Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The only way It could really work is if you only got spells that don't rely on a DC or attack roll (buff spells, summons etc...) and at that point it would be very limited.
As for the helmet & multiclassing start as bard or paladin, go deep enough to grab extra attack then going sorcerer or warlock works fine.
The idea of a Wizard dip is to get all the utility spells you don't normally take on a Sorcerer. This is a bad idea for this build, since you'll never get 5th level sorcerer slots if you really are taking P3. I suppose P2/W1/S9 could work, though. I don't think high INT makes sense. Your attack spells should be on the Sorcerer side.
P5/S7 gets you an extra attack, but limits you to 4th-level spells.
Did think of looking to boost int to 14 and then using the helmet of arcane acuity to boost spell attack
Yeah. I always like to play a Gish character and I like magic as a buff to a melee character but still having the ability to pop off a powerful spell. I do like helmet of arcane acuity to CC the battlefield, which is obviously OP, but I'm liking how blur works early on and so looking to continue with that and that will take my concentration. I'll have command from the Paladin for CC
soloed the goblin camp and goblin attack on green grove with the 3 sorc/1war cleric and it's the strongest build I've tried early after SO many builds!!! Obviously moving forward I'd need more damage and so changing into Pally should give me that
Think having high'ish AC, blur and aura of protection should be pretty OP defence to then go and whack things and use the odd spell
7 paladin can also be really nice as it gives you a nice aura.
Ancients paladin gets one that gives them and all nearby allies a bonus to saves = to their charisma mod.
giving up higher level spell slots kinda sucks tho.
If you want a build even more powerful then sorcerer/ war cleric though give storm cleric a try.
At 2 storm cleric you get the ability once per short rest to max any lightning or thunder damage you deal.
With storm sorcerer and all those lightning spells that can get rather insane, especially if you abuse water (containers or the cleric summon spell) which will cause all lightning damage to be doubled.
Sadly as far as True Gishes bladesinger doesn't exist in game and a lot of the older gish classes don't exist in 5e anymore.
So some weird mix of eldritch knight + wizard or paladin/bard + sorcerer or warlock is as close as you can really get.
I've so far been going through 'solo' and have Gale cast warding bond and so have resistance. Purists will say it's not solo and I'd maybe agree, but I'm not doing it for any flex and simply for my own enjoyment and so the challenge is whatever I make it.
Yeah, the storm cleric is obviously OP but would limit even more so what I'm looking to build for
I honestly wouldnt suggest solo.
It makes the fights harder which some may like, but increasing difficulty can do the same.
The big reason I don't suggest it though is no character can ever really be good at a wide enough range of things to handle even a quarter of the checks in game at most.
There is a reason they suggest having a party and a mix of people in it.
By being solo you also miss quite a bit of story.
The number of wizard spells you can keep at the ready are equal to your int modifier. For a sorcerer build that dumps INT as a stat, just equip the ogre's headband to get INT 17.
I'm just not sure 16 int is good enough for late game? Any ideas/advice for how to push int higher?