I've got an interesting build for you. I think it's a pretty unique one that focuses on being really good at multiple things, but not necessarily the greatest at anything in particular. High versatility with a fun and interesting flavor. I call it "The Wiccan Knight". Inspired by the concepts of a "Witch Knight" and a "Green Knight", it combines the occult/witchcraft with primal/nature magics, to create that Wiccan flavor in a "knightly" package. The Wiccan Knight is a multiclass consisting of at least 8 levels in Ancients Paladin + 8 levels in Genie (Dao) Warlock. I think my version is pretty well built, but I'd be interested to see what you could do with the concept. *The Wiccan Knight:* Start with Custom Lineage and take the Crusher feat (Constitution). For point buy stats (racial ASI's included) go 13 Str, 10 Dex, 16 Con, 8 Int, 10 Wis, and 17 Cha. Go Paladin for your 1st level, to get that Heavy Armor proficiency and higher starting HP. Grab some Chain Mail and a Shield for armor, and a staff for your weapon. At 2nd level, multiclass into Genie Warlock and pick the Dao patron. Take the Genie Warlock to level 4, grabbing Pact of the Tome as your Pact Boon, and the Agonizing Blast and Book of Ancient Secrets invocations, as well as the Telekinetic feat (Charisma) for your level 4 ASI. Focus on Eldritch Blasting at range for now, since it’s going to be a while until you get Extra Attack. With your Pact of the Tome pick up the Shillelagh and Guidance cantrips, and Find Familiar as one of your ritual spells from Book of Ancient Secrets. Using Booming Blade on your Shillelagh in conjunction with the Crusher feat is a good tactic if you want/have to be in melee. From there, switch back over to Paladin all the way until Paladin lvl.8 to get the Dueling fighting style, Divine Smite, Extra Attack, Aura of Protection, Aura of Warding, and 2 more ASI's. Then swap back to Warlock and take Warlock to level 8 as well, getting Elemental Gift for permanent resistance to all Bludgeoning damage, and another ASI. The extra Bludgeoning damage from your Genie’s Wrath also pairs well with Crusher and Telekinetic for use in both “Cheese Grater” and “Juggler” build tactics. Finally you can either swap back to Paladin for the final stretch to Paladin lvl.12 for Improved Divine Smite and your final ASI, or you can continue with Warlock for a number of other benefits (Sanctuary Vessel, 5th level Warlock spell slots, a 3rd Warlock spell slot, 2 more Invocations, a 6th level Mystic Arcanum, and an ASI). Just depends whether you wanna focus in more on the "Wiccan" aspect or the "Knight" aspect. What you really wanna see if you can get to truly complete this build is the Scaled Toughness draconic gift from Fizban's, which gives you permanent resistance to all Piercing and Slashing damage. This would make you resistant to all Bludgeoning, Piercing, and Slashing damage, as well as all spell damage thanks to Aura of Warding. With this combo you would be nearly as tanky as a raging Totem Warrior Barbarian, but able to cast spells, smite, heal, and provide utility through rituals all quite effectively, while also being an effective "party face" thanks to your Charisma skills. Focus on maxing out Charisma and grabbing the Tough feat first, then focus on maxing out your Constitution. If you can manage to get a Belt of Dwarvenkind to max your Constitution without using your last ASI, then I recommend grabbing the Alert feat. Best staff to grab for this build would be a Staff of Power for the +2 to AC, +2 to melee attacks with the staff, +2 to spell attack rolls, and +2 to saving throws (which are already great thanks to Aura of Protection). The extra spells from the staff are a nice bonus, and spending 1 charge to add a Power Strike to a Divine Smite attack could also be a great move, especially on a crit. If you’re playing in a campaign where the DM has given everyone a free feat at 1st level, then I would recommend either Satyr or Yuan-Ti for your race, since having advantage on saving throws against spells makes you just that much more of a nightmare for enemy spellcasters.
In fairness to your build, if Warlock level 2 was meant to represent the second ideal, then it couldn't be pact of the blade anyway. The third ideal is when you get your blade. People forget that Kaladin swore two ideals back to back in the first book.
Battlemaster X/Celestial Pact of the Chain Warlock eh? I think I’d prefer a Watchers/Glory Paladin + Hexblade personally. Paladin 6 + Warlock 14 can even net you Ascendant Step, which while only a levitate speed is still an at will flying speed.
Sure, definitely a way to go. Levitate will still require your concentration, so Shadow Blade is out. You'd have to go back to Pact of the Blade and lose having Syl around and all those benefits. But like I said to start, lots of way to make it, so you can totally do it that way and it'd still make sense.
Nahh... It's only fun if can cast dancing lights, start running on the ceiling with a shard blade and roll intimidation with advantage. The way I see it the rules are there to compliment the story telling game, so, I edited a few from my last campaign to allow for stuff like that.
Sounds like you'd benefit from a different system than 5e. I understand your point, and I flex the rules a bit for people when I DM, but I'm not just going to throw out concentration as a whole.
@@fellstardm I see the point you're trying to make but I don't see the backing/Logic behind it. What is your reasoning for following the rules over telling a story?
If I want to simply tell a story, I'll write a book. DnD is still a game in the end, and games have rules. They can be modified and adjusted, and there are lots of systems with different rules, but games still have rules. If I want to throw away rules entirely, I can just go write the story.
@fellstardm I'm not sure why you're getting worked up over my argument. And you're just repeating the same thing. If you don't bring a reason why the rules are more important than the players and the story, you're never going to change anyone's mind.
I'm not worked up at all, just answering your question. I can write a story without it being a game. The answer to "why are rules important?" is because it is a game.
You've got some fun stuff going on here. I'll be your 200th subscriber. Good luck!
Ooooh! I was literally JUST watching your Daggerheart review! Hooray TH-cam friends!
@@fellstardm haha that's too funny. Well, reach out if you never need anything!
I've got an interesting build for you. I think it's a pretty unique one that focuses on being really good at multiple things, but not necessarily the greatest at anything in particular. High versatility with a fun and interesting flavor. I call it "The Wiccan Knight".
Inspired by the concepts of a "Witch Knight" and a "Green Knight", it combines the occult/witchcraft with primal/nature magics, to create that Wiccan flavor in a "knightly" package. The Wiccan Knight is a multiclass consisting of at least 8 levels in Ancients Paladin + 8 levels in Genie (Dao) Warlock. I think my version is pretty well built, but I'd be interested to see what you could do with the concept.
*The Wiccan Knight:*
Start with Custom Lineage and take the Crusher feat (Constitution). For point buy stats (racial ASI's included) go 13 Str, 10 Dex, 16 Con, 8 Int, 10 Wis, and 17 Cha.
Go Paladin for your 1st level, to get that Heavy Armor proficiency and higher starting HP. Grab some Chain Mail and a Shield for armor, and a staff for your weapon. At 2nd level, multiclass into Genie Warlock and pick the Dao patron.
Take the Genie Warlock to level 4, grabbing Pact of the Tome as your Pact Boon, and the Agonizing Blast and Book of Ancient Secrets invocations, as well as the Telekinetic feat (Charisma) for your level 4 ASI. Focus on Eldritch Blasting at range for now, since it’s going to be a while until you get Extra Attack.
With your Pact of the Tome pick up the Shillelagh and Guidance cantrips, and Find Familiar as one of your ritual spells from Book of Ancient Secrets. Using Booming Blade on your Shillelagh in conjunction with the Crusher feat is a good tactic if you want/have to be in melee. From there, switch back over to Paladin all the way until Paladin lvl.8 to get the Dueling fighting style, Divine Smite, Extra Attack, Aura of Protection, Aura of Warding, and 2 more ASI's.
Then swap back to Warlock and take Warlock to level 8 as well, getting Elemental Gift for permanent resistance to all Bludgeoning damage, and another ASI. The extra Bludgeoning damage from your Genie’s Wrath also pairs well with Crusher and Telekinetic for use in both “Cheese Grater” and “Juggler” build tactics.
Finally you can either swap back to Paladin for the final stretch to Paladin lvl.12 for Improved Divine Smite and your final ASI, or you can continue with Warlock for a number of other benefits (Sanctuary Vessel, 5th level Warlock spell slots, a 3rd Warlock spell slot, 2 more Invocations, a 6th level Mystic Arcanum, and an ASI). Just depends whether you wanna focus in more on the "Wiccan" aspect or the "Knight" aspect.
What you really wanna see if you can get to truly complete this build is the Scaled Toughness draconic gift from Fizban's, which gives you permanent resistance to all Piercing and Slashing damage. This would make you resistant to all Bludgeoning, Piercing, and Slashing damage, as well as all spell damage thanks to Aura of Warding.
With this combo you would be nearly as tanky as a raging Totem Warrior Barbarian, but able to cast spells, smite, heal, and provide utility through rituals all quite effectively, while also being an effective "party face" thanks to your Charisma skills. Focus on maxing out Charisma and grabbing the Tough feat first, then focus on maxing out your Constitution.
If you can manage to get a Belt of Dwarvenkind to max your Constitution without using your last ASI, then I recommend grabbing the Alert feat. Best staff to grab for this build would be a Staff of Power for the +2 to AC, +2 to melee attacks with the staff, +2 to spell attack rolls, and +2 to saving throws (which are already great thanks to Aura of Protection).
The extra spells from the staff are a nice bonus, and spending 1 charge to add a Power Strike to a Divine Smite attack could also be a great move, especially on a crit. If you’re playing in a campaign where the DM has given everyone a free feat at 1st level, then I would recommend either Satyr or Yuan-Ti for your race, since having advantage on saving throws against spells makes you just that much more of a nightmare for enemy spellcasters.
In fairness to your build, if Warlock level 2 was meant to represent the second ideal, then it couldn't be pact of the blade anyway. The third ideal is when you get your blade. People forget that Kaladin swore two ideals back to back in the first book.
Can you create a copy of this document so I can print it and bring it to my campaign?
It's been a while, I might still have it somewhere
Ditto this feels perfect for Kal and it’s perfect timing that I’ve found your vid as I’m joining my first campaign😅
Found it: docs.google.com/document/d/1llYVI8JMBZFC-1nniomUkRRSWUbEHDwwmdsyv37nI6Y/edit?usp=sharing
Battlemaster X/Celestial Pact of the Chain Warlock eh?
I think I’d prefer a Watchers/Glory Paladin + Hexblade personally. Paladin 6 + Warlock 14 can even net you Ascendant Step, which while only a levitate speed is still an at will flying speed.
Sure, definitely a way to go. Levitate will still require your concentration, so Shadow Blade is out. You'd have to go back to Pact of the Blade and lose having Syl around and all those benefits. But like I said to start, lots of way to make it, so you can totally do it that way and it'd still make sense.
Nahh... It's only fun if can cast dancing lights, start running on the ceiling with a shard blade and roll intimidation with advantage. The way I see it the rules are there to compliment the story telling game, so, I edited a few from my last campaign to allow for stuff like that.
Sounds like you'd benefit from a different system than 5e. I understand your point, and I flex the rules a bit for people when I DM, but I'm not just going to throw out concentration as a whole.
@@fellstardm I see the point you're trying to make but I don't see the backing/Logic behind it. What is your reasoning for following the rules over telling a story?
If I want to simply tell a story, I'll write a book. DnD is still a game in the end, and games have rules. They can be modified and adjusted, and there are lots of systems with different rules, but games still have rules. If I want to throw away rules entirely, I can just go write the story.
@fellstardm I'm not sure why you're getting worked up over my argument. And you're just repeating the same thing. If you don't bring a reason why the rules are more important than the players and the story, you're never going to change anyone's mind.
I'm not worked up at all, just answering your question. I can write a story without it being a game. The answer to "why are rules important?" is because it is a game.