Alternate Build Option: if you are okay sacrificing medium armor and shields, and you want 3rd Lv spells at 5th level, Varient Human for the Artificer Initiate feat. This gets you a free cast of Sanctuary and let’s you can it with your spell slots, so you don’t sacrifice spell progression for even 1 level
Could have gone Divine Soul Sorcerer. They get Cleric Spells so you wouldn't need to slow down the spell progression at all. I wonder about this build though. It says you can't attack, cast spells that affect an enemy creature, or damage someone or the spell ends. But if you think summons work then why wouldn't Spirit Guardians? You aren't attacking, Casting a spell that affects an enemy as you already cast the spell, or damaging anyone... Your previously cast spell is damaging them. Couldn't you just take Divine Soul Sorcerer cast Spirit Guardians then cast Sanctuary... Then just take the Dodge action on your turns? I feel like it's not RAI, but does look RAW. Thoughts? If this doesn't work then how can you argue about summons? They come from a spell you cast. That spell is affecting an enemy creature. It's affecting them in the manner that these little dudes are biting and clawing them. WHAT IF!!! Let's say you play a character that hates your party. Any time they see monsters attacking the party they immediately switch sides and run in the middle of their new friends. They cast Spirit Guardians and say no one is unaffected by this spell.... Then cast Sanctuary. I mean technically the monsters are now their allies as they "intend" to kill the party. But they don't approach the party. They allow the party to come to them.... Which the party is too smart for that and never does. Technically the monsters are not enemies of the caster of Sanctuary. That'll show the stupid party! After Spirit Guardians ends... And all the monsters are dead the Sanctuary Spirit Guardians caster has no choice but to go aid the party again! Sounds so terrible! This should work as it doesn't specify what an enemy is. Enemy to the caster is how I'd see it. Which this build works perfectly for. Just play it like you hate one or multiple characters in the party. 🤯🤯
I was actually thinking the same thing and if the build demands medium armor and shields, hexblade becomes an option without being too MAD, plus invocations
I'd love to see a challenge build where you really play into the idea of being a master of beasts, combining Circle of the Primeval Druid with Beast Mastery Ranger. Something that encapsulates the idea that you're just playing a wrangler of sorts while the real character is the pets and summons.
I would go order cleric 1/stars druid x put a big concentration spell and protect it with sanctuary, use flight and minimum 10 roll on the con check with dragon to protect it further, buff melee allies with voice of authority through healing word spam to still do good damage with allies and summons
I think the race should've been Gnome for two reasons. 1, gnome cunning, advantage on mental saving throws against spells helps. And 2, the svirfneblin or deep gnome subrace. Grabbing the Svirfneblin Magic feat gives you an a 3rd level abjuration spell that you can cast at will and thus use it to recharge your arcane ward back to full hit points for every encounter.
for race i would reccomend deep gnome since a racial feat allows you to caste an abjuration spell for free wich allows you to constantly have your abjuration ward at maxium
i did a sorcerer(divine soul)1/warlock(hexblade for SAD)5(pact of the chain)/thief rogue 3. This allows for a lesser control tank, so your sprite can gun down enemies, you can chuck alchemist fire, caltrops, and oil(best non-magic item ever), and a variety of other utility.
I like the creation bard for this. The divine soul sorc dip could grab sanctuary, but then focus the build around your animated performance and keeping yourself in under the sanctuary.
I really like this, I feel like most builds people talk about are focused on maximum damage/efficiency, while this is more about having fun in an effective way.
I played a very similar build for a level 10 PVP event and ended without taking a single point of HP damage. You really want eldrich invocation for Armor of Shadows, as recharging your ward to full with a minute or two of downtime is very valuable. Dodging is also very encouraged here.
Additional Build Option: Use Divine Soul Sorcerer to get access to the full Cleric Spell list while still being able to use Charisma for your spells. Also a bonus for doing this is having easy access to the “Mirror Image” spell too and the ability to cast that as a bonus action with Metamagic. I propose either of the following: -1 level dip into Sorcerer and then multiclass the rest as a College of Creation bard; grabbing the Metamagic Adept Feat to allow for casting Mirror Image as a bonus action. Congratulations, you are now infuriating to hit. -Alternatively you could do a Divine Soul Hexblade build, using Hexblade for the medium armor and shield along with an additional 1st level slot and picking up the shield spell, then take all remaining levels in Divine Soul Sorcerer, getting mirror image and Metamagic options to allow you to cast both your offensive concentration spell as a bonus action so you can dodge turn 1 and then cast Sanctuary the next turn, and on turn 3 casting Mirror Image. You’ll also have access to Shield, Silvery Barbs, Absorb Elements, and Counterspell, to further enhance your durability.
Why not go Artificer 3 to get Battlesmith : Steel Defender, who can attack without breaking Sanctuary, impose Disadvantage on attacks against you, Int modifier on magic weapon attacks if we ever have to use weapons, and Artificer Infusions (Enhanced Defense, Mind Sharpener or other utility?)
The first level feature of undying warlock is worth adding to any "sanctuary" build even if you only go with the minimum Charisma score needed for the dip. You literally get a permanent sanctuary effect against all undead. The rest of that subclass is ribbon abilities, but the first level feature is insanely valuble.
Interesting idea… I’d probably seek the eldritch adept feat for armor of shadows - you can get a shield and a 14 dex and have a 17 AC with a topped off arcane award at all times… this also allows for the flying races , but even if you do this with custom lineage or Var human, you can also cast mage armor on a familiar or summon or a friend if you have an unarmored friend… all keeping the ward topped off
you forgot the mold earth cantrip. dig out a wierd 5ft cube bellow humanid enemies, landing on difficult terrain for the enemy is a dex check of fall prone or make a 5ft tall wall in front of you to give you cover. 3/4 cover gives +5 to dex saves and AC.
Undying Warlock 1 / glamor Bard X You can get 3 separate "sanctuary" effects on you, one of which doesn't care if you damage others. The con is it doesn't come online till lvl15 lol
Would it be good to take another 2 levels of Artificer to get the Artillerist's Eldritch Cannon? That way you can attack (or protect) with your BA w/o ending Sanctuary.
I played a Hunter Ranger with Multiattack defense multiclassed with Light Cleric for Warding Flare and used Sanctuary all the time against tougher enemies. Had 3 ways to get out of getting hit. DM def started looking for softer targets and I ended up being last man standing and preventing a TPK many times.
Cool build idea, the way I probably go about it is be a aberrant mind sorcerer with strixhaven or magic initiate feat and bonus action a fireball to hold action sanctuary until after my turn to bypass the one spell and a cantrip rule.
My sanctuary build starts with a level of artificer for sanctuary and other things. The next five levels in enchantment wizard. Starting at enchantment 2, You would use hypnotic gaze on the most powerful creature in the combat, then cast sanctuary on yourself until your allies kill everyone else. Then once you get to wizard 5, You have your summons. After that, I go back to artificer for two more levels and take artillerist. Then I have the protector cannon that I can use with my bonus actions while my actions are taken up maintaining hypnotic gaze.
Crazy thought for a way to open a battle that I wish could be done (and unless your DM is homebrewing something like BG3's Thief, you can't do two bonus actions even with Action Surge): Ancestral Guardian rage, tag someone, end rage and cast Sanctuary. Enemy now has to beat a Wisdom save or be heavily nerfed for that one turn lol
What about giving your Flying Monkey familiar some good old Magic Stones? 1BA every 3 rounds to let that flying guy hit with advantage for 1d6+INT/round!
Add more Artificer levels and select the Artillerist subclass, then use the Eldritch Cannon (Protector) to provide a moveable source of refreshable temp hit points.
Twin cast sanctuary on 2 allies who will likely go low in initiative order. Do this right before a fight and then maybe top it off with bless. This way, if your wizard goes last, and gets swarmed, he's not struggling
The way I read it, and from the research I've done. It's sounds like i can't "TARGET" an enemy creature with damage or negative affects. But i definitely can cast battle field control spells. Erupting Earth. I didn't target them and it is a battle field control spell.
You know the Divine Soul Sorcerer can also take Sanctuary and can choose any Cleric or Sorcerer spell giving the greatest variety of support and manipulation spells. And all spells use Cha, and the higher Cha allows social skills for diplomatic options.
I would take eloquence or lore bard, use summon spells with magic secrets and choose summons with some saves. Then i would capitalize on cutting words or unsettling words to make them fail the Saving throw. Summon a Chasme and make the enemy receives a - inspiration dice on his save to be put to sleep by the Chasme for example. Also Bards have acess to plenty summon spells, like summon greater steed.
I would go enchanting wizard for the gaze and take eldritch adept feat for unlimited uses of silent image. DM dependent but illusions aren’t spells that “affect another creature” so you could play around with illusions to try to confuse or disrupt enemies while you protect yourself, or you can use your gaze and take a creature out of the fight
If you go the Cleric route, you could cast Spirit Guardians and then Sanctuary. Reason being, the Spirit Guardians attack autonomously. You are not making an Action of any kind to compel them to attack, it is just another AOE that centers on the Cleric. So you have Spirit Guardians and Sanctuary on yourself. Every turn, take the Dodge action. To be hit, the enemy has to make a Wisdom save and then attack with disadvantage. You are a plague on the battlefield that is very inconvenient to attack. Couple this with an Elven race that has Fey Step and you can stay on top of the enemies you want to focus down.
Buy or create some Sanctuary spell scrolls so you can attack with your action, then spam Sanctuary with your BA. Also, a Divine Soul Sorc could convert Metamagic points into spell slots to get enough to spam it. Don't forget Shield just incase they get through Sanctuary. And, Silvery barbs if they make their save, you can potentially undo it.
What about Mantle of Majesty Bard? He won't be online until the Spell Secret thingie but his capstone stacks with Sanctuary, so there are two effects an enemy needs to bypass in order to affect them
How about Human/Variant Human/Custom Lineage Bard with Magic Initiate? No multiclassing necessary, and lots of abilities that won't interfere with Santuary.
Your save DC for Sanctuary would be pretty weak then since it uses whatever the class you got the spell from's casting mod. That could potentially work for going straight Druid or Wizard (with Artificer Initiate) but Wizard would lack armor then.
@@DaCrump It's based on your Int modifier, not class. Bards have abilities that don't interfere with Sanctuary. Druid has the same issues. Artificers would lose on proficiency bonus, being a half caster.
I’ve been playing an artillerist for a while now and at first was just damage focused but have realized I’m a waaayyyy better controller as I have 2 levels of enchantment wizard now and will take some bloodhunter levels, I can curse of binding and hypnotic gaze in the same round which locks down two enemies and I can do so with sanctuary, I’ll probably to mutant for an increased int for DC which will become 22 eventually with no magic items, I can also use pipes of haunting which is a 6th level item artificer can create for great control on top of that, I think how I’ll do action economy is to first pipes of haunting round 1 for a frightened effect for a minute, then sanctuary, then round 2 curse of binding and hypnotic gaze for the best control, my AC is 21 and they have to make a dc 18 check before attacking. I also have the squire of Solomnia feat and the knight of the crown feat, the knight of the crown allows you to as a bonus action command an Allie to make a reaction weapon attack that deals an extra d8 damage
Several questions: Would it be a good idea to get the shield master feat, that way you take no damage from successful dex save attacks? Where would this character be positioned in the battlefield? Towards the back? Or somewhere in the middle?
Artificer initiate enchantment wizard. 2 wisdom saves before they can even attack you, and hypnotic gaze isn’t a spell or attack so you can lock someone down. Maybe go into bloodhunter for blood curses which would give you the ability to lock someone else down and I’d also say take a dip in order and use silvery barbs and boom your barbarian with GWM gets an attack at advantage. On top of the halfling idea go light foot and take a two level dip in rogue for hiding behind the enemy that’s charmed by you😂
Challenge build idea: Shocking Grasp Specialist aka "Lightning Monk". Something like Blue or Bronze Draconic Sorcerer whose main offensive strategy is casting SG with Quicken and Twinned when it applies. I dont know what "Lightning Monk" would concentrate on while fighting. I would reflavor it something like Chidori from Naruto
Air genasi gets shocking grasp for free. If you go straight tempest cleric you get heavy armor for frontline & at lvl 6 your shocking grasp now pushes enemies 10 ft. Combo this with spirit guardians & you can be an effective frontline/controller
@@igrgic1 cleric gets the optional feature: blessed strikes at lvl 8, which adds an extra d8 to any cantrip dmg. On avg, this is 4.5 dmg per shocking grasp - slightly lower than cha mod (+5), but you get so much more from being a cleric
Gotta say, I’m a little bit surprised you didn’t even consider the possibility of a Divine Soul Sorcerer. Not saying it would have been the better option, but it would have fit right alongside the Paladin and Warlock subclass potentials, so I was surprised when Sorcerer wasn’t even mentioned. Side note, regarding Web: Strictly speaking, there’s actually nothing stopping you from casting Web while you have Sanctuary active. It’s the same reason why you can’t cast Counter Spell against an ongoing effect like Wall of Force. The act of casting a spell ends as soon as the action is completed, even if the effect persists. All the spell does at the moment of casting is create webs in an area. Nobody is effected by the webs until either entering, or starting in the area on their own turn.
Wouldn’t the Minions + Magic Stone Trick work well with this? Tiny Servant is 3rd level Wiz. spell, and Magic Stone is an Artificer cantrip. 3d6+15 damage for a bonus action is pretty great.
"This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball." Every DM will look at that and know what to do about this character. I hope the party likes AOEs because they are going to get a lot of them. Of course, this is always the way to deal with characters who just can't get hit through traditional attacks i.e. attack rolls. That and spells in general that require saves. So any player picking this will want to figure out how best to mitigate such as it is their biggest weakness.
hers a fun idewa, how about a build where you go paladin and than either bard which would be better since it shares a casting stat being charisma OR going for order domain cleric with it honestly only really being a dip into paladin mostly for the heavy armor AND compelled duel with the thought being a caster of total control and enchantment who basically holds the entire battlefield captive and at their mercy allowing their teammates to safely attack and move around wihtout fear of being hurt evn let alone attacked as you use your spells to either provide your allies protection like bless and stuff or you use your spells to force enemies to look at you or take massive pentalites to trying to take any action at all with even the option to completely stop peopels turns with things like hold person or hold monster. hell, you could even do some fun rp where instead of going full order cleric, you could instead go great old one warlock for the corrupted paladin with maybe a order cleric dip for theme and for sanctuary which is kinda like a mind manipulation spell that prevents enemies from even targeting specific people and would be a good addition for this style of control tank. beyond that, my only other ask would be to keep the damage type spells restricted to pure psychic attacks cause i feel like it just fits better with the theme AND those spells are also just badass.
I don't see why you couldn't combo sanctuary with spirit guardians. You could also combo it with the instinctive charm of the enchanter which maximizes control and disincentivizes enemies from using aoe's that can bypass sanctuary.
Divine Soul Sorcerer would also get access to Sanctuary, if you really want to make a Charisma build. Another path that might be a viable path... 1 level of Cleric for Sanctuary, and then Ranger, eventually using Beastmaster. Using the beast as your damage source allows you to maintain Sanctuary a lot longer. The beast is a decent tank, especially since you can have it up permanently instead of the 1hr of most Conjure spells. At higher levels, you might grab 2 more levels of Cleric for Warding Bond, to make the Beast or a teammate extremely durable.
You dismiss warlock very quickly, but then say you need to multiclass anyway. I think I'd go warlock 1 then go creation bard for the create item ability that is a good use of your action that isn't casting a spell. Could potentially then go warlock 3 for darkness and devil's sight, and potentially take athletics expertise in bard to lock an enemy in the darkness unable to attack anyone else and with sanctuary and disadvantage against you
I have a challenge for you if you're up to it :) I have just started a campaign based on Escape the Underdark. My DM is playing it as a survival game, and knowing them PC deaths are definitely on the table. We have done session 0, my current character is a Changeling Shadow Sorcerer that I am planning on multiclassing into Valor Bard. I need a back up character. We have no equipment but the clothes we are wearing - so no spellbooks, arcane focuses, armor, weapons, or spell components. There may be opportunities to get them later if we're good enough :) Our party has an Aasimar Paladin, A Thri-Kreen Rogue, and an Eladrin Ranger - I would rather not double on classes. And the good news - we started on point buy but the DM allowed us each a chance to roll for stats and to keep it "fair" if one of us rolled really well we would all get the same stat selection. One guy got lucky so we have the following scores to assign - 18, 12, 12, 16, 9, 15. We are primarily an RP table and love creating epic stories as we progress, but obviously you have to be alive to do that so combat utility is necessary. What do you think? Happy to hear from your fanbase too!
The first thing that strikes me is Monk or druid because of the lack of equipment, both are great at doing their thing with little equipment. Shadow monk could be interesting in the underdark, or circle of the land underdark druid. This is pretty initial but hope this might help!
You put me on the right track - Never played a monk before but this might be exactly the right campaign for it. On the Druid side I took a long look and decided on Circle of Spores. The synergies with the Monk unarmed attacks, tempt hit points, and supported by the Druid spells looks like lots of fun. I decided that I'll be aiming for Shadow Monk 6 (to get the teleport) and Spores Druid 9 for 5th lvl spells. Thanks for your help! Love the channel!
Alternate Build Option: if you are okay sacrificing medium armor and shields, and you want 3rd Lv spells at 5th level, Varient Human for the Artificer Initiate feat. This gets you a free cast of Sanctuary and let’s you can it with your spell slots, so you don’t sacrifice spell progression for even 1 level
And the lack of armor opens up Eldritch Adept [Armor of Shadows] shenanigans
I Didn’t even think of that
you can always go bladesinger if you want good spell progression AND great AC and CON tests, that shit's broken
Bladesinger is contrary to the build concept though. As you mostly make attacks with Bladesinger
Could have gone Divine Soul Sorcerer. They get Cleric Spells so you wouldn't need to slow down the spell progression at all.
I wonder about this build though. It says you can't attack, cast spells that affect an enemy creature, or damage someone or the spell ends. But if you think summons work then why wouldn't Spirit Guardians? You aren't attacking, Casting a spell that affects an enemy as you already cast the spell, or damaging anyone... Your previously cast spell is damaging them. Couldn't you just take Divine Soul Sorcerer cast Spirit Guardians then cast Sanctuary... Then just take the Dodge action on your turns?
I feel like it's not RAI, but does look RAW. Thoughts?
If this doesn't work then how can you argue about summons? They come from a spell you cast. That spell is affecting an enemy creature. It's affecting them in the manner that these little dudes are biting and clawing them.
WHAT IF!!! Let's say you play a character that hates your party. Any time they see monsters attacking the party they immediately switch sides and run in the middle of their new friends. They cast Spirit Guardians and say no one is unaffected by this spell.... Then cast Sanctuary. I mean technically the monsters are now their allies as they "intend" to kill the party. But they don't approach the party. They allow the party to come to them.... Which the party is too smart for that and never does. Technically the monsters are not enemies of the caster of Sanctuary. That'll show the stupid party! After Spirit Guardians ends... And all the monsters are dead the Sanctuary Spirit Guardians caster has no choice but to go aid the party again! Sounds so terrible!
This should work as it doesn't specify what an enemy is. Enemy to the caster is how I'd see it. Which this build works perfectly for. Just play it like you hate one or multiple characters in the party. 🤯🤯
Divine soul sorcerer is a really good option for this build as well
That way you can get sanctuary and control spells without multiclassing
Good call! It totally is
I was actually thinking the same thing and if the build demands medium armor and shields, hexblade becomes an option without being too MAD, plus invocations
Also: twinned sanctuary.
And you could get the medium armor and shields from a one level dip into cleric
@@shadesofgray9or even, as much as I hate it, heavy armor
I'd love to see a challenge build where you really play into the idea of being a master of beasts, combining Circle of the Primeval Druid with Beast Mastery Ranger. Something that encapsulates the idea that you're just playing a wrangler of sorts while the real character is the pets and summons.
Wow I did not know sanctuary wasnt concentration. Learn something new every day!
I would go order cleric 1/stars druid x
put a big concentration spell and protect it with sanctuary, use flight and minimum 10 roll on the con check with dragon to protect it further, buff melee allies with voice of authority through healing word spam to still do good damage with allies and summons
Awesome set up!
I absolutely LOVE builds like this! I love finding out about the minutiae of spells like this and invisibility
Glad you appreciated it!
I think the race should've been Gnome for two reasons. 1, gnome cunning, advantage on mental saving throws against spells helps. And 2, the svirfneblin or deep gnome subrace. Grabbing the Svirfneblin Magic feat gives you an a 3rd level abjuration spell that you can cast at will and thus use it to recharge your arcane ward back to full hit points for every encounter.
for race i would reccomend deep gnome since a racial feat allows you to caste an abjuration spell for free wich allows you to constantly have your abjuration ward at maxium
It's only 6 HP to the ward once per day but it can be a nice bump to the build.
@@DaCrump you can cast it at will, you can make sure to enter every fight with the ward at maximum power
0:53 Divine Soul Sorcerer: Am I a joke to you?
I see that Harry Dresden art! 😍
Cool and unique build, as always!
i did a sorcerer(divine soul)1/warlock(hexblade for SAD)5(pact of the chain)/thief rogue 3. This allows for a lesser control tank, so your sprite can gun down enemies, you can chuck alchemist fire, caltrops, and oil(best non-magic item ever), and a variety of other utility.
YAY! Well done! And you get the bonus points! lol
Thanks for the fun challenge phaze!
Divine Soul Sorcerer gets you Sanctuary, plus any other cleric spells you want, and Sorcerer spells. Even better is Metamagic.
If you went enchantment school you could take someone out of the fight while being protected by your sanctuary
What about divine soul sorcerer which gives you cleric spells AKA sanctuary and sorcerer spells for crowd control
Definitely could work well!
I like the creation bard for this. The divine soul sorc dip could grab sanctuary, but then focus the build around your animated performance and keeping yourself in under the sanctuary.
I really like this, I feel like most builds people talk about are focused on maximum damage/efficiency, while this is more about having fun in an effective way.
Look, I’d love to see a look at a support sorcerer in the for of a divine domain.
Or try this in Sorcerer, the divine domain gets full access to the cleric spell list without a multiclass.
Excellent vid and excellent suggestion, I'd like to see a Part 2 involving your Cleric/Druid version!
I played a very similar build for a level 10 PVP event and ended without taking a single point of HP damage. You really want eldrich invocation for Armor of Shadows, as recharging your ward to full with a minute or two of downtime is very valuable. Dodging is also very encouraged here.
Additional Build Option: Use Divine Soul Sorcerer to get access to the full Cleric Spell list while still being able to use Charisma for your spells. Also a bonus for doing this is having easy access to the “Mirror Image” spell too and the ability to cast that as a bonus action with Metamagic.
I propose either of the following:
-1 level dip into Sorcerer and then multiclass the rest as a College of Creation bard; grabbing the Metamagic Adept Feat to allow for casting Mirror Image as a bonus action. Congratulations, you are now infuriating to hit.
-Alternatively you could do a Divine Soul Hexblade build, using Hexblade for the medium armor and shield along with an additional 1st level slot and picking up the shield spell, then take all remaining levels in Divine Soul Sorcerer, getting mirror image and Metamagic options to allow you to cast both your offensive concentration spell as a bonus action so you can dodge turn 1 and then cast Sanctuary the next turn, and on turn 3 casting Mirror Image. You’ll also have access to Shield, Silvery Barbs, Absorb Elements, and Counterspell, to further enhance your durability.
Why not go Artificer 3 to get Battlesmith : Steel Defender, who can attack without breaking Sanctuary, impose Disadvantage on attacks against you, Int modifier on magic weapon attacks if we ever have to use weapons, and Artificer Infusions (Enhanced Defense, Mind Sharpener or other utility?)
This seems like it would make a really fun bad guy. Really see what he can do without laying a finger in anyone.
You could also do a gish Chainlock Divine Soul Sorcerer with your familiar or summons doing all of your damage.
I'm curious to see what you come up with the Druid Cleric Version of this one.
It would be cool
The first level feature of undying warlock is worth adding to any "sanctuary" build even if you only go with the minimum Charisma score needed for the dip. You literally get a permanent sanctuary effect against all undead. The rest of that subclass is ribbon abilities, but the first level feature is insanely valuble.
Geez now I'm wanting to do this with my Dice God build (basically all the features that manipulate probability in one package)
Interesting idea… I’d probably seek the eldritch adept feat for armor of shadows - you can get a shield and a 14 dex and have a 17 AC with a topped off arcane award at all times… this also allows for the flying races , but even if you do this with custom lineage or Var human, you can also cast mage armor on a familiar or
summon or a friend if you have an unarmored friend… all keeping the ward topped off
Armor of Shadows only lets you cast Mage Armor on yourself, unfortunately
@@TheDuckMaster12 My error! However, I think it’s still the route i’d take
Awesome ideas... I have a Halfling Trickery Cleric that I am going to use these ideas with.
you forgot the mold earth cantrip.
dig out a wierd 5ft cube bellow humanid enemies, landing on difficult terrain for the enemy is a dex check of fall prone
or make a 5ft tall wall in front of you to give you cover. 3/4 cover gives +5 to dex saves and AC.
Undying Warlock 1 / glamor Bard X
You can get 3 separate "sanctuary" effects on you, one of which doesn't care if you damage others. The con is it doesn't come online till lvl15 lol
The fact that this video doesn't have one level of undying warlock added to literally anything is a shame.
Would it be good to take another 2 levels of Artificer to get the Artillerist's Eldritch Cannon? That way you can attack (or protect) with your BA w/o ending Sanctuary.
you're the one damaging some creature so it ends
I played a Hunter Ranger with Multiattack defense multiclassed with Light Cleric for Warding Flare and used Sanctuary all the time against tougher enemies. Had 3 ways to get out of getting hit. DM def started looking for softer targets and I ended up being last man standing and preventing a TPK many times.
paired with high dex and Alert made it possible to go first almost every time too which only makes it better.
Cool build idea, the way I probably go about it is be a aberrant mind sorcerer with strixhaven or magic initiate feat and bonus action a fireball to hold action sanctuary until after my turn to bypass the one spell and a cantrip rule.
My sanctuary build starts with a level of artificer for sanctuary and other things. The next five levels in enchantment wizard. Starting at enchantment 2, You would use hypnotic gaze on the most powerful creature in the combat, then cast sanctuary on yourself until your allies kill everyone else. Then once you get to wizard 5, You have your summons. After that, I go back to artificer for two more levels and take artillerist. Then I have the protector cannon that I can use with my bonus actions while my actions are taken up maintaining hypnotic gaze.
Definitely please also do the other build of Cleric and Druid!
Sanctuary is such a strong spell and highly underrated as a defensive spell.
MotMM Hobgoblin gives you something to do in combat while under the effects of sanctuary, as an option
Crazy thought for a way to open a battle that I wish could be done (and unless your DM is homebrewing something like BG3's Thief, you can't do two bonus actions even with Action Surge): Ancestral Guardian rage, tag someone, end rage and cast Sanctuary. Enemy now has to beat a Wisdom save or be heavily nerfed for that one turn lol
What about giving your Flying Monkey familiar some good old Magic Stones? 1BA every 3 rounds to let that flying guy hit with advantage for 1d6+INT/round!
Trickery cleric rushing into combat taunting the enemy to hit them.
"Oh you can't hit me? Too baad loser hahaha!"
Sanctuary is good on grapplers. You cast sanctuary on youself, hold on to the big guy, he doesn't hit you or anyone else.
Interesting because that passes the tests!
Add more Artificer levels and select the Artillerist subclass, then use the Eldritch Cannon (Protector) to provide a moveable source of refreshable temp hit points.
Twin cast sanctuary on 2 allies who will likely go low in initiative order. Do this right before a fight and then maybe top it off with bless. This way, if your wizard goes last, and gets swarmed, he's not struggling
Wtf i was searching for exactly this yesterday
The way I read it, and from the research I've done. It's sounds like i can't "TARGET" an enemy creature with damage or negative affects. But i definitely can cast battle field control spells. Erupting Earth. I didn't target them and it is a battle field control spell.
You know the Divine Soul Sorcerer can also take Sanctuary and can choose any Cleric or Sorcerer spell giving the greatest variety of support and manipulation spells. And all spells use Cha, and the higher Cha allows social skills for diplomatic options.
I would take eloquence or lore bard, use summon spells with magic secrets and choose summons with some saves. Then i would capitalize on cutting words or unsettling words to make them fail the Saving throw. Summon a Chasme and make the enemy receives a - inspiration dice on his save to be put to sleep by the Chasme for example. Also Bards have acess to plenty summon spells, like summon greater steed.
I would go enchanting wizard for the gaze and take eldritch adept feat for unlimited uses of silent image. DM dependent but illusions aren’t spells that “affect another creature” so you could play around with illusions to try to confuse or disrupt enemies while you protect yourself, or you can use your gaze and take a creature out of the fight
If you go the Cleric route, you could cast Spirit Guardians and then Sanctuary. Reason being, the Spirit Guardians attack autonomously. You are not making an Action of any kind to compel them to attack, it is just another AOE that centers on the Cleric. So you have Spirit Guardians and Sanctuary on yourself. Every turn, take the Dodge action. To be hit, the enemy has to make a Wisdom save and then attack with disadvantage. You are a plague on the battlefield that is very inconvenient to attack. Couple this with an Elven race that has Fey Step and you can stay on top of the enemies you want to focus down.
Buy or create some Sanctuary spell scrolls so you can attack with your action, then spam Sanctuary with your BA. Also, a Divine Soul Sorc could convert Metamagic points into spell slots to get enough to spam it. Don't forget Shield just incase they get through Sanctuary. And, Silvery barbs if they make their save, you can potentially undo it.
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Interesting build. I like it.
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What about Mantle of Majesty Bard? He won't be online until the Spell Secret thingie but his capstone stacks with Sanctuary, so there are two effects an enemy needs to bypass in order to affect them
Wow no consideration of divine soul sorcerer?
How about Human/Variant Human/Custom Lineage Bard with Magic Initiate? No multiclassing necessary, and lots of abilities that won't interfere with Santuary.
Your save DC for Sanctuary would be pretty weak then since it uses whatever the class you got the spell from's casting mod. That could potentially work for going straight Druid or Wizard (with Artificer Initiate) but Wizard would lack armor then.
@@DaCrump It's based on your Int modifier, not class. Bards have abilities that don't interfere with Sanctuary. Druid has the same issues. Artificers would lose on proficiency bonus, being a half caster.
I’ve been playing an artillerist for a while now and at first was just damage focused but have realized I’m a waaayyyy better controller as I have 2 levels of enchantment wizard now and will take some bloodhunter levels, I can curse of binding and hypnotic gaze in the same round which locks down two enemies and I can do so with sanctuary, I’ll probably to mutant for an increased int for DC which will become 22 eventually with no magic items, I can also use pipes of haunting which is a 6th level item artificer can create for great control on top of that, I think how I’ll do action economy is to first pipes of haunting round 1 for a frightened effect for a minute, then sanctuary, then round 2 curse of binding and hypnotic gaze for the best control, my AC is 21 and they have to make a dc 18 check before attacking. I also have the squire of Solomnia feat and the knight of the crown feat, the knight of the crown allows you to as a bonus action command an Allie to make a reaction weapon attack that deals an extra d8 damage
Why did you not go divine soul sorcerer with this build, meta magic would of made sanctuary even better?
That would definitely be a great option!
The small irony of using a picture of Harry Dresden for the thumbnail for a sanctuary.
Ive made a build like this using divine soul sorcerer so i could twin or extend sanctuary.
Im in a campaign as an Alchemist, alchemical anarchist, i was thinking about MCing into War Mage, but Abjuration has me thinking hard
Several questions:
Would it be a good idea to get the shield master feat, that way you take no damage from successful dex save attacks?
Where would this character be positioned in the battlefield? Towards the back? Or somewhere in the middle?
Need that Cleric/Druid Build for BG#!!
Artificer initiate enchantment wizard. 2 wisdom saves before they can even attack you, and hypnotic gaze isn’t a spell or attack so you can lock someone down. Maybe go into bloodhunter for blood curses which would give you the ability to lock someone else down and I’d also say take a dip in order and use silvery barbs and boom your barbarian with GWM gets an attack at advantage. On top of the halfling idea go light foot and take a two level dip in rogue for hiding behind the enemy that’s charmed by you😂
Divine soul sorcerer
Sanctuary yourself, then twin cast haste on your allies, then focus on other non-concentration control spells.
Challenge build idea: Shocking Grasp Specialist aka "Lightning Monk". Something like Blue or Bronze Draconic Sorcerer whose main offensive strategy is casting SG with Quicken and Twinned when it applies. I dont know what "Lightning Monk" would concentrate on while fighting. I would reflavor it something like Chidori from Naruto
Air genasi gets shocking grasp for free. If you go straight tempest cleric you get heavy armor for frontline & at lvl 6 your shocking grasp now pushes enemies 10 ft. Combo this with spirit guardians & you can be an effective frontline/controller
@@Stumbling-lc4sh but that would be SG without any extra dmg modifiers. With Draconic (Blue or Bronze) you add Cha to the dmg
@@igrgic1 cleric gets the optional feature: blessed strikes at lvl 8, which adds an extra d8 to any cantrip dmg. On avg, this is 4.5 dmg per shocking grasp - slightly lower than cha mod (+5), but you get so much more from being a cleric
Gotta say, I’m a little bit surprised you didn’t even consider the possibility of a Divine Soul Sorcerer. Not saying it would have been the better option, but it would have fit right alongside the Paladin and Warlock subclass potentials, so I was surprised when Sorcerer wasn’t even mentioned.
Side note, regarding Web: Strictly speaking, there’s actually nothing stopping you from casting Web while you have Sanctuary active. It’s the same reason why you can’t cast Counter Spell against an ongoing effect like Wall of Force. The act of casting a spell ends as soon as the action is completed, even if the effect persists. All the spell does at the moment of casting is create webs in an area. Nobody is effected by the webs until either entering, or starting in the area on their own turn.
Wouldn’t the Minions + Magic Stone Trick work well with this? Tiny Servant is 3rd level Wiz. spell, and Magic Stone is an Artificer cantrip. 3d6+15 damage for a bonus action is pretty great.
Divine Soul Sorcerer
I know it would be difficult but any idea how to make a build as close as possible to this in BG3 ?
Can you make builds for specific elements? Fire, Ice, earth etc, but I want something that still gives me options when in and outside of battle.
"This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball."
Every DM will look at that and know what to do about this character. I hope the party likes AOEs because they are going to get a lot of them. Of course, this is always the way to deal with characters who just can't get hit through traditional attacks i.e. attack rolls. That and spells in general that require saves. So any player picking this will want to figure out how best to mitigate such as it is their biggest weakness.
hers a fun idewa, how about a build where you go paladin and than either bard which would be better since it shares a casting stat being charisma OR going for order domain cleric with it honestly only really being a dip into paladin mostly for the heavy armor AND compelled duel with the thought being a caster of total control and enchantment who basically holds the entire battlefield captive and at their mercy allowing their teammates to safely attack and move around wihtout fear of being hurt evn let alone attacked as you use your spells to either provide your allies protection like bless and stuff or you use your spells to force enemies to look at you or take massive pentalites to trying to take any action at all with even the option to completely stop peopels turns with things like hold person or hold monster. hell, you could even do some fun rp where instead of going full order cleric, you could instead go great old one warlock for the corrupted paladin with maybe a order cleric dip for theme and for sanctuary which is kinda like a mind manipulation spell that prevents enemies from even targeting specific people and would be a good addition for this style of control tank. beyond that, my only other ask would be to keep the damage type spells restricted to pure psychic attacks cause i feel like it just fits better with the theme AND those spells are also just badass.
Beast Master Ranger can command their Companion to attack, without making the attack themselves 🤔
Here to remind people, level 11open hand monk gets a 8hr concentration free sanctuary. Skeletor out
I don't see why you couldn't combo sanctuary with spirit guardians. You could also combo it with the instinctive charm of the enchanter which maximizes control and disincentivizes enemies from using aoe's that can bypass sanctuary.
Divine Soul Sorcerer would also get access to Sanctuary, if you really want to make a Charisma build.
Another path that might be a viable path... 1 level of Cleric for Sanctuary, and then Ranger, eventually using Beastmaster. Using the beast as your damage source allows you to maintain Sanctuary a lot longer. The beast is a decent tank, especially since you can have it up permanently instead of the 1hr of most Conjure spells.
At higher levels, you might grab 2 more levels of Cleric for Warding Bond, to make the Beast or a teammate extremely durable.
Any reason why you didn’t consider a divine soul sorcerer? No need to multiclass and huge selection of spells
I might have gone for Order Cleric first, heavy armor and giving your party extra attacks to buff *and* make up for ypur lack of damage output.
I don't think you can use telekinetic on a foe without ending sanctuary.
Why not go artillerist artificer? They have sanctuary and arcane cannons that aren't them attacking.
You dismiss warlock very quickly, but then say you need to multiclass anyway. I think I'd go warlock 1 then go creation bard for the create item ability that is a good use of your action that isn't casting a spell. Could potentially then go warlock 3 for darkness and devil's sight, and potentially take athletics expertise in bard to lock an enemy in the darkness unable to attack anyone else and with sanctuary and disadvantage against you
Yeah uhhh, conjure animals + sanctuary is a LOT of dpr.
I have a challenge for you if you're up to it :)
I have just started a campaign based on Escape the Underdark. My DM is playing it as a survival game, and knowing them PC deaths are definitely on the table. We have done session 0, my current character is a Changeling Shadow Sorcerer that I am planning on multiclassing into Valor Bard. I need a back up character. We have no equipment but the clothes we are wearing - so no spellbooks, arcane focuses, armor, weapons, or spell components. There may be opportunities to get them later if we're good enough :)
Our party has an Aasimar Paladin, A Thri-Kreen Rogue, and an Eladrin Ranger - I would rather not double on classes.
And the good news - we started on point buy but the DM allowed us each a chance to roll for stats and to keep it "fair" if one of us rolled really well we would all get the same stat selection. One guy got lucky so we have the following scores to assign - 18, 12, 12, 16, 9, 15.
We are primarily an RP table and love creating epic stories as we progress, but obviously you have to be alive to do that so combat utility is necessary.
What do you think? Happy to hear from your fanbase too!
The first thing that strikes me is Monk or druid because of the lack of equipment, both are great at doing their thing with little equipment. Shadow monk could be interesting in the underdark, or circle of the land underdark druid. This is pretty initial but hope this might help!
@@DnD_Dailygreat options, thank you! I'll play aorund with those and let you know what I come up with :)
You put me on the right track - Never played a monk before but this might be exactly the right campaign for it.
On the Druid side I took a long look and decided on Circle of Spores. The synergies with the Monk unarmed attacks, tempt hit points, and supported by the Druid spells looks like lots of fun.
I decided that I'll be aiming for Shadow Monk 6 (to get the teleport) and Spores Druid 9 for 5th lvl spells.
Thanks for your help! Love the channel!
Um, why not just make a divine soul sorc?
You say multiclass funny