Character Builds

Character Builds

It’s time to get back at it with a couple more character builds! Doing the John Wick build was a blast, so I figured it was time to keep the party rolling. While neither of these builds is based on a person, real or fictional, they are both fun and quirky but functional at the same time.

Kung Fu Wizard
Way of the Hand Monk / Abjuration Wizard

Since you cannot wear armor with either of these classes, why not combine the two? Now you can decide whether you want to hit things more than cast spells or vice versa. It would be great if the wizard had more damage-dealing bonus spells, such as the warlock, but the point is to maximize the fact that armor is a no-go. This isn’t to say that you cannot go warlock to touch someone you don’t love and deliver damage. Instead, let’s cast an AOE spell, run in and then get ready to punch the crap out of the bad guys.

Race - Unless you’re allowed to play the Feral Tiefling (which provides a +2 bonus Intelligence and +1 to Dexterity) from Sword Coast Adventurer’s Guide, then go Variant Human and get the 1st level feat.
Feat - War Caster. This helps increase the realistic number of spells you can take. With advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage, you can feel more confident about casting a spell that requires concentration before you dive into the horde of kobolds. Even better is that when the target tries to turn and flee, you can use your reaction to cast a spell at the creature, instead of just punching it. Sometimes it may be worth dropping the aforementioned concentration to cast a spell, whether it be magic missile or disintegrate.
ASI Increase - Intelligence & Dexterity. You’ve got both classes covered with a decent little boost, which allows you to add an extra point to your Constitution or Wisdom. More hit points are always a good thing if you go Constitution, or you may decide you don’t need them if your AC is higher as your Wisdom modifier is added to the monk’s unarmored defense ability.
Starting Stats - Str. 10, Dex. 16, Con. 12, Int. 15, Wis. 13, Cha. 8. Using the standard array, we have some choices to make. I hate making Charisma our dump stat, but this is one of those times you cannot make it Intelligence.
Skill Proficiencies - Acrobatics, Athletics

Leveling
1st level - Monk. The difference between a d6 and a d8 for hit points is big when you are a brand new character. Plus, it’s nice to have two attacks, even if they are with your fists, at 1st level. To maximize the War Caster feat, we’ll take a wizard level next, picking up 3 cantrips and 2 spells. Make sure to get yourself a familiar.
4th level - Monk 3/Wizard 1, Way of the Open Hand. You’ll mostly be punching things, but since you have the War Caster feat you don’t need to worry about having a free hand to cast a spell.
5th level - Monk 3/Wizard 2, School of Abjuration. Any extra hit points are always good, and Arcane Ward provides some. As you start to use your Ki points more and more in battle, you’ll still want to be able to maximize your spellcasting power in some way. Battlefield control spells are the way to go moving forward. Set the stage with a simple web spell before running in to deliver a flying kick to your target’s head.
7th & 8th levels - Monk 4/Wizard 4, ASI. Take 2 more levels in wizard to increase your spell list. At the 7th level, increase your Intelligence and Wisdom each by 1, which helps with spellcasting and armor class. At 8th level, take the Sentinel feat for some nice opportunity attack synergy with War Caster.
For the remainder of the way - Get Monk up to 6th level because gaining an extra attack, stunning strike, 5 ft. more movement, some healing, and having your fists count as magical weapons is a ridiculous number of abilities you can’t pass up. Get your wizard up to 9th to pick up a 5th level spell. You’ll have the choice of three Wall spells to add to your battlefield control spell list. If Tasha’s Cauldron of Everything is allowed in your game, take Metamagic Adept so you can quicken or twin once and a while. Otherwise, increase your stats the rest of the way. Priority magic items should be anything that can increase your AC or bulk up your HP.

End Result
Monk 11/Wizard 9.
Base Stats - Str. 10, Dex. 18, Con. 12, Int. 18, Wis. 14, Cha. 8
Monk - Two Attacks per Round, 11 ki points, deflect missiles, slow fall, stunning strike, ki empowered strike, evasion, immunity to disease and poison, weapons attack bonuses, and 20 ft. additional movement.
Wizard - Abjuration servant, arcane ward, projected wards.
Spells: 4 (Cantrips) 4/4/3/3/1. Must have spells include shocking grasp, find familiar, blur, web, erupting earth, haste, sleet storm, any of the wall spells.

The Valkyrie
Oath of Vengeance Paladin

Race - Everything can’t be a Variant Human. Well, it can, but I refuse to fall back on this race (lineage) for every single race. The Protector Aasimar works quite well here. They are pseudo angels, close to the classic Valkyrie as we can hope to get. The Valkyrie in nordic mythology were female warriors sent into battle by Odin to decide who amongst the dead gets to go to Valhalla. Add to that you get a +2 Charisma, +1 Wisdom, and the ability to sprout wings at the 3rd level, and you couldn’t ask for a better fit.
Starting Stats - Str. 15, Dex. 10, Con. 14, Int. 8, Wis. 13, Cha. 15. Using the standard array, we have our Charisma and Strength at equal amounts. While Strength should be our first stat, the +2 racial bonus to Charisma gives us the flexibility to start a Constitution of 14.
Skill Proficiencies - Intimidation, Religion. These two proficiencies are perfect for our character. They are creatures steeped in mythical lore, which for D&D is religion. Plus, is there anything more terrifying than a screaming angel on their winged steed, bearing down on you from the skies above?

Leveling
Since we are playing a straight paladin, our first few levels are pretty straightforward. Lay on Hands is a great ability to have, especially when your party’s cleric has used up all their spell slots with damage effect spells.
2nd level - Your fighting style is Great Weapon Fighting. Sticking with our character's theme, the first two spells we'll take are shield of faith and wrathful smite. Your paladin won’t have their shiny plate mail armor yet, so an AC bonus is always good, and people should run in fear of your imposing presence even before you take to the skies. Plus, being able to double up on your smites once every long rest is fun.
3rd level -Oath of Vengeance. Abjure Enemy allows you to strike fear into the hearts of your foes. Vow of Enmity combined with GWF gives you a better chance to hit and, when you do, to hit for more damage more often. Picking up hunter’s mark as an oath spell is just one more way to do more damage that shouldn’t be overlooked.
4th level - Take the Mounted Combatant Feat. You’ll want the advantage on melee attacks rolls against any unmounted creature smaller than your mount moving forward.
5th level - Make sure to use that 2nd level spell you just got on the find steed spell and get yourself a warhorse. You have to learn to walk (or ride in this case) before you can fly. Oh, and you get an additional attack, which is great because you love to hit things.
8th level - Take the Great Weapon Master feat. The synergy with GWF is too good to pass up
12th level - Take the Polearm Master feat, and if you haven’t already gotten yourself a halberd or glaive, now is the time to do so. You’ll be using most of your bonus actions on smites, but opportunity attacks on creatures that wander within 10 feet of you are something you want.
13th level - Here it is. Take the find greater steed spell and summon your very own Pegasus. Let’s talk about our new flying mount for a bit. First and foremost, you get to decide whether you want to have your flying horse be a controlled mount or act independently. Jeremy Crawford confirmed this in a 2018 tweet. Its stats are also quite impressive.
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 60 ft., fly 90 ft.
Ability Scores Str. 18, Dex. 15, Con. 16, Int. 10, Wis. 15, Cha. 13.
Hooves Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11(2d6+4) bludgeoning damage.
You’re bonded to the creature, so why not let it have an attack and trust it to fly you to glory.

The rest of the way, you gain your normal paladin abilities. Take ASI and dump everything into your Strength. If you’ve managed to find some great Strength magic items, you can always improve your Constitution or Charisma.

End Result
20th level Oath of Vengeance Paladin
Base Stats - Str. 19, Dex. 10, Con. 14, Int. 8, Wis. 13, Cha. 15
Two attacks per round, bonus action smites, avenging angel (wings!), abjure enemy, channel divinity abilities, cleansing touch, feat abilities, healing hands (20 hp), lay on hands (100 hp), radiant soul (more wings!).
Spells: (1st -5th level) 4/3/3/3/2. Oath spells include bane, hunter’s mark, hold person, misty step, haste, protection from energy, banishment, dimension door, hold monster, and scrying. As you level up, take spells you can cast a spell on yourself, as you are also casting it on your mount. Aura spells are great. Take the death ward spell and cast it on your mount to keep your trusty steed alive and kicking. Haste is fantastic as both you and the pegasus reap the benefits.

There’s this week’s character builds. I hope you like them, and feel free to comment on anything you may have done differently! Here are a few of the other builds I am currently looking at for future posts: Dark Knight Batman (Samurai Fighter / Armorer Artificer), The Gumshoe (Inquisitor Rogue / Knowledge Cleric), Jedi Master (Warlock/Monk/Fighter), and Plate Mail Ranger.

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Header Art Credit - Adrian Majkrzak

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