't use your second weapon once.
Second, there is way too much build up too getting to your smites. By then, the wizard could have killed you several times over. Overall, you'll want to delay your onslaught on the second turn at the latest. Forget bladesong, instead on your first turn you can activate Vow of Enmity. I would recommend going all out at this point, but if not, then second turn, activate hexblade's curse, then go ham with action surge and smite spam.
third, i'd get rid of war caster, and take alert instead. You want to ensure you get the jump on initiative, and this will do it for you.
A better strategy I'd go with, is turn 1: hope you go first, and use your action for something like hold person, or even darkness with you and the enemy wizard inside since a lot of spells rely on seeing the target, and bonus action vow of enmity. If the wizard counterspells, you counterspell too with your highest slot to ensure it takes. 2nd turn: hexblade's curse, and attack with your rapier, booming blade, smite, and action surge. Because you're rolling three d20s for advantage, and because you crit on a 19 or 20, each hit has about a 28% chance of critting.
Let's say you action surge for four attacks, including two booming blades, with hexblade's curse. Here's the mathematical breakdown:
If you smite every attack, that's 5d8. If one crits, that's 10d8. with EA+curse, we can say one hit out of four may crit for simplicity's sake. On average, that's 112.5 damage from smties alone.
Hexblade's curse does 6 per hit, so 24. dueling does 2 per hit, so 8. Our dex/cha mod is 5, so 20 total. On fixed damage alone, we get 52 damage.
Then our rapier. if one crits, that's about 5d8, or 22.5 damage total. Then our booming blades, which if we assume no bonus damage, that's 6d8, or 27 damage.
22.5+27+42+112.5=214 damage in a round.
A lvl 20 wizard with 20 CON has 182 HP. This burst damage will kill the wizard.
If you take Eldritch Mind invocation, you can get advantage on Con saves for concentration, without having War Caster. It doesn't help with the other parts of War Caster, though. You can take Blind Fighting for a fighting style, to make up for the loss of Devil's Sight. Then you would have one more ASI/feat to play with, if you wanted.
Thank you so much I really appreciate your help, you have no idea how helpful you've been. Sorry if I got annoying it's just when there are so many options it gets difficult to commit to anything. Anyways thank you sooo much, you're awesome!
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Hey guys! For a level 20 combat one shot, I have designed a build that I'm excited to try. I understand it looks a bit out of the ordinary and definitely does not seem optimized, especially with so much multi classing, but it makes sense narratively and makes for some cool combat options. If I like the one I play, I may actually end up playing it for our next campaign, even though then we would start at level 2. Anyways, I would like you to please comment on the build and the tactics for the build, or even bring in your own ideas! Thanks a lot <3. Also note that I rolled legendarily well for stats. I'll be fighting a maxed level bladesinger. Also for narrative reasons, the only classes available to me are paladin, sorcerer, warlock, fighter, bard, and wizard (I can't go more than 8 levels in wizard).
The race is standard half-elf
BUILD:
Classes: Glory or Vengeance Paladin 6 | Bladesinger Wizard 8 | Echo Knight Fighter 4 | Hexblade Warlock 2
Starting Stats: STR 13 | DEX 18 | CON 16 | INT 18 | WIS 12 | CHA 19
ASIs/Feats: Elven Accuracy (CHA + 1) | War Caster | DEX + 2 | INT + 2
Fighting Styles: Defense and Two Weapon Fighting
Invocations: Agonizing Blast + Devil's Sight
Final Stats: STR 13 | DEX 20 | CON 16 | INT 20 | WIS 12 | CHA 20
Strategy: Cast Greater Invisibility and Activate Bladesong -> Hexblade's Curse and Attack from afar + Eldritch Blast to get as many chances to crit as possible -> Manifest Echo + Attack + EB + Unleash Incarnation -> Repeat and use any free bonus action to make another attack with my Echo (Don't forget to smite!)
This build is much better than the previous one you posted. You've got it all, a way to generate advantage, elven accuracy, spell slots a plenty, and smites, and action surge. You can't ask much more out of a build than what you got going on.
HOWEVER,
Take away two weapon fighting, it's just not doing you any favors. You'd do way better with dueling fighting style. In your strategy, in those four turns, you don't use your second weapon once.
Second, there is way too much build up too getting to your smites. By then, the wizard could have killed you several times over. Overall, you'll want to delay your onslaught on the second turn at the latest. Forget bladesong, instead on your first turn you can activate Vow of Enmity. I would recommend going all out at this point, but if not, then second turn, activate hexblade's curse, then go ham with action surge and smite spam.
third, i'd get rid of war caster, and take alert instead. You want to ensure you get the jump on initiative, and this will do it for you.
A better strategy I'd go with, is turn 1: hope you go first, and use your action for something like hold person, or even darkness with you and the enemy wizard inside since a lot of spells rely on seeing the target, and bonus action vow of enmity. If the wizard counterspells, you counterspell too with your highest slot to ensure it takes. 2nd turn: hexblade's curse, and attack with your rapier, booming blade, smite, and action surge. Because you're rolling three d20s for advantage, and because you crit on a 19 or 20, each hit has about a 28% chance of critting.
Let's say you action surge for four attacks, including two booming blades, with hexblade's curse. Here's the mathematical breakdown:
If you smite every attack, that's 5d8. If one crits, that's 10d8. with EA+curse, we can say one hit out of four may crit for simplicity's sake. On average, that's 112.5 damage from smties alone.
Hexblade's curse does 6 per hit, so 24. dueling does 2 per hit, so 8. Our dex/cha mod is 5, so 20 total. On fixed damage alone, we get 52 damage.
Then our rapier. if one crits, that's about 5d8, or 22.5 damage total. Then our booming blades, which if we assume no bonus damage, that's 6d8, or 27 damage.
22.5+27+42+112.5=214 damage in a round.
A lvl 20 wizard with 20 CON has 182 HP. This burst damage will kill the wizard.
If you take Eldritch Mind invocation, you can get advantage on Con saves for concentration, without having War Caster. It doesn't help with the other parts of War Caster, though. You can take Blind Fighting for a fighting style, to make up for the loss of Devil's Sight. Then you would have one more ASI/feat to play with, if you wanted.
Thank you so much I really appreciate your help, you have no idea how helpful you've been. Sorry if I got annoying it's just when there are so many options it gets difficult to commit to anything. Anyways thank you sooo much, you're awesome!