
Since I wrote my first post about D&D power gaming builds, I’ve had the opportunity to both run and play in multiple 5th Edition (5E) campaigns. This has gotten me thinking about a host of new builds that I consider both powerful and fun to play. In this article I go over four such builds, summarizing their function and abilities before diving into the math and level-by-level decisions. With that out of the way, let’s get started.
1. The Barbearian

On its face, the combination of druid and barbarian is not a novel one. The Rage and Wildshaping mechanics mesh together very well, and I’ve seen multiple builds take between 1 and 3 levels of barbarian to give their Moon druid an early boost. These builds gain quite a bit of immediate power, but the way a Moon druid’s power progression works means that any delay in druid levels is a massive opportunity cost.
To solve this problem, I want to flip which class level to split on its head. Rather than dipping into barbarian to power up our druid, let’s dip into druid to strengthen our barbarian by giving them a massive pool of extra hit points in the form of a bear. This neatly sidesteps the Moon druid’s progression issues and takes full advantage of the barbarian’s early game features.
Let’s start with some early druid levels before focusing on the barbarian portion of the build. After that we take a quick dip into cleric before wrapping up the build with some good old-fashioned fighter. Unlike other builds I’ve worked on, this one is focused squarely on levels 2–8. While I wouldn’t call this build bad at later levels, be aware that it lacks the late-game power spikes many other builds get.
Build Summary
Ancestry
Human – Variant: This build wants feats, and human allows us to get those feats with minimal delay.
Starting Stats
- Str – 16: (main stat)
- Dex – 12: Saves are good, and we have the points
- Con – 16: (secondary stat)
- Int – 8: Dump stat
- Wis – 13: Only used for multiclassing, this build doesn’t make use of spells that require a high wisdom
- Cha – 8: Dump stat
Level Split
- 2 druid – Circle of the Moon: Combat Wildshape and Circle Forms are the MVPs here.
- 5 barbarian – Totem Warrior – Bear: Powerful offensive capabilities paired with Resistance to almost every type of damage.
- 1 cleric – Life Domain: Allows us to restore any health we lose during fights.
- 12 fighter – Echo Knight: An efficient class to spend our remaining levels on.
ASI
- Level 1 (ancestry) – Polearm Master: Makes our character an effective level 1 damage dealer and sets up our main source of damage at higher levels.
- Level 6 – Great Weapon Master: This feat’s -5 hit for +10 damage is incredibly good when paired with the Barbarian’s Reckless Attack feature.
- Level 12 & Level 14 – Str + 2
- Level 16 – Sentinel: A tried and true combination with Polearm Master to lock down enemies and frustrate our GM.
- Level 20 – Tough: This build relies on its hitpoints to survive and doesn’t care about con saves that much, making this feat stronger than a +2 to con.
Magic Items
While not needed for any of my builds, these are a few magical items that I believe help more than most. I am not including any of these items in my damage calculations.
- +X Weapon: More damage is always good.
- Staff of the Woodlands: At-will Pass Without Trace is incredibly good and gives this character a host of powerful non-combat abilities.
- Winged Boots/Broom of Flying: This build’s lack of ranged options means gaining some way to fly is high on our list of priorities. Broom is the better item, but we’ll take whatever we can get.
- Slippers of Spider Climbing: Not as good as flying, but still nice to have.
- Gauntlets of Ogre power/Belt of Giant Strength: This build is a bit slow to max out its strength score, so increasing it artificially is very helpful to make sure your heavy hits connect.
Level Breakdown
Level/Features/Spells | Defense | Offense |
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Levels 1 and 2 see this build play just like any other melee druid. We start off making use of Polearm Master and our 16 strength to make 2 attacks with our quarterstaff. Level 2 has us gaining Combat Wildshape, allowing us to access forms such as the brown bear twice per short rest. A brown bear has 34 HP, a better attack bonus than our humanoid form, and 2 impressive attacks. This makes us as powerful as a level 2 character can be.
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Levels 3–7 see the build transitioning into the barbarian class. We pick up powerful features like Rage, Danger Sense, and Reckless Attack. Once we have our extra attack, Wildshape becomes a bank of hitpoints to use in a dangerous fight instead of our main damage source. Against low AC targets,* we make constant use of Great Weapon Master’s -5 hit for +10 damage feature, switching to normal attacks against harder to hit enemies.
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Level 8 has us taking a somewhat unusual 1 level dip into the cleric of all classes. This is to provide our build with sustainability between fights. One of the problems barbarians face is that even their large HP pools can be worn down over multiple encounters, compared to AC tanks who avoid damage completely. By combining the Life Domain’s Disciple of Life with the druid spell Goodberry, we can generate 240* hitpoints worth of healing that is doled out in 4 HP increments. This results in a barbarian capable of not only healing themself between fights, but their party as well.
At this point, the build has reached peak effectiveness. We hit hard, have constant advantage, have an effective HP pool of 294, and can serve as a main healer for out-of-combat healing.
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I chose to fill the remaining 12 levels of this build with the Echo Knight fighter, although any subclass will do.* This subclass gives us more battlefield flexibility and a sizable spike in damage by using the Unleash Incarnation feature to generate a number of extra attacks equal to our Con mod per long rest.
As I said, these last 12 levels are pretty flexible in terms of subclasses and feats. I used Echo Knight, but Battle Master or Champion would also work fine. Sentinel is a great combo with Polearm Master, but something like Lucky would also be quite powerful. I created the Barbearian as an alternative to the many optimized builds* that don’t come online until levels 10-12. I think you’ll find it provides an excellent blend of damage, tanking and healing for all your adventuring needs.
2. Hexstaff

This next build makes heavy use of everyone’s favorite do-gooder, the paladin. Easily the strongest martial option in 5E, a mono-classed paladin provides a flexible melee damage dealer with few weaknesses. Using the Oathbreaker paladin as a base, we multiclass into the Hexblade warlock to provide a powerful ranged attack, simplify stat requirements, and massively increase our damage and accuracy.
Though we only take a couple of levels of warlock, we get quite a bit of power from those levels. The Hex Warrior feature lets us dump strength to the minimum 13 multiclass requirement, making charisma this build’s god-stat. For early levels, we can use Hex and Hexblade’s Curse to boost our damage against tougher enemies, and at level 7 we combine Devil Sight and Darkness to make sure we both land our attacks and make sure the enemy doesn’t land theirs.
For those familiar with power gaming builds, this class combination is well known.* However, what makes this build interesting to me is its unusual weapon choice. Instead of using a greatsword or rapier, this build opts for the humble quarterstaff. While on paper this is a weaker weapon than the alternatives, the quarterstaff allows us to take advantage of the errata’d Polearm Mastery feat to gain access to a bonus action attack while still making use of a shield. Once the duelist fighting style is added in, we have a damage curve that is only slightly behind a two-handed build with Great Weapon Master while being significantly harder to hurt.
Build Summary
Ancestry
Half-Elf – Drow: This ancestry gives us 4 stat bonuses, access to Eleven Accuracy, and an additional cast of Darkness once per day via the Drow Magic Feature. If your campaign ends before level 10, I recommend using the human variant, as it comes online more quickly.
Starting Stats
- Str –14: Only used at level 1 and to multiclass.
- Dex –10: Good save that we’d rather not have a negative modifier in.
- Con – 16: Secondary stat, good for concentration saves and higher health total.
- Int – 8: Dump stat.
- Wis – 10: Good save that we’d rather not have a negative modifier in.
- Cha – 17: This is our main stat; we raise it to 18 with Elven Accuracy later.
Level Split
- 1 Paladin: We start with this class to gain access to heavy armor.
- 1 Warlock – Hexblade: Now we can use charisma to attack and damage enemies, along with Hex, Hexblade’s Curse, and Shield.
- 4 Paladin – Oathbreaker: Grants us access to the Darkness spell without taking 3 levels in warlock and gives us more damage. Oath of Ancients also works but the level split does change slightly.
- 1 Warlock: Now we have Devil Sight.
- 13 Paladin: This gives us a host of powerful abilities and spells like Aura of Protection, Improved Divine Smite, and Find Greater Steed.
ASI
- Level 5 – Polearm Master: This the point where we swap from using a regular 1d8 weapon like the long sword or rapier to the quarterstaff. The extra attack is a great use of our bonus action and our flat modifiers means even 1d4 is impactful.
- Level 10 – Elven Accuracy – Charisma: Not only does this feat bump our Charisma to 18, but also means all our advantaged attacks are rolling 3d20 instead of 2, increasing our chances for those sweet critical Smites.
- Level 14 – Cha + 2
- Level 18 – Warcaster: Advantage on concentration saves and we no longer have to do the weapon drop dance* to cast somatic spells.
Magic Items
While not needed for any of my builds, these are a few magical items that I believe help more than most. I am not including any of these items in my damage calculations.
- +X Weapon: More damage is always good.
- Staff Magi/Power/Striking: These powerful magic quarterstaves are amazing for this build, and our 2 levels of warlock means we can attune to all of them.
- Gulthias Staff: This is without a doubt the best weapon for this build, if your GM allows you to always take it. Ten times per day, the staff lets you heal HP equal to the damage of your attack. With our flat damage boosts and Smite, this makes us almost unkillable. There isn’t even an action cost! The only downside is a wisdom save you almost can’t fail.
Level Breakdown
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A necessary evil of this build is that we have a weak level 1. We can’t use our charisma for attack and damage roles yet, so we’re just an underpowered paladin. Thankfully, our 18 armor class and Lay on Hands mean we can provide decent tanking and support.
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Level 2 is where this build gets going. We gain the Booming Blade, Hex, and Shield spells, plus we swap out strength for charisma as our offensive stat. We also gain a short rest rechargeable spell slot, which is great for smiting.
Note: Though I have listed Booming Blade as a damage source for levels 2–4, I am not factoring in any additional damage, as it doesn’t gain the guaranteed 1d8 until level 5. The spell is included as a best-practice in a real game, since it costs you nothing and will sometimes deal damage if the enemy tries to move. I am also only adding Smite damage to critical hits, as I believe it is unrealistic to assume a paladin can Smite every attack.
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We continue taking paladin levels 3–6 to get the Extra Attack feature. The normal level 5 power spike that martial classes get is bridged for this build by the Polearm Master extra attack. While it’s not quite as good as a full second attack, it gets the job done well enough until we get our actual Extra Attack.
Level 6 is a huge power spike for this build. We gain not only the Extra Attack feature, but the 2nd level Find Steed spell as well. The way your GM runs mounted combat will determine how much damage our warhorse will add. However, it’s adding a huge amount of mobility no matter what, increasing our 20 feet of movement to 60.
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At level 7, we grab our second level of warlock. Thanks to Oathbreaker’s subclass spell list and our ancestry, we already have access to 3 casts of Darkness per long rest, and now we can see through it. This means all enemies who can’t see through Darkness attack us at disadvantage, we attack them at advantage, and any spell or ability that requires the caster to see their target can’t target us. Be aware that some players get frustrated when you bring a Darkness build to the table, so consider that when moving around the battlefield. Any martial character can attack an enemy blinded by darkness without disadvantage,* but friendly spell casters can’t target enemies in the darkness, so try and leave some targets outside of it for them to attack. A lesser addition is that of Agonizing Blast, giving us a potent ranged option for when the enemies are outside of bopping distance.
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Levels 8–10 consist of power spike after power spike for this build. Aura of Protection at 8 is one of the best class features in the game, granting both us and any friendly creature within 10 feet a bonus to all saves equal to our charisma mod. This is especially good for our paladin/warlock multiclass, as we can raise our charisma without sacrificing damage output.
Aura of Hate at 9 is a bit more offensive in nature, granting us and any undead or fiends within 10 feet of us bonus damage on melee attacks equal to our charisma mod. It’s important to note that this includes enemies as well as friendlies, so be careful when facing down your local vampire lord. Despite this weakness, adding another flat modifier to our already sizable bonus grants us consistently high damage numbers.
Lastly, we gain the Elven Accuracy feat at 10, bumping our charisma to 18 and granting us improved advantage.* Seeing as Darkness means most of our attacks are made with advantage, this is another major boost to damage, especially against high AC targets.
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Speaking of power spikes, level 11 gives the biggest one of all: Animate Dead. Another offering from the Oathbreaker spell list, Animate Dead lets us convert the normally lackluster 3rd level paladin spell slots into an eventual total of 4 skeletons apiece.* At this point, our Hexstaff has their own entourage of skeletal and equine allies, providing transportation and ranged support as we move into close combat for a good bop. Level 13’s Improved Divine Smite is another decent boost, adding 3d8 per round from our 3 attacks.
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Levels 14–16 sees our charisma raised to 20 and the spell Find Greater Steed. Now instead of the reasonably good warhorse we gain the amazing griffon. Permanent flight alongside a chunky 59 HP and decent damage output? Yes please. Since our mount plays such an important role in our build, we are saving our 4th-level slot for that spell instead of more skeletons.
Cleansing Touch is our 16th-level feature, and while not damage oriented like other features I’ve been highlighting, being able to end spell effects without a roll can be very useful.
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Rounding this out, we have levels 17–20. Though not quite as big as earlier spikes, we do have some significant power increases here. The biggest of these is the level 17 feature Supernatural Resistance, granting us resistance to all non-magical slashing, piercing, and bludgeoning damage. This type of ability is good even at higher levels, as many high CR monsters deal non-magical damage. Alongside this increase in toughness come the Warcaster feat and yet more skeletons, ensuring we keep concentration and have even more crossbows to pepper our enemies with.
Even without summons boosting our damage to absurd levels, this Hexstaff build is a formidable force on the battlefield. The combination of our quarterstaff, Polearm Master, and Duelist Fighting Style gives us the defensive bonuses from sword and board while dealing damage similar to two-handed, dual-wielding, and crossbow builds.
This build is also very hard to hurt. Paladins have unmatched saves, with our weakest being a +4 to intelligence. As for physical attacks, we will almost always be shrouded in darkness, forcing our enemies to attack with disadvantage. If an enemy can see through our Darkness spell, we can simply use our concentration for spells like Hex, Shield of Faith, or Holy Weapon, depending on our level and the situation.
Even at range, this build holds its own, as Eldritch Blast plus the Agonizing Blast Invocation means we have a scaling ranged attack that at level 17 deals 4d10 + 20. While this isn’t as strong as we are in melee, it’s nothing to sneeze at, and it’s the perfect gap-filler attack while we attempt to close with the enemy. Altogether, this is one of my favorite builds and comes the closest of any I’ve made to having no substantial weaknesses. I highly encourage everyone reading to try this one out, if only to see the confusion on your party’s face when your paladin wanders in wielding a stick.
3. Wardlock

Getting hit is usually viewed as a bad thing in 5E. You take damage, have to make concentration saves, and often suffer some secondary effects like that annoying paralysis ability ghasts have for some reason.* For this build, I’d like to turn getting hit into a positive for us and a big negative for our opponent. To do this, we take the uncommon multiclass of warlock and wizard.
Most of our levels are taken up by the Abjuration wizard subclass, with a small dip into warlock and the omnipresent Hexblade subclass. Abjuration wizards have a feature called Arcane Ward that lets us generate a ward whenever we cast an abjuration spell, giving us extra HP. Normally this ward is somewhat hard to recharge as it requires the wizard to cast additional abjuration spells to fill its HP pool. That’s where warlock comes in, using the Armor of Shadows Eldritch Invocation to cast the level 1 abjuration spell Mage Armor at will.
Alongside our rechargeable ward, this warlock dip grants us the solid Eldritch Blast/Hex combo and Armor of Agathys, a level 1 warlock spell that has a powerful synergy with the Arcane Ward feature. Armor of Agathys grants us 5 temporary HP per spell slot level that was used to cast it. Any enemy that lands a melee attack on us while we have that temporary HP suffers 5 damage multiplied by the spell slot level used. Normally, the problem with this spell is that it’s hard to maintain this temporary HP for more than 1 or 2 hits, leaving it generally viewed as an inefficient use of high-level spell slots. This problem is solved by Arcane Ward, as its HP pool is targeted before the temporary HP from Armor of Agathys while still triggering the spell’s retaliatory damage. This combination of spells and features is the way we punish any enemy that attacks us in melee, returning up to 45 damage for every hit an enemy lands on us.
Build Summary
Ancestry
Human – Variant: As with any build interested in feats, this one looks to variant human. For this build, we use our free feat to improve our defenses with Heavily Armored.
Starting Stats
- Str – 9: Dump stat, only improved by our starting feat.
- Dex – 8: Dump stat.
- Con – 16: With our small hit dice, we need all the HP we can get, and improving our concentration saves is useful too.
- Int – 14: Makes our wizard spells and our Arcane Ward stronger.
- Wis – 10: All we could afford.
- Cha – 16: This is our primary stat, fueling both our Eldritch Blast and any attacks made with our Pact Weapon. If you want to focus more on offensive wizard spells, I recommend flipping this stat score with intelligence.
Level Split
- 2 Warlock – Hexblade : This 2 level dip grants us our main damage source, the proficiencies we need to have good AC, and two of the three key features/spells this build revolves around.
- 18 Wizard – Abjuration: Going this far into wizard means we gain access to the entirety of their incredible spell list and start scaling our Arcane Ward as soon as possible.
ASI
- Level 1 (ancestry) – Heavily Armored: As this character intends to be on the front line, we need to have decent AC. Just because we punish people for hitting us doesn’t mean we want every attack to land. Thankfully, Hexblade grants us medium armor proficiency, meaning we can upgrade that to heavy armor through our human ancestry feat.
- Level 6 – War Caster: Concentration saves are always important, so making sure we can pass those reliably is very important.
- Level 10 – Cha + 2
- Level 14 – Cha + 2
- Level 18 – Resilient (con): Makes our concentration saves even better.
Magic Items
While not needed for any of my builds, these are a few magical items that I believe help more than most. I am not including any of these items in my damage calculations.
- +X Weapon/Armor: Improving our AC and damage when we use Booming Blade is always useful.
- Rod of the Pact Keeper: Makes our Eldritch Blast more likely to hit and grants us an additional warlock spell slot.
- Staff of Power/Magi/Striking: All very powerful quarterstaves that would be huge boosts to the build’s power if we can acquire them.
- Headband of Intellect: This build is a wizard with low int. If we can find this item, it’ll make our ward and spells stronger.
Level Breakdown
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These first 2 levels are where we lay the groundwork for the build going forward. We get all the proficiencies we need, our standard attack options in Eldritch Blast and Booming Blade, and the Armor of Agathys spell.
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Now that we’ve picked up Arcane Ward, we can start reliably triggering Armor of Agathys multiple times per cast. For the purpose of damage calculations, I am assuming the retaliation damage will trigger once per round. A nice side effect of stacking Arcane Ward with Armor of Agathys is that our wizard/warlock now has more HP than a barbarian of the same level, making us an excellent tank. Our damage also receives a small boost, as our familiar can use the help action to grant us advantage on one of our attack rolls per round.
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Levels 5–11 see us steadily adding to our Arcane Ward and Armor of Agathys HP. Spells like Fireball, Haste, Polymorph, and Animate Objects make excellent additions to our spell list, with the concentration spells acting as alternatives to Hex in harder fights.
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Levels 12–14 have us maxing out our charisma and gaining the Tenser’s Transformation spell. While not a spell we’ll always want to use, the extra attack, on hit damage, and temporary HP can be quite useful if we need some extra bulk for our character. If you do use this spell, remember that temporary HP cannot stack, and Armor of Agathys’ damage only triggers when the temporary HP it generates is active, so either use Tenser’s when Armor of Agathys is down or be ready to choose which amount of temporary HP you want to use.
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From level 15 onward, we are now doubling our damage output by introducing a perfect copy of ourselves through Simulacrum. This is a major damage boost and we should always have a copy active if we can. Alongside Simulacrum, we gain little things like Mind Blank, Meteor Swarm, Shapechange, Foresight, and Wish. We’ve also unlocked the Abjuration capstone of Spell Resistance, granting us advantage on spell saving throws and resistance to spell damage. All told, this build leaves us with a highly capable spell caster who returns high amounts of damage against any enemy who manages to land a hit on us in melee.
4. Master Summoner

Action economy is incredibly important in 5E. The side of a fight that has more actions per round has a major advantage, even if its combatants are individually weaker. To see this in practice, let’s examine two encounters. The first is a single high-powered boss enemy, capable of downing a character in a single round. The second is a group of 5-7 medium powered enemies, their only advantage being that they outnumber the players by 1 or 2 bodies. On paper, these encounters might look similar. The boss has many times the hit points that the smaller enemies have and does more damage than all of them put together. However, in action, the boss fight is almost always easier, as the players simply overwhelm the boss with weight of actions, taking 5 or 6 for every 1 full action* the boss takes. For the other encounter, the opposite is true, and such fights can prove incredibly deadly even for high-powered PCs.
What does this have to do with character builds, you ask? Well, what better way to swing the action economy in your favor than to bring a literal army of friends with you to swamp your opponents with sheer numbers? That’s right, it’s time to make a summoner build. The entire point of this character is to create a huge number of summoned allies while providing assistance to the party, remaining somewhat survivable, and being a reasonable threat in their own right.
This has to be the wildest combination of classes I have put to paper; by the time we reach level 20, we’ve taken levels in wizard, warlock, cleric, and last but somehow not least, ranger. While this might sound ridiculous,* I believe this might be the highest damaging character build I have written about on Mythcreants.
Now, before we get into the nitty-gritty, we need a couple of ground rules. The core spell of this build is Animate Dead, allowing us to raise skeletons that must be maintained with further castings of the spell or else they go feral.* I am limiting us to a number of allies that can be summoned and maintained. I am also assuming that our character can only benefit from 1 long rest and 2 short rests per day. As for our skeleton friends, I am assuming they are equipped with heavy crossbows instead of the short bows listed in their stat blocks. Your damage will vary depending on what your GM rules. Finally, I am not making use of Eberron or Ravnica content that would grant us key spells through ancestry or background, since many GMs would not allow their use. With that said, let’s dive into the Master Summoner in all its glory.
Build Summary
Ancestry
Yuan-Ti Pureblood: This build doesn’t need Elven Accuracy or any other feats. As such, we’re unlocked from the half-elf/human box most good builds find themselves in. If you don’t care about feats, Yuan-Ti Pureblood is one of the best ancestries out there, most notably for its innate magic resistance. A smaller bonus is the charisma-based poison spray cantrip giving us a way to attack with our charisma prior to taking levels of warlock.
Starting Stats
- Str -8: Dump stat.
- Dex –14: A good save, increases our initiative, and is required for one of our multiclasses.
- Con – 12: The highest value we could get while still fulfilling multiclass requirements.
- Int – 13: Only used for multiclassing.
- Wis – 13: Only used for multiclassing and saves.
- Cha – 16: Primary stat, eventually raised to 20.
Level Split
- 6 Wizard – Necromancer : This grants us the Animate Dead spell and Undead Thrall damage boost as fast as possible.
- 2 Warlock – Archfey: This 2 level dip grants us the respectable Eldritch Blast/Agonizing Blast package which is a powerful ranged attack option all the way through level 20. We take the normally weak Archfey for its subclass spell list that includes the Faerie Fire spell. This spell gives us a way to grant advantage to our massive skeleton army against multiple enemies while targeting a save many monsters are pretty bad at.
- 2 Ranger: I promise you didn’t actually click on a “4 joke builds” article. Ranger grants us the Defense Fighting Style and access to the Goodberry spell without giving up metal armor like a druid level would force us to.
- 1 Cleric – Life: Combines with our ranger’s Goodberry to provide the party with powerful out-of-combat healing.
- 9 Warlock – Archfey/Chain: Another first for my builds, taking warlock past level 5. Pact of the Chain grants us the slightly improved pixie familiar, and more importantly, the Gift of the Ever Living Ones invocation, maximizing any dice rolled to heal us. We also eventually get three 5th level spell slots for maximum skeletons.
ASI
- Level 4 – Cha + 2
- Level 15 – Cha + 2
- Level 19 – Alert: This slot can also be filled by pretty much any generically good feat such as Lucky of Observant.
Magic Items
While not needed for any of my builds, these are a few magical items that I believe help more than most. I am not including any of these items in my damage calculations.
- +X Weapon: This build will take as many magical ranged weapons as it can get its hands on to give out to skeletons, as each summon is capable of using and attuning to the same number of items as a player character.
- Rod of the Pact Keeper: Makes our Eldritch Blast more likely to hit and more importantly grants us an additional warlock spell slot to spend on skeletons.
- Battle Standard of Infernal Power: A little-known item added by the Descent Into Avernus adventure, this item grants all allies within 300 feet of you magical attacks for the purposes of overcoming damage resistance and immunity. Normally this is a pretty useless power for players, as by the time they need magical weapons, they almost always have them. However, the power becomes a lot better when you have a horde of skeletons that could really use magical damage to hurt that darn werewolf. Picking up this single item is a lot cheaper than attempting to outfit your entire army with +1 heavy crossbows.
- Night Caller: We love skeletons and this grants us 2 more.
- Bag(s) of Holding: Did you know that the average human skeleton weighs 19.04 pounds? Combining bone weight* with a heavy crossbow’s 18 pounds, we get 37 pounds as the weight of one fully equipped skeleton archer. A bag of holding has a maximum carrying capacity of 500 pounds, meaning it can hold up to 13 of our minions without trouble. Normally, putting a creature in a bag of holding has the problem of suffocating said creature, but our undead friends don’t have to deal with this issue. The end result of all this is that we can now transport up to 13 skeletons per bag of holding wherever we want without suspicion. Entering a town that doesn’t allow undead? Going to a noble’s party to prevent an assassination? Going to the same party to attempt an assassination? Our bags of skeletons will allow us to never be without bony companions.
Level Breakdown
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Levels 1–4 for this build are, admittedly, not great. We’re a wizard with 13 intelligence, so outside of Magic Missile, our combat spells are far below the curve. Thankfully, our ancestry grants us the Poison Spray cantrip* with saves based on our charisma, so we have something we can do with our 16 stat. Since our damage spells are mostly garbage, we use these levels to take every ritual and defensive option we can. The only other offensive spell we take is Dragon’s Breath, which we hand out to our owl familiar. Our save might be pretty low, but any damage helps at this point.
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Levels 5–6 see us finally getting to the summoning part of this summoner build. Each level 3 spell slot converts to a total of 4 maintainable skeletons, and thanks to arcane recovery we have access to 3 of these slots. A reminder that for these calculations I am assuming my skeletons are equipped with heavy crossbows instead of the short bows listed in their stat blocks, so your damage will vary depending on what your GM rules.
At level 6, we get the feature we took wizard levels for in the first place: Undead Thralls. The main selling point of this ability is we can now add our proficiency modifier to each of our skeleton’s damage rolls. This is a huge boost and gives the build damage scaling even when we’re not actively generating more skeletons.
As for other spell picks, we continue to grab rituals as all of our 3+ spell slots are used for beefing up the bone squad. Catnap is one exception, as later we can combine it with our warlock slots for even more skele-friends!
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Now that we have our most important spell and feature, we can spend levels 7 and 8 improving our character’s offense and utility. A weakness I commonly see with summoners is that they personally do almost nothing, relying completely on their summons to protect them and kill their enemies. By taking 2 levels of warlock, we gain the Eldritch Blast/Hex combo and an easy way to grant mass advantage to our summoned army with Faerie Fire. For the purposes of damage calculations, I match our current spell save DC against the average dex save bonus of all 5E monsters* and give a percentage of skeletons’ advantage* equal to their failure chance.
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Time to explain that ranger comment I tantalized you with in the build intro. Now I am on record that the ranger is one of the worst classes in 5E,* but with this build, I have finally found a place for the class. The whole point of these levels is the Disciple of Life/Goodberry combo, providing tons of healing for our character and the rest of the party. This is normally achieved with 1 cleric/1 druid. Unfortunately, taking a druid stops us from wearing metal armor.*
Given the target often painted on a summoner’s back, I’d like for this build to be as defensive as possible, which got me thinking about other ways to acquire Goodberry. Enter the 2 level ranger dip, granting us the Goodberry spell, plus 1 AC from the Defense fighting style, and still advancing our combined spell slots by 1 level. The cleric level is the other half of the combo, giving us heavy armor and Disciple of Life for 40 HP worth of healing per Goodberry cast.
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Levels 12–13 are another relative weak point for this build. Warlock levels don’t progress our multiclass spell slots and our Pact Magic slots haven’t reached 3rd level yet. However, that doesn’t mean these levels are useless. Our 3rd level of warlock grants us Pact of the Chain and its stronger familiar: a pixie, in our case.
We also get the Gift of the Ever Living Ones invocation, maximizing any dice rolled to heal us. This is a very powerful effect and makes any healing directed at us significantly more efficient.
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Level 14 sees another massive power spike for our summoner as our Pact Magic slots upgrade from 2nd level to 3rd. These slots refresh on short rests, meaning we can use them three times per long rest instead of the one time our normal slots can be used. The Catnap spell also nets us one additional 3rd level slot. All told, these new slots increase the number of skeletons we can field from 32 to 60.
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The last 6 levels of this build have us increasing our warlock levels for larger pact spell slots, with a third slot coming in as our level 20 capstone. A nice bonus of all these extra warlock slots is the ability to take some of the lesser-used Eldritch Invocations. Repelling Blast and Tomb of Levistus aren’t necessarily bad picks, but are usually overshadowed by best-in-slot options like Sculptor of Flesh. This build is spending all its warlock slots on Animate Dead so any invocations that want to use those slots are worthless. As for our Mystic Arcanum, I picked Soul Cage mostly for its thematic value, although Conjure Fey bringing in a mammoth is probably worth more in a fight.
At final counting, we have 124 skeletons unleashing a torrent of crossbow bolts every round, their accuracy bolstered by our Faerie Fire. The damage output of this build is absurd and can down almost any monster in 5E in one round*. Its greatest weakness are monsters with AC 23 and up, but even against those, the damage per round is over 200.
Even without our summons, this build is fine. We have the always reliable Eldritch Blast/Hex combo, we can wear plate and a shield, and our ancestry ensures we have good saves against any spell or magical effects. The greatest weakness of this build is logistics and GM patience. Summon spamming can quickly bog down and break 5E combat encounters. If you do plan to bring this build to a real game, be very open with your GM about what it does and have a plan in place to make sure your turns aren’t taking 10-20 minutes at higher levels. A couple suggestions would be to pre-roll your skeleton attacks during other player’s turns, build a spreadsheet to record these rolls, and organize them by what ACs those attacks hit against, minimizing the time required to identify how many hits were made, and group skeletons into 12-creature units that move together on the battle map. I had a blast coming up with this, and I hope you all had fun reading it.
Treat your friends to an evening of ritual murder – in a fictional RPG scenario, of course. Uncover your lost memories and escape a supernatural menace in our one-shot adventure, The Voyage.
These are all amazing, I think I might try the Wardlock at some point
Glad you like them =). The Wardlock is the one I’m mostly likely to try next as well.
I could be mistaken but I believe you took the spell “Shield” at level 1 for the Warlock and at level 12 for the Wizard in your Wardlock build. Assuming that was a mistake, what is the spell you’ll replace one of those with? I’m only at level 12 so far but I like it.
Hey Ari. Good to see you back.
I have a question about the Wardlock build. You propose using the Armor of Shadows invocation to re-up the Arcane Ward feature (which is brilliant by the way), but you also propose using the Hexblade patron for access to medium armor. Correct me if I’m wrong, but doesn’t Mage Armor (which Armor of Shadows casts) require the target to not be wearing armor?
You are correct, you would either need to take off your armor first or find a someone not wearing armor. The wording of the spell also lets you cast it on a pet or familiar if you want to.
This is true of normal castings of Mage Armor, but Armor of Shadows says that you can only cast it on yourself (had to double check my PHB).
Jokes on me for only reading the Mage Armor spell. Given that restriction RAW would have you take off your armor to recharge the ward.
That’s probably not a big problem though, since you’re not gonna be doing this in combat, right? Feels like there would be more efficient uses of your action.
Yeah most of the time spending a couple of minutes to recharge your ward shouldn’t be an issue. You already aren’t going to be using the spell in combat and even with donning/doffing time taken into account the process takes less than casting a single ritual spell.
You can multiclass Warlock/Warlock?
Some of the builds break up when they take levels in the same class, but it could also be a typo =P. Which entry are you looking at?
No idea what I was thinking about now. Don’t see it anywhere in the text. *shrug*
There’s a lot of text so I wouldn’t be terribly surprised if I messed up somewhere haha
I have played a Wardlock, except I used the Dragonmark dwarf in Eberron to get armor of Agythys, skipping the two levels of Warlock and thus getting a better arcane Ward. I’m not sure if your spell list made the best use for replenishing Arcane ward, as you had relatively few Abjuration spells.
But I played my Wizard a bit differently, more of a tank than damage dealer, being the only melee character among the ranged guys, I find a chokepoint and hold the line between them and me. Focusing on Cantrips and abjuration spells, as well as spells that require no concentration but last like Mordenkainen’s Hound allow me to hold a place really well, so my allies can do the blasting.
Also the ability to take a hit meant for them came in handy to protect them, although it did not set of AoA. It’s a great Tank character, and due to actually having spells when not throwing AoA around, a very versatile one as well. I was so happy, always a fan of Abjuration magic, this was the first edition that made it feel viable.
Sounds like a good substitution. I’ve been restricting my own use of Eberron and Magic the Gathering DnD content because it’s often not allowed by GMs, but if it’s available to you it can be a great way to avoid class dips. At some point I might do a build article that allows for their use, gaining spells like Spirit Guardians from a background sounds especially powerful.
As for spell usage, I never envisioned this build trying to recharge its ward in combat, hence the lack of abjuration spells. Which ones did you find useful? I’ve never had a chance to play test this build so I’m definitely interested to hear what folks who have done so have used.
It was an eberron campaign so that certainly helped, lol. I thought myself very clever until I saw this and realized I didn’t invent the wheel. Always loved abjuration magic and was just so excited to see a good build was possible with one.
I concentrated on tanking, so absorb elements as a reaction that could half damage and return it to sender next turn came in useful, of course counterspell and dispel magic, circle of warding, not for in combat but a nice way to set up an extra spell for the next day or to seal off a route.
As a tank the important thing was to protect my ranged guys while forcing them to hit me so, a little bit of prep time and a reversed magic circle fixed most of that. Now that may have came in more use than it should have due to the type limiter but usually by the time you get to a boss you know his type, it didn’t always work (usually because the dm got wise and had us unable to prepare for a fight) but about 70% of boss fights were a slaughter.
Banishment is an underutilized spell, allowing you to ruin the enemy’s action economy, combine with being a dwarf with a great Con and battle caster makes concentration spell viable it’s not a bad spell to splurge on.
I only got to the point of 5th level spells, it also helped the other full spell caster could put up various barriers that allowed me to hold a choke point. Mordenkainen’s hound helped with this because his lack of movement is a boon if the enemy is prevented from going forward. Ranged was always my enemy, but counterspell got rid of the worst, and martial ranged characters usually ended up volleying with my guys anyway.
It sometimes felt like we were being too gimmicky but it made every fight a little more tactical so it was fun.
The worst thing about AoA is later, more enemies are immune to cold. You can still use it for the extra HP but it hurts to lose the damage.
Sounds like a fun and powerful character, makes me excited to try my version out next time I get the chance.
Yeah I was a little worried about the AoA cold damage getting resisted or ignored, just gonna hope I don’t fight many monsters that do that =P
Nice! I’m waiting for more post like this.
Glad you like them =)
So what about that skeleton closet?
So the animate dead spell only lasts for a day, but that duration is only your control over the skeleton, the creature itself is permanent. That means you could create any number of skeletons you wish, put them in a closet, then quickly close and lock the door before the feral ones you already put in there attack you. One day I will have a necromancer villain spend however long the players take to find them filling up a single room in their dungeon with skeletons because it makes me giggle.
Alright, yes, that is pretty hilarious.
Though it also speaks to the logistical nightmare of skeleton maintenance while on adventure. 24 hours after you cast your spell, the horde goes feral. So if anything happens that interrupts or delays your long rest at the end of the day, you’re gonna have a problem.
…granted, easily dealt with by having the skeletons bring their own manacles and ordering them to lock themselves up at night, but yunno. It’s gonna happen at least once.
I’ve noticed most GMs just kinda hand wave it as long as the wizard assigns enough unspent spell slots to re-control all of the bone squad. However, RAW you are correct, maybe get an instant fortress to lock all you skeletons in while you sleep =P.
Hey! Nice build! I loved the wardlock so much that I might try it but I’m having a problem figuring out something. Why the heavy armor feat? With strength as your dump status, you are better of with mage armor anyways since you can’t wear most of heavy armors in the game, so why not stick with mage armor or even medium armor. And, just for curiosity, did you thought on recharging the ward mid battle or no? This build is truly amazing, you have a infinity healing with mage armor. I’m down for it!
The problem for the wardlock is that it wants so many stats, it can’t afford to have a high Dex either. I spent hours trying to figure out the best way to balance offense and defense for that build, if you found a good way to raise Dex without compromising other needed stats that’d be rad.
My thought on mid-combat recharging as you’d only do it as a side effect of a spell you already wanted to cast or if you have literally nothing else to do. Dedicating actions just to recharging the ward is simply too inefficient for my tastes.
It’s also important to remember that not meeting an armor’s STR requirement doesn’t mean you can’t wear it, just that your speed is reduced by 10 feet. That’s generally a fine trade for the benefit of higher AC. Also, you can get around that problem with mithril armor if there’s any available. It’s not even magic!
This is true. That’s why one can play a dwarf with no armor proficiency at all and a Strength of 8, and still wear plate with no movement penalty.
True, though lacking proficiency is a more serious penalty than not meeting the strength requirement. You get disadvantages on just about anything related to strength or dex (including attack and saves), and you can’t cast spells.
I’ve got to say how much I love these kind of detailed, so well thought builds.
What a pleasant read !
I was hoping and wondering if you would, if you have some time to spare, explore what you ‘ve mention about different level split when opting for Ancients instead of Oathbreaker in “Hexstuff”.
I’d appreciate that a lot!
Glad you enjoyed it =).
The main difference between Ancients and Oathbreaker for this build is that Ancients lacks the Darkness spell as a subclass spell. This means you need to bump your warlock to level 3 before you can take advantage of Darkness/Devil Sight outside of your half-drow ancestry ability.
Since you’re taking 3 levels of warlock you can pick up Pact of the Chain for Find Familiar and you can swap out Agonizing Blast for Gift of the Ever Living Ones invocation.
Thank you so much for these amazing and interesting builds. I can’t wait to try several of them out. I’m most interested in the Wardlock and want to try it next. However, I do think it has a melee/range split focus which might be hurting the build more than you realize. I didn’t attempt to check your average damage calculations, so maybe I missed something, but I don’t think you took into account that anytime you have an enemy hitting or standing next to you in melee, you have disadvantage on your ranged Eldritch Blast attacks. 5e rules state:
Aiming a ranged Attack is more difficult when a foe is next to you. When you make a ranged Attack with a weapon, a spell, or some other means, you have disadvantage on the Attack roll if you are within 5 feet of a Hostile creature who can see you and who isn’t Incapacitated.
Even if you’re shooting at a distant target while another is pounding on your Arcane Ward/Armor of Agathys, you still have disadvantage on those EBs. And if you’re relying on your familiar’s help action, that only counters the disadvantage on the first attack roll and EB has multiple attack rolls (also familiars are kind of squishy, and wonderful as they are, a single AoE often takes them out of the equation and the enemy doesn’t even have to waste their attack on just the familiar). This makes it very difficult to reliably get damage from EBs and Agathys at the same time.
I do have a couple of potential solutions though: 1-3 more levels of warlock. With a third level of warlock (which I would slip in at character level 5) you could pick up Darkness and Devil’s Sight (though it hurts to drop Agonizing Blast). That ever-annoying combo of advantage and disadvantage neatly sidesteps the rule in question and provides you with advantage to boot. Of course this will lead to issues with concentration later on, since we really want that for Animate Objects. Also, our companions and our DMs will hate us if we relentlessly spam that combo.
Instead, I recommend picking up Pact of the Blade and Improved Pact Weapon (now you don’t need Agonizing Blast, because we’ll be doing a melee focus and EBs will be used sparingly if ever). Besides, I love the idea of a truly melee wizard. With a third level of warlock, pretty much the only thing we give up on the wizard side is Spell Mastery, but we get 2nd level warlock slots recharging on every short rest and a +1 weapon that’s never more than an action away.
Sooner or later though, we’re likely to come across a +1 (or better) weapon and Improved Pact Weapon becomes mostly obsolete, so we take another level of warlock (when convenient) to switch to another Invocation (Agonizing Blast or whatever flavor you like, I’m a big fan of Eldritch Sight) and pick up an ASI/Feat, but we lose access to that level 9 wizard spell and that really hurts. (I try to console myself by thinking that my campaign probably won’t ever see that high of a level and resign myself to slightly less powerful wizardly abilities at whatever max level I do reach.)
And if we’re going melee, we should take a 5th level of warlock to get a 3rd Invocation: Thirsting Blade. Now we lose an ASI/Feat on the wizard side, but I’d gladly trade that for the extra attack. Plus our recharging warlock slots are now level 3.
Sure EB gets us four attacks and Thirsting Blade only two. But you can pick up TB 10 levels earlier, it doesn’t put you in disadvantage to hit the way EB will in most of our fights, and because of magic weapons/Improved Pact Weapon it gets an extra bonus to hit with similar or better damage per hit (d8 + Cha + 1/2/3 magic weapon > d10 + Cha). And the real killer, EB will almost never crit while we have disadvantage (1 in 400 vs normal 1 in 20), even with Hexblade’s Curse on the target (1 in 100 vs normal 1 in 10).
In the long run, EB will do more damage against low AC targets, but without even running the numbers, I’m pretty sure TB will edge out against moderate AC and definitely against high AC.
Maybe your plan is to keep range where possible for full power EBs and take the disadvantage when they catch up to you, but then Agathys isn’t doing any damage most of the time and could potentially be depleted before anyone hits you in melee.
Spell Mastery and Wish probably do make up for the damage difference in the long run, but it’s a long, long way before you get to levels 19 and 20.
Anyway, I’m excited to see what you think of my changes and if I did make a mistake or missed any key points in your build, please let me know. Though I’d probably still do 5 hexblade just for the flavor of a melee wizard even if I did make a mistake. Thanks again for all the thought and work you put into these builds. I’d been toying with the idea of a melee wizard, but hadn’t come up with a combo that made it viable (other than Bladesinger, but my group doesn’t use SCAG). Couldn’t have done it without you and I can’t wait to see if you post any other novel combos.
Really happy you’re enjoying these build articles, they take many hours to put together so it’s always nice to hear people enjoy them =).
As for your alternative build, you make excellent points and I think your way of doing it is totally viable. It doesn’t come up much in the article, but my version’s answer to things in melee with it is to use Booming Blade or just accept the AOO and move away to fire up Eldritch Blast again.
As for issues with your version, the main one is the same one I dealt with when I first planned this build, namely how many levels are you okay delaying your Arcane Ward by. Your plan has a lot of advantages, as 5 levels of warlock grants a lot of bonuses as you mapped out. Unfortunately Arcane Ward’s scaling is almost entirely reliant on your wizard levels, so its always a trade off. I opted for the minimum warlock levels to maximize my ward.
As for which one is “better”, I’m not sure. This kind of judgement requires more than the number crunching I can do, as things like disadvantage caused by being in melee are hard to predict, but I think differences in viability at most levels will be small.
Long response short, I think your version will work very well, especially in melee. Just be aware that your ward will be weaker as a consequence.
Another possible solution when using my build is to slot in crossbow expert or gunner to remove the melee disadvantage from Eldritch Blast, but that’s a high cost in its own right.
medium or heavy weight has a minimum strength rule, so the built-in Wardlock cannot use it.
EXCUSE if it was difficult to understand, my English is bad
armor
There is a strength requirement, but all that happens if you don’t meet it is a -10 movement penalty. If that becomes a problem, you can usually find some mythril armor by later levels.
Hexstaff damage isn’t correct? Animate dead and polearm master are competing to use your bonus action. Animate dead says you use your bonus action to command which actions your undead take?
You can also issue a general command like “get those guys!” at the start of combat rather than spending your bonus action every round. Relevant text: “You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.”
As Oren mentioned you can leave standing orders such as “attack anything that attacks me.”
Depending how deep you wanna get with this you can create a list of programmatic actions the skeletons do depending what’s going on, but I’ve found most GMs don’t ask for much more simply to save time.
Sorry, in the summoner, you’ve stated that at level 5/6 you’d get 4 undead per cast of animate. how does that work? Wizard at 5/6 only has 3rd level spells that animate 1 undead and Thrall at lvl 6 brings it up to 2. where are the extra 2 undead per cast coming from?
Over time each spell 3rd level slot dedicated to animate dead can be used to reassert control over 4 skeletons. You have to use it twice as a necromancer before it is up to that 4 count
that makes alot more sense, cheers.
Sorry, another question.
why does the number of skeletons jump from 16 to 32 with the addition of levels in cleric and ranger when they’re not providing any additional 3rd level spell slots to cast more animate dead?
Those classes continue to increase the number of spell slots the build has. Slots above 3rd level can be used to create skeletons as well. These larger slots can maintain a total of two more skeletons for each level there are above 3.
ex. 4th level spell slot can maintain 6, while 5th level slot can maintain 8
So what changes would you make if you were playing an eberron campaign? Mark of hospitality halfling gets you goodberry at level 1
That’s certainly a possibility, although the magic resistance from Yuan-ti is very good. If you can’t use Yuan-ti then mark of hospitality is great. I’m not super knowledgeable about Eberon so my recommendations here are a bit softer.
Hey Ari,
I recently discovered your articles! I have been enjoying your power-gaming character classes immensely, and hope to make a couple characters based on your builds.
One thing I have been interested in doing is creating a Crowd Control character, and would love to see what theory crafting you could come up with. As inspiration for this I used to enjoy playing “Controllers” or “Dominators” in an MMORPG called City of Heroes/City of Villians.
The Controllers did not always pack the a lot of punch. But they were powerful enough to lock down single targets or a crowd of enemies for your friends to defeat with little retaliation.
Their playstyle was usually ranged, as they were somewhat squishy. They had a secondary purpose as well, usually offering support to others in the team or additional debuff’s to the enemies.
The Dominators had the same primary Crowd Control abilities, but swapped out their buff/debuff’s for some additional damaging dealing abilities (both ranged/close-combat). While doing more damage, the character was still not a beast when it comes to wreaking havoc. Their focus was still on locking down a single target or a crowd of targets.
With all that being said, do you have any suggestions on creating a Crowd Control character in D&D?
Glad you’re enjoying them =).
As for crowd control characters, I personally don’t enjoy them as a player or a GM. When playing a CC based character almost all my abilities do literally nothing if the target passes their check, while as a GM either my player is frustrated because they did nothing with their spell or my encounter is broken because half the enemies are out of commission until the party chooses to attack them.
However, if you do want to play this type of character I do have a few suggestions. For higher level CC characters the Arcane Trickster rogue is actually on of the best options. Once you hit level 13 and have access to Hypnotic Pattern you can use magical ambush to cast the spell while hidden to force all your targets to make the save with disadvantage.
For lower level and single target sorcerers make pretty good CC characters. They can twin spell normally single target spells like Hold person or use Heightened Spell to give a target you’re attempting to CC disadvantage on their save.
If you feel like debating spell usage with your GM the Glamor bard is another decent choice, as depending on their rulings the Command spell can be incredibly powerful.
So I’m interested in playing the Barbearian but I’m confused about how to use wildshape for hit points and wield a glaive?
Prior to getting your 5th barb level Wildshape + rage is where most of your damage comes from. Past that Wildshape becomes an pool of extra hitpoints to use when you need it. You’ll do less damage in bear form but with rage you will be very tanky
Ok my bad I misunderstood and had a vision of a raging bear going ham with a polearm lol thank you!
Hey if you can convince your GM that works then power to you, sounds rad :P
Great builds in general, but for the hexstaff you might want more strength, as with your current strength you could only wear chain mail armor. Both Paladins and warlocks get proficiency in wisdom saves rendering the ability score relatively useless, and dexterity saves do happen, but you can usually just tank your way through them or heal yourself as a paladin.
Glad you like the builds =). Since being below the strength requirement of an armor only reduces your speed by 10ft, I found it a worthwhile tradeoff to put those points into other stats. The build has decent ranged options in Eldritch Blast, doesn’t need to move all that much, and gets a mount relatively earlier, so a 20ft movement speed doesn’t hurt too much.
I am DMing a campaign, and have decided to use your Master Summoner and Hexstaff builds to make a potent combo for my BBEGs who have been working together against the PCs. I have been stoked to try these out, and used your other builds to make some of my player characters much more powerful in combat in previous campaigns.
As far as further research goes, I have seen some really interesting numbers put up for a Paladin 3/Assassin Rogue 17 build for annihilating or one-shot type Sneak Attack damage, especially combined with vorpal scimitar (if your DM allows), and using a high elf to build in combat cantrip damage from booming blade, all while using vengeance pally abilities to give advantage for repeated sneak attacks.
Additional damage can be had from applying purple worm poison for the first attack, and if you want to feat out elven accuracy, you can proc the vorpal ability on headless baddies (or legendary resistance ones) using the extra die to attack, so you roll 3 d20s on your advantage rolls. Combine with other party member synergy, such as a high level caster using their familiar to get off a flesh rot contagion touch attack, and you have some really potent damage.
Keep up the good work! I really appreciate the builds, both as a player and a DM.
Wait a minute… Warlocks don’t get the shield spell.
Hexblades do, did I mention it in regard to other warlock subclasses?
Ack! You’re right! I’m wrong. Forgot that Hexblade gives you extra spells.
Would you reccomend taking eldritch adept: Devil’s sight instead of multiclassing into warlock in the hexstaff build so that you can get the lv 20 dread lord oathbreaker ability?
The major problem with this substitution is the loss of the Hexwarrior ability. Being able to drop str to a 13 and focus entirely on cha and con is a huge boost. You also miss out on a power ranged option with Eldritch Blast and Hexblade’s Curse to a lesser extent. Hexblade is just such a good subclass it’s hard to skip.
If you don’t want to take warlock then yes, Oathbreaker with eldritch adept is good way to setup your darkness build.
On the hexstaff build once you are paladin 7 if you choose your steed to be a fiend it will get a damage buff from your aura of hate. Doing more damage.
That is an excellent point, missed that bit of damage
Love this article, accidentally stumbled upon it and was pleasantly surprised! Sad that I’m late to the party, however. Hope to see more articles like this soon!!
One comment I’d like to make about the Wardlock: as much as I love the name, it seems to make more sense to me that you would dip more levels into Cleric than Warlock at all. Sure, Armour of Agathys is an AMAZING spell. And you should definitely still find a way to gain the spell. However, there are now feats from Tasha’s that allow you to take the Armour of Shadows invocation without multiclassing, and any armour proficiencies that you want you will get from Cleric (maybe with a couple feats as well).
But the BIGGEST thing that you can get from Cleric is the GRAVE domain. Yes, you will have to sacrifice some levels of Wizard for this to work, but Sentinel at Death’s Door is an AMAZING ability because it NEGATES critical hits. Which means that your stupid High AC still matters if your enemies roll a Nat 20. You will still take the normal damage, and your Arcane Ward has a higher likelihood of staying up. PLUS! You gain two of the BEST spells in the game (in my opinion): Spirit Guardians and Spiritual Weapon.
To be honest, after considering this, I’d take out Armour of Agathys completely, and with it the Warlock levels. Do Wizard 14, Cleric 6 and become a spell caster who is LEGIT WARDED AGAINST DEATH!!! To still get damage against your enemies take Hellish Rebuke, or Magic Initiate (if you really want Agathys) and use that only spell slot for the big boss fight. This way your action economy is out of this world (making use of bonus action, action and reaction each turn IF you get hit), and you can ward off death as well as damage. Heck, with shield proficiencies, take the Shield Master Feat and become amazing at Dex saves and be able to knock your enemies prone so that your allies can DESTROY your opponents, all without having to cast guiding bolt or fairie fire!
My point is, I love the concept of Wardlock. It is SO COOL and is a great flavour of character. Is also allows you to get some signature spells, and doesn’t take as long to come online (because if your campaign doesn’t go past level 10, you still have 8 wizard and 2 warlock, making your damage and warding already amazing). I just wonder if the “lock” needs to be in Wardlock, or if (now that Tasha’s has come out) there are other ways to get the same result.
Again, thank you for the amazing post, I can’t wait to read more stuff like this!!
I’m glad you liked the article =). I’m currently ranking various subclasses, but another build article is in the works, they just take a lot of work.
Your build sounds cool, although given all the changes I think it’s different enough from the Wardlock to be it’s own distinct thing. None of these builds were made with Tasha’s or van richten’s in mind so there is probably some room for improvement from those sources.
Like so many others, I love your build creations. I’ve been studying the Hexstaff build for more days than I care to admit. And I’m stuck on something. Please help me.
I’ve reached level 3, so I’m at the Paladin 2 / Warlock 1 spot. What I cannot make sense of is how I gain five known spells (Bless, Cure Wounds, Heroism, Shield of Faith, and Faerie Fire (once per day)) at this point.
If I understand it correctly, at level 2 (Pally 1 / Warlock 1) I currently have Hex, Shield, and two cantrips (Booming Blade and Eldritch Blast). By adding a second level in Paladin, I add my Charisma modifier (which is 3 for me) plus half my paladin level (2/2 equals 1). So that accounts for four of the 1st-level Paladin spells. But where does the once-a-day Faerie Fire come in?
I’m sure it’s something plain that I missed, so please accept my apologies if I’m being a dolt.
No apologies are needed, took me a while to remember where that spell came from too =P.
The Faerie Fire comes from our drow ancestry feature.
Ah yes, that’s it. Thank you!
Do you know where I can find an official 5e reference to Half-Drow and its racial benefits?
https://5e.tools/races.html#half-elf%20(variant%3b%20drow%20descent)_scag
try that
Thank you again. You are a beautiful human being!
Glad to help =)
? What in the name of all realties is an Echo Knight? I can’t place the class,? Do you mean eldreich knight?
The Echo Knight is a subclass from Explorer’s Guide to Wildemount. http://dnd5e.wikidot.com/fighter:echo-knight
Ah ha, thanks for the info I was looking in the wrong set of books… I might have to play one some time soon. :)
Hexstaff looks like an interesting build, but I think it falls behind the damage output of a properly-built half-elf paladin/hexblade because it does not fully take advantage of the critical hit probabilities. Elven Accuracy pairs perfectly with the third-level hexblade ability to use Charisma for attacks with a two-handed heavy weapon. Rolling three times for each attack significantly offsets the -5 penalty to hit with Great Weapon Master attacks, and it makes critical hits much easier to come by. Combined with the expanded critical range of Hexblade’s Curse, you can get up to a 27% critical chance on each swing (about 46.86% crit chance between two attacks). Thus, about half the time you will crit on your attack action and get to make another heavy weapon attack as a bonus action – without needing to spend a feat slot on Polearm Master (and thus pumping up Charisma to maximum sooner).
Ari, really enjoying your builds. I went through building your Bearbarian and thought he was great. The only error I can see in the build is that for level 8 when taking the level in cleric, the HP’s are slightly off. The cleric has d8 hit dice not d12, so the total HP’s at that level would be 77 and not 79 assuming fixed HP progression. A very minor error, great build!
Thanks =). Yeah there are minor errors scattered throughout these builds, too many numbers for my poor brain. Hopefully the point of each build still shines through.
Thank you for the post! It caught my eye when I was looking for a Pally-type and I was inspired by the Hexstaff. I’ve reached level 3 (Pally 2/War 1, and am grouped with a Wizard and a Rogue) and I had some questions:
1. I’m wondering about Booming Blade vs Mind Sliver (or another cantrip you might suggest). It seems like BB doesn’t get used after the switch to the quarterstaff, whereas Mind Sliver still has utility (The wizard in my party could benefit from the reduced saves, although I know my role calls for damage rather than utility in most situations). I understand how BB helps before the switch to the quarterstaff, but I’m thinking about the long-term.
2. I’m working with a very limited number of spell slots, especially if I’m trying to reserve the short-rest slot for divine smites. Should certain spells no longer get prepped at certain levels, other than when the guide says to replace X with Y? The focus on concentration spells is also concerning due to the tank nature of the character.
2a. I’d like to specifically mention Shield vs Shield of Faith. With the limited slots, why have both?
2b. Another mention is taking Cure Wounds and not just relying on Lay on Hands. I will be the party’s healer, so I can see the appeal of extra healing, but especially with the other spells you recommend at that level, and the limited spell slots, I just wanted your opinion.
2c. While I’ve been thinking about the above questions (in regard to spell substitution), I’ve been especially eyeing Compelled Duel (to help my role), Divine Favor, Protection from Evil & Good, and Thunderous Smite.
Thanks again!!
I’m attempting to regulate your Warlock, but I cannot get the stats at level 1 to where you have them, I am one point short. I’m assuming you used point buy?
Yes I used point buy. Which warlock build are you referring to? I just re-did the math and it added up.
hey, what is acid spray?
It’s a cantrip. Generally it is very bad.
also, i have an idea for a crit build.
start as half drow and attach darkness to a sword
18 fighter-champion for crit on 18-20 and 4 attacks
2 warlock-hexblade for charisma as weapon stat and devils sight
two weapon fighting, dual wielding, great weapon master, and elven accuracy for feats
add a vorpal weapon,
and you have a 45% chance for crit per attack. and you have 4 attacks. who needs high hit chance? bypass all defense period.
I’ve looked at a couple crit fishing builds along the same vein. They look fun but unfortunately crits don’t add enough damage even with a very high crit rate to compete with other powerful builds.
are you referring to poison spray?
Yup, mislabeled it in the build tables.
vorpal sword does insta kill most enemys on crit though. so thats nice
Unfortunately vorpal swords and other “crit” effects don’t actually trigger off a crit, they trigger off a natural 20. This means they don’t work any better with a crit fishing build vs anything else that gets advantage.
introducing, the stupidly powerful warlock subclass that gives you goodberry on short rests, the dream of healers.
yeah not really but it would be stupid, don’t ya think
actually it does exist, mark of hospitality halfling works on warlock
Warlock/life cleric/goodberry is a very strong combo I’m currently playing with.
also, what is inventor?
Inventor is a homebrew class that is my personal pick for the best 3rd-party 5e content. My next build article will be covering some cool things you can do with the class.
My personal pick for best 3rd-party D&D content is a tie between your Ranger fix and, (showing an utter lack of any sort of bias), my personal homebrew which creates balance between the classes(read: everything is now more or less equally overpowered: the armorer artificer can, with right infusions, have a base AC of 27 at 20th level, and a monoclassed Evocation wizard can Eldritch Blast twice per round for 4d10+84 damage per casting, et cetera)
Also, would you like a Jelly Baby?
The Doctor
I have a question. How would you do the Master Summoner build if you were playing a monoclassed wizard? I’m thinking probably still yuan-ti pureblood because magic resistance and poison immunity, but if your DM won’t let you, probably custom ancestry with the Fey Touched feat for 18 Intelligence, misty step, and silvery barbs. Also, we take proficiency in the healer’s kit for our 4th level feat. Ability scores are 8 14 12 18 15 8. For wizard spells, we probably want fire bolt and light, and spell-wise before 5th level, we’d probably follow the build as written, except maybe adding spells like Nathair’s Mischief and Icingdeath’s Frost for debuffing and damage, respectively because we have a better save DC.
For the 4th-level ASI/feat, Healer so that we can maintain our skeletons between combats, and as we continue getting more wizard spells, we should pick up Animate Dead(because this is what we came for), Fireball, Blight, Catnap/Fear, Counterspell, Fly, and Hypnotic Pattern.
At 8th level, we increase our Intelligence to 20 for maximum debuffing with Hypnotic Pattern or Fear(which we are probably putting up every combat, and then standing back and fire bolting, while letting our familiar use Dragon’s Breath, and our skeletons do their thing). As we continue leveling up, we take Animate Objects, Enervation, Wall of Force, Fizban’s Platinum Shield, Disintegrate/Chain Lightning, Globe of Invulnerability, and Sunbeam.
When hit 12th level, we take Warcaster to help keep our debuffing spells up, and spells like Finger of Death, Investiture of Stone for resistances when we need them, Simulacrum, Forcecage, Dominate Monster, Delayed Blast Fireball, Eyebite(always sickened), Incendiary Cloud, and Abi-Dalzim’s Horrid Wilting
At 16th level, raise Constitution to 16 because hit points are cool, and we take Dark Star, Reality Break(because I really like those two spells), Antimagic Field, Sunburst, Wish(for free Simulacrums), Blade of Disaster, Invulnerability, and Meteor Swarm
At 19th level, take Observant to bring Wisdom to 16 and add a couple of cool bonuses, and we take Gate, Power Word Kill, Shapechange, and Prismatic Wall
At 20th level, the optimal(read we are killing the boss NOW) combat looks like us and our simulacrum putting up Dark Star and Prismatic Wall, giving our familiar a 5th-level Dagon’s breath, and then blasting away with Fire Bolt (which, with Dark Star and Prismatic Wall going is doing practically nothing),
and letting 124 skeletons with heavy crossbows do their thing. This totals up to(assuming all hits, all failed saves, and average damage): [20d6(Prismatic Wall), 16d10(Dark Star), 4d10(Fire Bolt), 6d6(Dragon’s Breath),]x2 because simulacrum, and 124d10+992. This totals up to 2,216 damage per round(which is likely actually much worse because of saving throws succeeding and attack rolls missing, not to mention damage resistance/immunities) Still, I think it’s good, although not really usable more than once per day. The rest of the time, Dragon’s Breath, Sunbeam, Fire Bolt, and skeletons adds up to 1744(Again likely worse because of AC and saving throws)
Does that sound about right, or do you have any recommendations for potential changes to be made or anything that I’m missing?
Yours in GERONIMOOOOOOOOOO,
The Doctor
If I were to go pure wizard I would pick a necromancer and spend all but a few high level slots on summoning skeletons. I don’t think healer is a great feat choice as it delays important stat increases and most of the time skeletons are either dead or alive, not damaged.
Molto Bene!
Thank you for responding so quickly. Your advice has been extremely helpful, and that is what either the next character that I play or my next boss for the next campaign I run will look like.
Allons-y
The Doctor
Also, I have an idea for a wizard that specializes in the detonation of unpleasant & hostile creatures with extreme prejudice & haste.
Shockingly, we begin with Custom Ancestry at level 1. We have the exact same ability scores and feats, but our spells are different. We have Fire Bolt, Toll the Dead, and Light for cantrips, and for spells, we take Burning Hands, Sleep, Chromatic Orb, Shield, Absorb Elements, and Mage Armor. At 2nd level, we become an Evoker and take Cause Fear and Find Familiar. Upon reaching 3rd level, we take Nathair’s Mischief and Rime’s Binding Ice(Nathair’s Mischief is one of the better debuffing spells in my opinion, and Rime’s Binding Ice does great AoE damage for its level and debuffs)
Once we hit 4th level, we take Warcaster because we are going to have lots of concentration spells from now on. We grab Heat Metal and Melf’s Acid Arrow.
As we go on, we grab Fireball because we can’t not grab it, and Dragon’s Breath for our familiar, as well as Fear, Hypnotic Pattern, Sickening Radiance, and Wall of Fire.
At 8th level, we increase Intelligence to 20 because we are all about our spells, and speaking of which, we take Blight and Fire Shield, along with Animate Objects, Wall of Force, Cone of Cold, Enervation, Disintegrate, and Chain Lightning.
At 12th level, we increase Constitution to 16 for more HP, and take Wall of Ice and Sunbeam, along with Globe of Invulnerability, Crown of Stars, Delayed Blast Fireball, Forcecage, and Simulacrum
At 16th level, take Observant for 16 Wisdom and higher perception, and take Fizban’s Platinum Shield, Abi-Dalzim’s Horrid Wilting, Incendiary Cloud, Dark Star, Reality Break, Wish(rest casted once a week for free Simulacrums), Meteor Swarm, and Prismatic Wall.
At 19th level, we take either a +2 to Wisdom for saves, or magic Initiate(druid, guidance and goodberry) for a 1 level cleric dip at 20th level, and take Foresight and Invulnerability for rest casting, and at 20th level, either grab Shapechange and Blade of Disaster, or 1 level of Life Domain cleric for armor, and healing yourself with goodberry. Taking Sacred flame, thaumaturgy, and resistance, along with Guiding Bolt, Bless, Healing Word, and Shield of Faith.
At 20th level, no matter what happens, our optimal combat looks like us and our Simulacrum putting up Dark Star(Overchanneled) and Prismatic Wall, giving our Familiar Dragon’s Breath at 5th level, and tolling the dead every which way, thus having the damage look like this(assuming all failed saves and average damage):
160(Dark Starx2)+40d6(Prismatic Wallx2)+12d6(Dragon’s Breathx2)+8d12(Toll the Deadx2)+40(Empowered Evocationx2)=434
That’s really only once per day, though. The rest of the time, it looks like us and our simulacrum putting up a 6th-level Sickening Radiance, Overchanneling it and accepting the little bit of damage, giving our Familiar 5th-level Dragon’s breath and tolling the dead, which looks like this(again, assuming all failed saves and average damage): 120(Sickening Radiancex2)+ 12d6(Dragon’s Breathx2)+8d12(Toll the Deadx2)+30(Empowered Evocation)=244
Either that or there’s something that I’m missing because, although I am scarily obsessed with D&D, I’m not quite as good at figuring out this sort of thing as you are. If you(or anyone, really) has any ideas on how to improve this, let me know.
Have an absolutely fantastic day,
The Doctor
thank you for fixing the poison spray mislabeling. it was really bugging me.
also, have you considered a healing build to put in this, like a build meant for buffing your party and making sure they are at full health?
i wish you could give a general comand to find familiar/animate objects/all those other things.
spiritual weapon would be better without bonus action requirement
Wow these are really cool builds, strongly considering trying the Hex Staff in my next game and had a couple questions if you happen to see this.
I don’t think we’ll make it beyond maybe level 12 so was leaning the Human Variant option, not sure what changes you’d suggest but was guessing use the HV’s starting feat to take Eldritch Adept for Devil Sight at level 1? Alternatively taking War Caster there since I know all of my DMs do not allow both a free action and item interaction on a single turn (they consider both fall under your one Free Action) so the hands full caster dance would be even more complicated.
For stats DM had us roll and I think I got pretty lucky but am debating one point.
I rolled 16 14 14 14 12 10
Initially figured:
14 Str
12 Dex
14 Con (+1 racial)
10 Int
14 Wis
16 Cha (+1 racial)
the spot I’m waffling over is I technically only need 13 Str I think so I could swap Str and Dex and then move the +1 racial bonus from Con to Str for:
12 Str (+1 racial)
14 Dex
14 Con
Slightly better dex saves but gives me an odd number in Str and makes later ASIs harder to balance especially since I wouldn’t be getting the +1 from Elven Accuracy. If we do end up going high enough what would you take instead of Elven Accuracy?
And as I was considering alternative options to booming blade (not really a fan) I realized if I took War Caster to start that means once I get polearm master, once per round, when an enemy approaches me and provokes the opportunity attack I can use booming blade for much more likely damage, since from what I read on opportunity attacks based on movement the attack comes first and then the movement?
Really appreciate the fully laid out level by level builds, for someone like me still fairly new to DnD it’s incredibly helpful to see a build sequence walked through and explained, both for using that build but also to grow understanding of a lot of the more intricate class/skill interactions in general.
-Scribe
Glad you like the article =). As for a HV version of the hex staff, I would lean towards warcaster as the feat, especially given how your GM rules hand usage. Devil sight at 1st level isn’t super helpful until at least 3rd when you get the Darkness spell.
I would opt for the 14 dex and 14 con. Dex is a better save than str so might as well keep str at 13 the entire time.
As for Booming Blade it does work well with Warcaster and I believe opportunity attacks made with it does trigger the on-movement damage if they wish to finish their move. Once you get extra attack you’ll only be using it for opportunity attacks, so if you prefer a different cantrip you can do that.
Lemme know if you have any other questions.
Thank you so much for the reply, that’s perfect.
Oh I guess I should mention/see what you thought, I think for replacing Elven Accuracy I’ll take Skill Expert at level 10, gives me the +1 to CHA for 18 and gives a skill proficiency and a skill expertise.
Seems the best +1 feat I can find, Fey Touched is tempting for Misty Step but I already know I tend to never use once a day abilities in order to “save them for emergencies”, and boosting two skill checks will just be universally beneficial.
If you’re going VH how are you ending up with a 17 cha? Generally VH starts with a pair of 16s and never has to worry about half feats
Oh my DM had me roll for stats, ended up with, 16, 14, 14, 14, 12, 10
So with the VH getting a pair of +1s (according to the character sheet builder on dndbeyond at least, I hope it’s not incorrect) I put the 16 into CHA and added one of the +1s for 17.
Oh you rolled, my bad. If possible I’d swap the build to custom lineage and put your +2 in cha so you start with an 18.
Then you can put your 14s in con, str, and wis, 12 in dex, 10 in int.
Ah gotcha, I’ll look into that thank you!