I love DnD5e and I keep thinking about one of my first character ideas, the armored mage. The point of it is to be incredibly tanky. The build didn't actually work out. So let's look at the build concept and go from there.
Please forgive me if I gloss over some things that don't relate to the build at a level up. I assume you have some knowledge with the classes already.
Level 1 - Celestial Warlock
So we are starting up as a healer for the party. For your two spells, go ahead and pick up the spells from the Celestial Warlock expanded spell list: Cure Wounds and Guiding Bolt.
You will have 2 bonus action heals per long rest and 1 Cure Wounds.
For cantrips you get Sacred Flame, and Light for free, and you pick up Eldritch Blast and Sword Burst.
We are putting everything into Charisma and Constitution as far as stats go. My personal build had me going higher on Wisdom so I could multiclass into Trickster Cleric, but that was more for RP reasons than gameplay.
Because of the playstyle I recommend races that have free high AC options, like Dwarves, Tortles, Lizardfolk, etc.
Level 2 - 2nd Spell Slot Warlock
You'll get two Eldritch Invocations, the first one should be Agonizing Blast and the 2nd can be anything you don't mind swapping out for later, I recommend Fiendish Vigor, as it doubles your HP for these early levels.
You also get another 1st level spell, I recommend Arms of Hadar or Armor of Agathys.
Level 3 through 5 - Storm Sorceror 3
Here we unlock that secret past you had and start getting Storm Sorceror levels. We get a lot of cool cantrips, I usually pick up Mold Earth, since it's my favorite cantrip. You also learn Primordial.
The Bonus Action 10ft disengage/fly that you get is great for running in, Arms of Hadar everyone and flying out, or getting an extra 10 feet of movement.
Now I went Quickened and Subtle for my meta magic, but that was for RP reasons. I recommend Quickened and Twinned.
As for spells, get what you like, same goes for cantrips.
No comments:
Post a Comment