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1 Paladin 1
An Aasimar woman takes on the brunt of the attacks from a
2 Warlock 1; Hexblade
Dragon, then turns to heal her fallen ally.
A Warforged blocks the passage to allow their companions to 3 Sorcerer 1; Divine Soul Sorcerer
exit the dungeon, then vanishes to safety. 4 Sorcerer 2
This written guide comes with a video that will explain 5 Sorcerer 3; Metamagic: Quickened, Twinned
the strategy aspect and decisions behind this choices I 6 Sorcerer 4; Feat: Warcaster
have made. https://youtu.be/F5YHmOehHtc 7-8 Sorcerer 5 / Paladin 2
I've noticed a lot of guides for D&D5e have a list of
practically every option you could take, and just ranks every 9-10 Sorcerer 6-7
option you could take. I am instead going to provide an 11 Sorcerer 8; ASI: Charisma
outline of everything to take, and reasons behind these
12 Sorcerer 9
decisions. In some cases the choices I've made are needed to
make the build work and if they aren't taken you might find 13 Sorcerer 10; Metamagic:
the build to be lackluster. Other choices, which I will mark as 14 Sorcerer 11
a "Free Choice", are swappable without impacting the build
that much. Choices that are in Parenthesis() are spells that 15 Sorcerer 12; ASI: Charisma
are gained from swapping spells during a level up. 16-19 Sorcerer 13-16; ASI/Feat
Due to the nature of this build, there are very few options
20 Sorcerer 17; Metamagic
prior to level 10 that are free choices.
The Arcane Knight is a Triple Class build that uses options Tier 1
from the PHB, Xanathar's Guide to Everything, Volo's Guide to The first tier of play is between level 1-4. This is where we are
Monsters, Eberron: Rising from the Last War. This build can going to establish our proficiencies and attack options.
be played with just PHB + Xanathar's Guide to Everything if *Free Choice
you are limited to PHB +1. In that case you will be playing a
Half-Elf. Level 1. Even though we have three classes, there is only one
Towards the end of the guide I am going to provide some RP options we are required to pick here. Not picking Paladin first
guidelines to help play this build. First, The Mechanics! means we cannot use Heavy Armor. Look at the Multiclassing
Proficiency Chart in Chapter 6 of the PHB for confirmation.
Leveling Guide Take the starting equipment package for Paladin.
The character builds I try to develop are designed to be fully Level 2. Taking Warlock to gain our initial cantrips, Hexblade's
functional around level 8. A lot of people seem to report that Curse, and Hex Warrior allows us to use our Charisma bonus
their characters never get beyond level 13. A lot of the for our Longsword.
written campaigns also stop at this point. My desire is for you - Cantrips: Eldritch Blast* (Ranged Damage), Blade
to actually play the build at the table, and not wait for a build Ward* (I know, groans.. Watch the video for why I
to come "Online" at a theoretical level that you either have to suggested this!)
wait until the end of the campaign to play, or never reach that - 1st Spells: Armor of Agathys, Shield
level. Level 3. Divine Soul Sorcerer gives us some strong
concentration options and begins our road toward
Race and Stats Metamagic. Your Affinity option will be used to take another
Race. There are three different races that I've designed this spell down the road so it doesn't matter in the long term.
build with: Warforged, Aasimar, and Half Elf. We are looking However Law gives the Bless spell for now until we can get
for a 16 Charisma minimum with point buy. If you roll your the Paladin spells.
stats and get more than this you can pick whatever you want, - Cantrips: Booming Blade, Guidance, Light, Green-Flame
but there are some advantages to Warforged regardless of Blade
stats. For this guide we are choosing Warforged with a +1 - 1st Spells: Absorb Elements, Magic Missile
Charisma bonus. You can choose any skill and tool, though I Level 4. Sorcerer Level 2, You can pick any spell here as it will
suggest picking Herbalism Kit to be able to create Healing get replaced next level. Some good options to get you to the
Potions. next level are Cure Wounds, Healing Word, Shielding of Faith,
Stats. Standard Pointbuy, Intelligence and Wisdom are Free or Expeditious Retreat. All of these spells just work and you
Choices. You do not need a 16 strength, we are only getting don't have enough spell slots to risk on spells like Guiding Bolt
15 Strength to be able to wear Heavy Armor. or Command.
STR: 15 DEX: 8 CON: 14 INT: 8* WIS: 10* CHA: 15
Level 5. Sorcerer 3, we are going to trade the spell pick from Level 11. Sorcerer 8, We are finally getting a charisma boost.
level 2 in to gain two level 2 spells here. If you find yourself There are a couple good spells we can pick here. Banishment
using your level 2 spell pick in your group composition such as and Dimension Door. You can also drop back and pick up a
Healing Word, do not trade it for Misty Step here. spell that is from a previous level. As someone that likes being
- Metamagic Picks: Quickened, Twinned able to teleport someone else to safety I'm going to
- 2nd Spells, Spiritual Weapon, (Misty Step) recommend Dimension Door.
Level 6. Sorcerer 4, getting Warcaster enables us to use our - 4th Spell: Dimension Door
Sword and Shield at the same time to cast spells and attack. If Level 12. Sorcerer 9, 5th level spells! Wall of Stone can help
you didn't grab Misty Step last level, this is where you grab it. split difficult combats into multiple parts. Greater
If you did take Misty Step, you have a Free Choice here. Restoration, Raise Dead, and Teleportation Circle are all good
- Cantrip. Whatever you want. Resistance, Message, choices as they add new capabilities to your current kit based
Minor Illusion, and Prestidigitation are all good picks. on the needs of your party.
- Spell. Healing Word, Darkvision, and Earthbind are solid - 5th Spell. Greater Restoration*
choices.* Level 13. Sorcerer 10, Another 5th level spell and a new
Level 7/8. This is where you pick your next class level up Metamagic option, and a new cantrip! I am suggesting distant
based on how you are interacting in your groups meta. If you spell here to enable 120ft Counterspells. If you aren't roaming
are needing to frontline or heal you will pick up Level 2 in a large world environment I wouldn't pick Teleportation
Paladin. If your group needs a solid Area of Effect option, then Circle, and instead choose a spell like Raise Dead
you must take Sorcerer level 5. When you take Sorcerer 5, - Cantrip, Whatever*
swap your Divine Soul Affinity spell for (Spiritual Guardians). - 5th Spell, Teleportation Circle*
Whatever you pick for level 7, then take the other one at level - Metamagic: Distant Spell
8. Level 14. Sorcerer Level 11, These spells are based on what is
- Paladin spells to prepare: Cure Wounds, Command, going on in your campaign. If you are fighting vampires, then
Protection from Good and Evil, Bless, and Shield of Sunbeam becomes a much higher priority. Heal is an amazing
Faith burst heal, Heroes' Feast can ready your party for a very
- Sorcerer spells: difficult fight. If you need some more damage you can grab
3rd Spells, (Spiritual Guardians), Counterspell Chain Lightning or Disintegrate.
- Paladin Fighting Style: Defense - 6th Spell, Heroes' Feast*
Level 9. Sorcerer Level 6 Level 15. Sorcerer Level 12, 20 Charisma! Notice we are only
- 3rd Spell, Dispel Magic getting one known spell every other level now. Which means
Level 10. Sorcerer Level 7, There are a few potential picks at you only get one pick per spell level UNLESS you trade a spell
this level. Greater Invisibility, Banishment, Freedom of from earlier.
Movement, and Polymorph. These can all synergize with our Level 16. Sorcerer Level 13, 7th Level Spells are also very
Metamagic choices, but my suggestion for most people campaign specific. Resurrection can allow you return life to
playing this build is Polymorph. You can Twin Polymorph for someone that has been dead for less than a CENTURY.
two Giant Apes or T-rex's. Giant Apes can be better against Imagine the countless figures in the story that have died from
single targets. However, a T-rex can Restrain a target for unnatural causes. You just find the tomb of some great hero
advantage on every attack from your party. and bring them back! Seriously though, Teleport and Plane
- 4th Spells, Polymorph Shift are here. If there is no Planar Travel in your campaign,
then don't take Plane Shift and take Teleport. It's worth it to
have both of these spells.
- 7th Spell, Plane Shift*
When you are hit you can use the Shield spell to increase your
The argument you might run into is that War Caster
AC to 24. This means that you can put yourself in a position to only allows you to perform the Somatic
be attacked and use your Action to take the Dodge action to components of spells when you have weapons or
make all enemies rolling against you have to hit a 24 with shield in one or both hands.
disadvantage. If you get a Cloak of Displacement then this will
happen automatically. Finding ways to make enemies roll In several places of 5e the book the book makes comments
with disadvantage gives you Critical hit protection. that if taken out of context will drastically change what is
When getting Platemail and access to Shield of Faith you can intended. Feats are intended to change and interact with
really push the AC number. However, you can't always rely on rules. In this case the relevant rule is on page 203 of the PHB.
having your concentration used for Shield of Faith as Bless
tends to be a better option in a lot of circumstances. Choose "A spellcaster must have a hand free to access a spell's
Shield of Faith if the enemy looks like it hits really hard but material components — or to hold a spellcasting focus —
doesn't have a very high AC, and choose Bless if the enemy but it can be the same hand that he or she
looks like they have an 18+ AC. uses to perform somatic components."
-PHB (pg.203)
18AC Platemail + 2AC Shield + 1AC Warforged +
1AC Defense Fighting Style By War Caster allowing us to use Somatic components this
22AC + 5AC = 27AC when using Shield rule also allows us to use Material Components with the same
hand. However, this means that if a spell does not have a
somatic component we would need a free hand to cast the
This armor class is with no magic items so by adding +1 armor spell using only material components. The exception to this is
and +1 shield with a Ring of Protection you would have a Booming Blade which is a V/M spell, but the material
25AC and then use Shield for a 30AC. Add Shield of Faith for a component is the weapon we want to use.
32AC
Magic Missile
Remember that Shield last until the start of your next turn so When dealing damage with Magic Missile it is a single
it is useful against multiple hits. You don't need to use it until damage roll. This means no matter how many missiles you
the first attack that actually hits you. Absorb Elements works have, you roll 1d4+1 and each missile deals that much
similarly for elemental attacks. damage. The spell is a AOE that breaks the rules. For example
if you cast Fireball you roll 8d6 one time and that is how much
damage everyone affected by the spell takes. Magic Missile
Attacking follows the same rule, but it breaks the normal rule of AOEs in
You do not have extra attack so it is assumed that when you that it's effect can be overlapped to the same target. Imagine
want to attack you are going to use Booming Blade. The this like taking the Fireball and folding it over one target. Each
reason why this build doesn't fall behind on damage is that piece of the pie would deal 8d6 damage and you could fold it
this spell increases damage automatically while leveling. At 3, 4, 5, or even more times. Magic Missile sacrifices area for
level 5 you will deal an extra 1d8 damage when you attack. the ability to fold it's damage to the same target more than
once.
This means that the dice you roll are equal to extra attack This allows interaction with Hexblade's Curse that allows
(2d8) however you only get your modifier to damage once each missile to deal increased damage to your cursed target.
instead of twice in comparison. Though you also have access
to Spiritual Weapon to add damage as well. This means you
only need to use Spiritual Weapon during Medium difficulty - You roll a single damage roll 1d4+1+proficiency
fights to just make it go faster. - Deal that damage total multiple times to the cursed
target with each missile. If you hit with 5 missiles it
would be (1d4+1+proficiency)x5 damage