I have been wondering how to play a full party that uses synergies to become unstoppable. This one is my best so far and also to enemies looks like one unstoppable demi-god character! The idea is to use the fact that backpacks can also be saddlebags, and have three Warlocks mounted on one centaur inside the backpacks:
“Knightmare” Centaur Watcher Paladin X Warlock 2
15str 8dex 14con 10int 10wis 17cha
Feats: Magic Initiate: Shield, Defence and lv6: Spell Sniper
Note that I chose Watcher Paladin beacuse it provides the saving throw redundancy that this setup needs as well as additional initiative support.
“Spikes” Plasmoid Genie (Dao) Warlock X
Feats: Alert, lv4: Mounted Combatant lv8: Telekinetic (every other turn)
8str 14dex 15con 8int 12wis 17cha
Invocation #1 Repelling Blast
Invocation #2 Agonising Blast
Invocation #3 Grasp of Hadar (2014)
Invocation #4 Gaze of Two Minds
Invocation #5 Eldritch Mind
Casting Spike Growth is the priority, this then enables everyone's Eldritch Blasts to deal and absurd amount of damage.
Alert gives the option of helping “Nightmare” to go first if needed or to ensure that Spike Growth is down.
“Spikes” should take any bludgeoning damage, as this Warlock will gain resistance. Finally, this warlock cast Sanctuary on "Knightmare" if needed
“Wings” Plasmoid Archfey Warlock X
8str 14dex 15con 8int 12wis 17cha
Feats: Musician lv4: Mounted Combatant lv8: Telekinetic (every other turn)
Invocation #1 Repelling Blast
Invocation #2 Agonising Blast
Invocation #3 Grasp of Hadar (2014)
Invocation #4 Gaze of Two Minds
Invocation #5 Eldritch Mind
First turn cast Fly on "Nightmare" and then next turn cast Plant Growth to potentially completly lock down a melee or limit ranged combat.
“Speed” Plasmoid Divine Sorcerer X / Warlock 5
8str 14dex 15con 12int 8wis 17cha
Feats: Tough, lv4: Mounted Combatant
Invocation #1 Pact of the Chain
Invocation #2 Fiendish Vigor
Invocation #3 Eldritch Mind
In order to gain access to Haste this build has had to comprimise on Gaze of Two Minds until lv10. Therefore it will use an invisible imp riding the centaur for vision and for touch spells (hence going Divine for buffs and healing). With quick short rests from "Spikes", "Speed" can afford to use Pact Magic slots on healing regularly.
100ft flying speed ranged build, that all attacks are at disadvantage to hit 29ac
Saving throws all boosted and with advantage, whilst the Warlocks have total cover
Any warlock can take a hit, so damage can be shared between the party
Main damage strategy is cheese grater but the party has lots of other options. I was considering if the Lance of Lethargy (2014) Edlritch Invocation was worth adding.
I have been wondering how to play a full party that uses synergies to become unstoppable. This one is my best so far and also to enemies looks like one unstoppable demi-god character! The idea is to use the fact that backpacks can also be saddlebags, and have three Warlocks mounted on one centaur inside the backpacks:
“Knightmare” Centaur Watcher Paladin X Warlock 2
15str 8dex 14con 10int 10wis 17cha
Feats: Magic Initiate: Shield, Defence and lv6: Spell Sniper
Invocation #1 Repelling Blast
Invocation #2 Agonising Blast
Invocation #3 Devil Sight
Casting and concentrating on Shield of Faith is the priority before Eldritch Blast, especially if Spike Growth isn't up yet. Using reaction for Shield spell (for 27ac).
Note that I chose Watcher Paladin beacuse it provides the saving throw redundancy that this setup needs as well as additional initiative support.
“Spikes” Plasmoid Genie (Dao) Warlock X
Feats: Alert, lv4: Mounted Combatant lv8: Telekinetic (every other turn)
8str 14dex 15con 8int 12wis 17cha
Invocation #1 Repelling Blast
Invocation #2 Agonising Blast
Invocation #3 Grasp of Hadar (2014)
Invocation #4 Gaze of Two Minds
Invocation #5 Eldritch Mind
Casting Spike Growth is the priority, this then enables everyone's Eldritch Blasts to deal and absurd amount of damage.
Alert gives the option of helping “Nightmare” to go first if needed or to ensure that Spike Growth is down.
“Spikes” should take any bludgeoning damage, as this Warlock will gain resistance. Finally, this warlock cast Sanctuary on "Knightmare" if needed
“Wings” Plasmoid Archfey Warlock X
8str 14dex 15con 8int 12wis 17cha
Feats: Musician lv4: Mounted Combatant lv8: Telekinetic (every other turn)
Invocation #1 Repelling Blast
Invocation #2 Agonising Blast
Invocation #3 Grasp of Hadar (2014)
Invocation #4 Gaze of Two Minds
Invocation #5 Eldritch Mind
First turn cast Fly on "Nightmare" and then next turn cast Plant Growth to potentially completly lock down a melee or limit ranged combat.
“Speed” Plasmoid Divine Sorcerer X / Warlock 5
8str 14dex 15con 12int 8wis 17cha
Feats: Tough, lv4: Mounted Combatant
Invocation #1 Pact of the Chain
Invocation #2 Fiendish Vigor
Invocation #3 Eldritch Mind
In order to gain access to Haste this build has had to comprimise on Gaze of Two Minds until lv10. Therefore it will use an invisible imp riding the centaur for vision and for touch spells (hence going Divine for buffs and healing). With quick short rests from "Spikes", "Speed" can afford to use Pact Magic slots on healing regularly.
Magic Items:
Saddle of the Cavalier / Protection fighting style
Horseshoes of Speed
100ft flying speed ranged build, that all attacks are at disadvantage to hit 29ac
Saving throws all boosted and with advantage, whilst the Warlocks have total cover
Any warlock can take a hit, so damage can be shared between the party
Main damage strategy is cheese grater but the party has lots of other options. I was considering if the Lance of Lethargy (2014) Edlritch Invocation was worth adding.
Is there a 2024 book that has those species or do you need 2014 books?
Can you do this out of the 2024 PHB?
No, this build is using backwards compatibility for several options including species, subclass and eldritch invocations