Hello! Playing a campaign up to level 20 (currently 13). My paladin is probably going to die, so I am thinking about new character to best compliment these two characters:
I used to play a paladin to bring damage, CHA and STR, but I am open to other suggestions. My DM likes challenging encounters, and so far we have been feeling the lack of a full caster.
I am unsure if I should try going DEX for a full stealth party (they both have expertise in stealth), or again going in with a heavy armor. Anyway, any suggestion would be welcome!
A bard (lore or sword) is always useful. A twilight cleric is pretty darn good for tanking and spell casting. For pure spellcasting an Abjuration Wizard or a Clockwork Sorcerer would also work.
Bards are the best complimenters, but I'm guessing you meant complement.
Why single-classed? It's self-evident your DM allows multiclassing, since the other two players are multiclassed. And what's a level 13 campaign? Has it basically been declared that you won't ever level during the campaign?
Since what you need most is someone to exist on the front line and you just said you wanted to be a full caster (do warlocks count as full casters for you?), assuming single class and level 13 forever, these are your best choices (although dual-classing would make things a lot easier):
Warlock: Hexblade (mostly for Medium Armor and Shields). Darkness + Devil's Sight will make you a reliably credible tank.
Cleric:
Order: Heavy Armor, and you can use the class's defining feature to give both of your Rogues off-turn Sneak Attacks, which they'll love.
Twilight: Heavy Armor and a Channel Divinity so tanky it's widely considered broken.
Special Mention: Peace: Emboldening Bond is next-level tanky once you master it, because you can teleport your friends out of danger, mitigating the need for having a front line. This is only Medium Armor+Shield, so you'll need to achieve victory through competence.
Wizard:
Abjurer: Be a Light Armor race (PHB Mountain Dwarf and Volo's Hobgoblin will serve you best, but MTF Githyanki qualify); due to MPMM, I'll assume Mountain Dwarf, which also makes your statline easy to optimize: start at Int 17/Con 17/Dex 13/Wis 12 and spend your 3 ASIs on +2 Int, +1 Int / +1 Con, and Moderately Armored. An AC 19 base Abjuration Wizard is no joke. Note that the Volo's Hob is also excellent due to its racial ability to buff a crucial save. MTF Githyanki don't have tremendous synergy with this.
If you know for a fact you'll never reach level 14 and your adventuring days are very long, a Deep Gnome with the Svirfneblin Magic feat for at-will nondetection can keep their Ward at full health in every fight resourcelessly, and you don't need to worry about the Gnome racial resistance overlapping with the Abjurer subclass resistance at 14).
Bladesinger: Be a Tortle, Warforged, or Simic Hybrid so you can be AC 17 base (the latter two do it with Mage Armor and Dex 16) - your 3 ASIs are Resilient Constitution, +2 Int, and any +1 Int half feat you like (Telekinetic, Fey Touched, and Skill Expert [for Tortles - you typically take Athletics Expertise so your action can be Shove Prone + Cantrip]).
Druid (assuming your DM will let you acquire non-metal Half Plate and has a solution for determining how many hit dice Tasha's summons have): Shepherd Druid, no shenanigans beyond the obvious. You can be an entire front line.
The three needs in the party as I see it are a face, a melee / tank and access to high level spells.
The classic to fill the first two is paladin and depending on whether how you feel about it you could create another paladin, probably with a differnet oath.
Cleric can provide the melee / tank and high level spells. If you are considering taking twilight speak to the other players and the DM, Twilight's overpowered features can make it very hard for the DM to balance and twilight sanctuary will make the rangers Tireless and the Alchemist's Restorative reagent features virtually redundant. Moon druid
Charisma full casters spell casters tend to be not very good tanks but sword and valor bards along with hexblade warlocks are melee so are probably the best at filling in the neds of the group. Warlocks are very short rest dependent if you tend to have one mega combat per day warlocks are not very good but if you are getting a couple of short rests per day you can cast 9 fifth level spells per day along with a 6th and a 7th (at level 13) which makes you pretty powerful.
Campaign will go up to level 20, we are currently 13. I tend to dislike MC because of the slowed spellcasting and class features TBH... Not sure if I will ever get another chance to see those endgame class goodies.
Campaign will go up to level 20, we are currently 13. I tend to dislike MC because of the slowed spellcasting and class features TBH... Not sure if I will ever get another chance to see those endgame class goodies.
That radically changes the calculus because some capstones, like Druid, are radically better than others - e.g. in the vast majority of cases Wizard 18/Fighter 2 is better than Wizard 20 because Action Surge (and Con save proficiency, assuming you start with Fighter 1) is so much better than the Wizard capstone, even though you lose an L6 spell slot, an L7 spell slot, 2 preparation slots, and an ASI. Wizards get their best class ability at level 18.
Remember, most full spellcasters don't have much in the way of rich class features to worry about missing out on, because mostly what they get are more slots. Caster levels 12, 14, and 16 don't provide any slots at all, and hence have the extreme potential to be dead levels; every full casting class in the game offers a subclass ability at level 14 (as without that the level is entirely dead, without even an ASI), but it's relatively rare to get anything significant at 12 or 16 in the way of features. 17 is a big deal since you get access to the only L9 spell slot you'll ever have, but 18-20 give you lower level slots, so the calculus on them is highly dependent on the class (and potentially subclass - see e.g. Sorcerer) in question.
Here's the math on each full spellcaster reaching their best abilities, in alphabetic order except I put Warlock last because it's a weird caster:
Bard: 15/17 depending on whether you care more about inspiration dice or that L9 slot.
Cleric: 17, unless you have a particularly good CD (e.g. Twilight has the best CD of any domain and is easily worth another level), in which case 18.
Druid: 20. Archdruid is one of the tankiest abilities in the game.
Sorcerer: 3/7/17/18 (Metamagic, Font of Magic, L9 slot, subclass).
Wizard: 18.
Warlock: 15/17 (Invocations, L9 Mystic Arcanum)
That's a big reason Sorlocks are so popular (neither Sorcerer nor Warlock has a capstone worth obsessing over), and if you want to mix with Bard, Bard's capstone is also garbage (Bard is just not nearly as front-loaded as Sorcerer or Warlock). In fact, let me take my original post's pitch of an Abjuration tank and show you how it can be just a lot better with multiclassing:
Artificer 1/Abjurer 12 (future growth is intended to be Abjurer 13->18 and then Artificer 2, but your 20th level can be in Abjurer, Fighter, or Rogue, if any of them tickle your fancy for some reason); Int 17 Con 16 Dex 14 Wis 10 base from most races -> 3 ASIs from most races are +2 Int, Fey Touched, and War Caster. The only thing you give up is that while you have an L7 slot, you can't prepare an L7 wizard spell yet, so you can only use it for upcasting. Basically, you used Artificer 1 for the Medium Armor + Shields proficiency we were after and proficiency in Con saves without giving up slot progression.
You can do the same thing with Fighter 1, where you'll give up the L7 slot and 3 tool proficiencies for 2 hit points, martial weapon proficiency, heavy armor proficiency, which you can easily spec yourself out to wear with a variety of races, 1d10+1 Second Wind, and a Fighting Style which is pretty certainly going to be Defense. I.e. done right, swapping to Fighter 1 gives up the L7 slot and 3 tool proficiencies for an average of +8.5 hit points, +2 AC, and your emergency backup dagger is now a rapier (+2 damage) and a whip (+1 reach square).
If you want to gain access to full-caster spells and still be decent at some degree of tanking and also not losing CHA for social encounters, I would recommend a College of Valor bard. Of the martial bards, Swords is often more popular, because the flourishes make for a better melee fighter, but Valor has a few key things that make it better as a tank...
For one, Valor Bards get Shield proficiency and proficiency in all martial weapons, so you can take any equipment you want to lean into your play style. The other great function of Valor Bard is their Combat Inspiration, which your allies can use not only as traditional Bardic Inspiration, but can also use to boost damage on an attack or even temporarily increase their AC to avoid damage entirely. At level 14 you also get a great ability that pairs well with your goal of becoming more of a dedicated spellcaster... at level 14 Valor Bards get an ability that lets them make a weapon attack as a bonus action after casting a spell, so you can still get use out of your melee attacks while functioning as a dedicated spellcaster.
Campaign will go up to level 20, we are currently 13. I tend to dislike MC because of the slowed spellcasting and class features TBH... Not sure if I will ever get another chance to see those endgame class goodies.
Hmm, if it's capstone goodies you are after it almost makes it harder if you don't want to play a paladin. Artificers have a fantastic capstone but then you'd lose out on high level spells. Wizards, warlocks, bards and sorcerers are kind of 'meh', IMO. I'd go for Stars druid or Twilight Cleric. Full spell casters with amazing level 20 abilities. Both subclasses are also highly customizable to fit many roles and preferences.
Druid or Order/Twilight Cleric are all great choices for a single class. Here’s another alternative if you don’t want to be a caster.
Since your party seems pretty stealth oriented, why not lean into that with a Shadow Monk? You get several 2nd level spells you can cast with ki, short range shadow teleports, and invisibility in darkness at your level, plus regular monk features like Stunning Strike. You won’t be the premier DPS most of the time, but you will have control and battlefield movement aplenty. Great for engaging your foes so your Ranger/Rogue consistently gets sneak attacks. Get Mobility and maybe Shadow Touched to add to your skirmishing and spell effects.
Since you're kind of set on end-game features, it likely won't help much, but Fighter (EK) 11/ Wizard (Bladesinger) 2 would do a lot to address your tanking wants and add some decent casting options for when it's called for. Dex based Fighter in Studded Leather can reach plate-like AC and still be quite stealthy when required. Add to that Bladesong when in a fight and you'd have 3 attacks and an AC easily over 20.
If end game perks is a must have, any Caster can be made stealthy by boosting Dex and/or taking prof in it, but none are going to end up "tanky" in the way the Paladin or any other front line martial is. Bards can kind of a little bit tank-ish lol, with some defensive flourishes and using the same Dex and Studded leather as above, get a good AC, but when they get hit, it hurts more than the Fighter due to the smaller hit dice.
Final thought which may or may not be helpful. You're keen on seeing some end game abilities, so pick whatever class's final gift makes you go "cooooool" when you're looking over class abilities. Once you jump the character into the game, you, your party and the DM will all be working to help make sure that character, whatever it is, is helpful, useful and an integral part of the team. You all may need to adjust a couple things a bit, but overall, I imagine it will work out for the best if you go for what you want to play most of all, rather than "settle" for what fits best.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Wizard Bladesinger 11, Warlock Hexblade 2 (Giving acces to eldricht mind for having adv to concentration saving throw) Wizard Bladesigner 12, Warlock Hexblade 1 (With resilient con or warcaster feat)
- If you can take Strixheaven Background that can give you acces to a free feat giving additional spell in your class spell list depending of your school i recommend you to take Witherbloom that will give you acess to Curewound, Lesser Restoration, Revivify. this also give you acces to one 1st level spell of Druid or Wizard spell list that can be upcast. think about taking goodberry or healingword. don't forget that as a wizard with ritual casting you can have a familiar that can deliver spell with the range of touch, so you can use you familiar to deliver curewounds and can upcast them if necessary. Silverquill and prismari are also good options to acces to the Heroism spell.
- Take an Arcana profiency to be able to scribe spell scroll, that will greatly improve your spell ressources and the ressources of the artificier if the spell are in the artificier spell list.
- As a Bladesinger Warlock you have acces to a lot of suvivability options (Shield, silverybarbs, counterspell, armor of agathis). With the lv6 of bladesinger you can use a cantrip as an attack in the attack action you can take bladeward to increase even more if necessary, but mainly use it for sword cantrips. Level 6 spell give you get Contengency to save a spell that will trigger when needed something like (if i fall low hp i automaticly polymorph to a T-Rex form, or i cast a vortexwrap/mistystep/... to get ou of this place) Also give you acces to Tasha or Tenser Transform that will make you the most brutal and powerfull martial fighter in the battlefield. - Don't forget that with the hexblade you can play Charisma/Int to continue to play a the speaker of the team.
Hello! Playing a campaign up to level 20 (currently 13). My paladin is probably going to die, so I am thinking about new character to best compliment these two characters:
I used to play a paladin to bring damage, CHA and STR, but I am open to other suggestions. My DM likes challenging encounters, and so far we have been feeling the lack of a full caster.
I am unsure if I should try going DEX for a full stealth party (they both have expertise in stealth), or again going in with a heavy armor. Anyway, any suggestion would be welcome!
I have this specific build from another forum that has high AC at later levels:
"I actually recently learned a way to get your AC to about 31.
What I did was my race was warforged and my class was monk. Warforged get an extra +1 AC, and the monks 'unarmoured defence' ability allows for extra AC equal to 10 + Wisdom modifier + Dexterity modifier, but only while no armour or shield is worn. So the higher your level and the more Wisdom and Dexterity you gain, the higher your AC will go, get them both to 30 with +10 modifier and your looking at 31 AC. Of course there is another method I found. If you have the tortle race, do the same thing with the class but instead of having +1 AC, you can get +7 AC while inside the shell. the only downside is your speed and the debuffs while in the shell.
The last option I have for you is slightly leaning towards homebrew. Not sure how you feel about this but... If you turn off the prerequisites for feats in the creation menu, you can use other feats to increase your AC. A specific feat I would use is the defensive duellist feat which allows you to add your proficiency bonus to your AC as a reaction when being attacked. Though as I said before, this is technically cheating/going against what you want to do."
As a side note that wouldn't have been included in the original post is this. As a monk choose the subclass way of the four elements and pick the elemental disciplines such as; Fangs of the fire snake (or whatevs it called), fist of unbroken air, step of the wind (allows flight), water whip, and other things like that. Using empowered strike and ki points with those attacks can increase the damage to pretty high levels, talking about 4d10 if you want to last through a moderate length battle without running out of ki.
Sorry if i screwed up any names. I find it to hard on this device to multi tab and check to be sure.
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"Know your enemy, know your self" Click here to read my Homebrew thread! "Veni, vidi, vici...
Status update: I am going to be afk very frequently for a currently un predictable amount of time, for more information/details on this, check my homebrew thread which can be found easier by clicking the 'here' above ^^^
What I did was my race was warforged and my class was monk. Warforged get an extra +1 AC, and the monks 'unarmoured defence' ability allows for extra AC equal to 10 + Wisdom modifier + Dexterity modifier, but only while no armour or shield is worn. So the higher your level and the more Wisdom and Dexterity you gain, the higher your AC will go, get them both to 30 with +10 modifier and your looking at 31 AC. Of course there is another method I found. If you have the tortle race, do the same thing with the class but instead of having +1 AC, you can get +7 AC while inside the shell. the only downside is your speed and the debuffs while in the shell.
How did you manage a +10 in Dex and Wis to reach 30 AC? That would require the stat itself to be 30, which I have no idea if even possible, outside of homebrew stuff. I think there is a miscalculation there somewhere.
That said, I play a Monk and we can get really impressive AC at relatively low levels. Min/Maxing stats can send you out with a 16 AC easily at level 1 which is nothing to scoff at. Throw in ASI at 4 for another +1 and there are a handful of items for boosting AC without using armor (Bracers of Defense, Cloak of Protection and such) My Monk is level 13 right now and has 21 AC, with an amulet our DM made (Bracers stats, so +2) a Robe we made for him (+1) and a Dex and Wis both at 18. In fights where I want to help our tank types mitigate some more damage, I will stay in range and use Patient Defense and I don't get hit a whole lot (though when I do, I lack the HP to take many blows lol) LOVE my Monk.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I did use some optional features to slightly enhance somethings with feats actually, but being a tortle also helps a lot regardless. I you could get a cloak of protection and/or a ring of protection that would also help a lot. The thread that info came from was how to get high ac without magic items. SO yeah...
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"Know your enemy, know your self" Click here to read my Homebrew thread! "Veni, vidi, vici...
Status update: I am going to be afk very frequently for a currently un predictable amount of time, for more information/details on this, check my homebrew thread which can be found easier by clicking the 'here' above ^^^
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Hello! Playing a campaign up to level 20 (currently 13). My paladin is probably going to die, so I am thinking about new character to best compliment these two characters:
- Horizon Walker 11/Rogue 2
- Alchemist 11/Rogue 2
I used to play a paladin to bring damage, CHA and STR, but I am open to other suggestions. My DM likes challenging encounters, and so far we have been feeling the lack of a full caster.
I am unsure if I should try going DEX for a full stealth party (they both have expertise in stealth), or again going in with a heavy armor. Anyway, any suggestion would be welcome!
A bard (lore or sword) is always useful. A twilight cleric is pretty darn good for tanking and spell casting. For pure spellcasting an Abjuration Wizard or a Clockwork Sorcerer would also work.
Bards are the best complimenters, but I'm guessing you meant complement.
Why single-classed? It's self-evident your DM allows multiclassing, since the other two players are multiclassed. And what's a level 13 campaign? Has it basically been declared that you won't ever level during the campaign?
Since what you need most is someone to exist on the front line and you just said you wanted to be a full caster (do warlocks count as full casters for you?), assuming single class and level 13 forever, these are your best choices (although dual-classing would make things a lot easier):
The three needs in the party as I see it are a face, a melee / tank and access to high level spells.
The classic to fill the first two is paladin and depending on whether how you feel about it you could create another paladin, probably with a differnet oath.
Cleric can provide the melee / tank and high level spells. If you are considering taking twilight speak to the other players and the DM, Twilight's overpowered features can make it very hard for the DM to balance and twilight sanctuary will make the rangers Tireless and the Alchemist's Restorative reagent features virtually redundant. Moon druid
Charisma full casters spell casters tend to be not very good tanks but sword and valor bards along with hexblade warlocks are melee so are probably the best at filling in the neds of the group. Warlocks are very short rest dependent if you tend to have one mega combat per day warlocks are not very good but if you are getting a couple of short rests per day you can cast 9 fifth level spells per day along with a 6th and a 7th (at level 13) which makes you pretty powerful.
Campaign will go up to level 20, we are currently 13. I tend to dislike MC because of the slowed spellcasting and class features TBH... Not sure if I will ever get another chance to see those endgame class goodies.
That radically changes the calculus because some capstones, like Druid, are radically better than others - e.g. in the vast majority of cases Wizard 18/Fighter 2 is better than Wizard 20 because Action Surge (and Con save proficiency, assuming you start with Fighter 1) is so much better than the Wizard capstone, even though you lose an L6 spell slot, an L7 spell slot, 2 preparation slots, and an ASI. Wizards get their best class ability at level 18.
Remember, most full spellcasters don't have much in the way of rich class features to worry about missing out on, because mostly what they get are more slots. Caster levels 12, 14, and 16 don't provide any slots at all, and hence have the extreme potential to be dead levels; every full casting class in the game offers a subclass ability at level 14 (as without that the level is entirely dead, without even an ASI), but it's relatively rare to get anything significant at 12 or 16 in the way of features. 17 is a big deal since you get access to the only L9 spell slot you'll ever have, but 18-20 give you lower level slots, so the calculus on them is highly dependent on the class (and potentially subclass - see e.g. Sorcerer) in question.
Here's the math on each full spellcaster reaching their best abilities, in alphabetic order except I put Warlock last because it's a weird caster:
That's a big reason Sorlocks are so popular (neither Sorcerer nor Warlock has a capstone worth obsessing over), and if you want to mix with Bard, Bard's capstone is also garbage (Bard is just not nearly as front-loaded as Sorcerer or Warlock). In fact, let me take my original post's pitch of an Abjuration tank and show you how it can be just a lot better with multiclassing:
Artificer 1/Abjurer 12 (future growth is intended to be Abjurer 13->18 and then Artificer 2, but your 20th level can be in Abjurer, Fighter, or Rogue, if any of them tickle your fancy for some reason); Int 17 Con 16 Dex 14 Wis 10 base from most races -> 3 ASIs from most races are +2 Int, Fey Touched, and War Caster. The only thing you give up is that while you have an L7 slot, you can't prepare an L7 wizard spell yet, so you can only use it for upcasting. Basically, you used Artificer 1 for the Medium Armor + Shields proficiency we were after and proficiency in Con saves without giving up slot progression.
You can do the same thing with Fighter 1, where you'll give up the L7 slot and 3 tool proficiencies for 2 hit points, martial weapon proficiency, heavy armor proficiency, which you can easily spec yourself out to wear with a variety of races, 1d10+1 Second Wind, and a Fighting Style which is pretty certainly going to be Defense. I.e. done right, swapping to Fighter 1 gives up the L7 slot and 3 tool proficiencies for an average of +8.5 hit points, +2 AC, and your emergency backup dagger is now a rapier (+2 damage) and a whip (+1 reach square).
If you want to gain access to full-caster spells and still be decent at some degree of tanking and also not losing CHA for social encounters, I would recommend a College of Valor bard. Of the martial bards, Swords is often more popular, because the flourishes make for a better melee fighter, but Valor has a few key things that make it better as a tank...
For one, Valor Bards get Shield proficiency and proficiency in all martial weapons, so you can take any equipment you want to lean into your play style. The other great function of Valor Bard is their Combat Inspiration, which your allies can use not only as traditional Bardic Inspiration, but can also use to boost damage on an attack or even temporarily increase their AC to avoid damage entirely. At level 14 you also get a great ability that pairs well with your goal of becoming more of a dedicated spellcaster... at level 14 Valor Bards get an ability that lets them make a weapon attack as a bonus action after casting a spell, so you can still get use out of your melee attacks while functioning as a dedicated spellcaster.
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Hmm, if it's capstone goodies you are after it almost makes it harder if you don't want to play a paladin. Artificers have a fantastic capstone but then you'd lose out on high level spells. Wizards, warlocks, bards and sorcerers are kind of 'meh', IMO. I'd go for Stars druid or Twilight Cleric. Full spell casters with amazing level 20 abilities. Both subclasses are also highly customizable to fit many roles and preferences.
Druid or Order/Twilight Cleric are all great choices for a single class. Here’s another alternative if you don’t want to be a caster.
Since your party seems pretty stealth oriented, why not lean into that with a Shadow Monk? You get several 2nd level spells you can cast with ki, short range shadow teleports, and invisibility in darkness at your level, plus regular monk features like Stunning Strike. You won’t be the premier DPS most of the time, but you will have control and battlefield movement aplenty. Great for engaging your foes so your Ranger/Rogue consistently gets sneak attacks. Get Mobility and maybe Shadow Touched to add to your skirmishing and spell effects.
Since you're kind of set on end-game features, it likely won't help much, but Fighter (EK) 11/ Wizard (Bladesinger) 2 would do a lot to address your tanking wants and add some decent casting options for when it's called for. Dex based Fighter in Studded Leather can reach plate-like AC and still be quite stealthy when required. Add to that Bladesong when in a fight and you'd have 3 attacks and an AC easily over 20.
If end game perks is a must have, any Caster can be made stealthy by boosting Dex and/or taking prof in it, but none are going to end up "tanky" in the way the Paladin or any other front line martial is. Bards can kind of a little bit tank-ish lol, with some defensive flourishes and using the same Dex and Studded leather as above, get a good AC, but when they get hit, it hurts more than the Fighter due to the smaller hit dice.
Final thought which may or may not be helpful. You're keen on seeing some end game abilities, so pick whatever class's final gift makes you go "cooooool" when you're looking over class abilities. Once you jump the character into the game, you, your party and the DM will all be working to help make sure that character, whatever it is, is helpful, useful and an integral part of the team. You all may need to adjust a couple things a bit, but overall, I imagine it will work out for the best if you go for what you want to play most of all, rather than "settle" for what fits best.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Wizard Bladesinger 11, Warlock Hexblade 2 (Giving acces to eldricht mind for having adv to concentration saving throw)
Wizard Bladesigner 12, Warlock Hexblade 1 (With resilient con or warcaster feat)
- If you can take Strixheaven Background that can give you acces to a free feat giving additional spell in your class spell list depending of your school
i recommend you to take Witherbloom that will give you acess to Curewound, Lesser Restoration, Revivify. this also give you acces to one 1st level spell of Druid or Wizard spell list that can be upcast. think about taking goodberry or healingword. don't forget that as a wizard with ritual casting you can have a familiar that can deliver spell with the range of touch, so you can use you familiar to deliver curewounds and can upcast them if necessary.
Silverquill and prismari are also good options to acces to the Heroism spell.
- Take an Arcana profiency to be able to scribe spell scroll, that will greatly improve your spell ressources and the ressources of the artificier if the spell are in the artificier spell list.
- As a Bladesinger Warlock you have acces to a lot of suvivability options (Shield, silverybarbs, counterspell, armor of agathis). With the lv6 of bladesinger you can use a cantrip as an attack in the attack action you can take bladeward to increase even more if necessary, but mainly use it for sword cantrips.
Level 6 spell give you get Contengency to save a spell that will trigger when needed something like (if i fall low hp i automaticly polymorph to a T-Rex form, or i cast a vortexwrap/mistystep/... to get ou of this place)
Also give you acces to Tasha or Tenser Transform that will make you the most brutal and powerfull martial fighter in the battlefield.
- Don't forget that with the hexblade you can play Charisma/Int to continue to play a the speaker of the team.
I have this specific build from another forum that has high AC at later levels:
"I actually recently learned a way to get your AC to about 31.
What I did was my race was warforged and my class was monk. Warforged get an extra +1 AC, and the monks 'unarmoured defence' ability allows for extra AC equal to 10 + Wisdom modifier + Dexterity modifier, but only while no armour or shield is worn. So the higher your level and the more Wisdom and Dexterity you gain, the higher your AC will go, get them both to 30 with +10 modifier and your looking at 31 AC. Of course there is another method I found. If you have the tortle race, do the same thing with the class but instead of having +1 AC, you can get +7 AC while inside the shell. the only downside is your speed and the debuffs while in the shell.
The last option I have for you is slightly leaning towards homebrew. Not sure how you feel about this but... If you turn off the prerequisites for feats in the creation menu, you can use other feats to increase your AC. A specific feat I would use is the defensive duellist feat which allows you to add your proficiency bonus to your AC as a reaction when being attacked. Though as I said before, this is technically cheating/going against what you want to do."
As a side note that wouldn't have been included in the original post is this. As a monk choose the subclass way of the four elements and pick the elemental disciplines such as; Fangs of the fire snake (or whatevs it called), fist of unbroken air, step of the wind (allows flight), water whip, and other things like that. Using empowered strike and ki points with those attacks can increase the damage to pretty high levels, talking about 4d10 if you want to last through a moderate length battle without running out of ki.
Sorry if i screwed up any names. I find it to hard on this device to multi tab and check to be sure.
"Know your enemy, know your self"
Click here to read my Homebrew thread!
"Veni, vidi, vici...
Status update:
I am going to be afk very frequently for a currently un predictable amount of time, for more information/details on this, check my homebrew thread which can be found easier by clicking the 'here' above ^^^
What I did was my race was warforged and my class was monk. Warforged get an extra +1 AC, and the monks 'unarmoured defence' ability allows for extra AC equal to 10 + Wisdom modifier + Dexterity modifier, but only while no armour or shield is worn. So the higher your level and the more Wisdom and Dexterity you gain, the higher your AC will go, get them both to 30 with +10 modifier and your looking at 31 AC. Of course there is another method I found. If you have the tortle race, do the same thing with the class but instead of having +1 AC, you can get +7 AC while inside the shell. the only downside is your speed and the debuffs while in the shell.
How did you manage a +10 in Dex and Wis to reach 30 AC? That would require the stat itself to be 30, which I have no idea if even possible, outside of homebrew stuff. I think there is a miscalculation there somewhere.
That said, I play a Monk and we can get really impressive AC at relatively low levels. Min/Maxing stats can send you out with a 16 AC easily at level 1 which is nothing to scoff at. Throw in ASI at 4 for another +1 and there are a handful of items for boosting AC without using armor (Bracers of Defense, Cloak of Protection and such) My Monk is level 13 right now and has 21 AC, with an amulet our DM made (Bracers stats, so +2) a Robe we made for him (+1) and a Dex and Wis both at 18. In fights where I want to help our tank types mitigate some more damage, I will stay in range and use Patient Defense and I don't get hit a whole lot (though when I do, I lack the HP to take many blows lol) LOVE my Monk.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I did use some optional features to slightly enhance somethings with feats actually, but being a tortle also helps a lot regardless. I you could get a cloak of protection and/or a ring of protection that would also help a lot. The thread that info came from was how to get high ac without magic items. SO yeah...
"Know your enemy, know your self"
Click here to read my Homebrew thread!
"Veni, vidi, vici...
Status update:
I am going to be afk very frequently for a currently un predictable amount of time, for more information/details on this, check my homebrew thread which can be found easier by clicking the 'here' above ^^^