Author Topic: 5E build - The Lost Lord  (Read 22105 times)

Offline SorO_Lost

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5E build - The Lost Lord
« on: January 17, 2015, 05:30:08 PM »
I'm bored at work today so I present to you...

The Lost Lord of Nordberg



At a Glance

* Variant Human
* Disciple of the Elements Monk 4
* Oathbreaker Paladin 12
* Bear Totem Barbarian 4
* 3~5 Attacks with lots of damage bonuses
* Amazing Saves
* Undead minions



Progression Details
(click to show/hide)



Magical Items
(click to show/hide)
     Spells
(click to show/hide)



Minions
(click to show/hide)



You got questions? I have answers
(click to show/hide)



« Last Edit: February 24, 2015, 12:22:57 PM by SorO_Lost »

Offline SorO_Lost

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Re: 5E build - The Lost Lord
« Reply #1 on: January 17, 2015, 05:30:31 PM »
Q: Should I reserve a post?
A:



There will be some minor tweaks as I probably replace Monk 3/4 with something else.
* Druid would bring up the Unarmed Damage a hair but significantly drop your HP.
* Fighter gives you a 1/short rest extra Action, so choose Attack and via Extra Attack attack twice more for brokenz.
* Monk of course has the Ability Score Improvement (means more feats), more Ki, ranged reduction, and +d10s.
* Ranger gives you the ability to Directly cast an Hunter's Mark and Paladin is worth +6 levels for Slots to Longstrider the group.
* Rogue can add +6 to two Skills & +1d6 SA/rnd which isn't bad.
* Divination Wizard lets you roll 2d20 and pray one of those comes up in a 1 to force a creature to fail against your one and only Channel Divinity and again +6 levels for Slots is nice since you get a lot of Shields and False Lifes for defense plus some out-of-combats like Floating Disk and Silent Image.

Choices choices...

I hope you like the build. Questions, comments, concerns?
« Last Edit: January 20, 2015, 04:27:01 PM by SorO_Lost »

Offline TenaciousJ

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Re: 5E build - The Lost Lord
« Reply #2 on: January 22, 2015, 12:44:18 PM »
Quote
A: Martial Arts another Shortsword hit (112.5 total)

Nitpick but I've had to catch my players on this.  The bonus action attack has to be an unarmed strike.
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Offline SorO_Lost

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Re: 5E build - The Lost Lord
« Reply #3 on: January 22, 2015, 02:05:36 PM »
Nitpick but I've had to catch my players on this.  The bonus action attack has to be an unarmed strike.
And so it is, I missed that.

It's depreciated by FoB so at least I won't have make too many changes. Just the one.

Offline awaken_D_M_golem

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Re: 5E build - The Lost Lord
« Reply #4 on: January 22, 2015, 05:02:25 PM »
Yeah, there's no reason to stay wedded to Feat Slots.  Dipping often (but not always) gets better things.


Can't guarantee getting the Storm Giant belt, but the best Rare giant belt can be crafted with regular treasure gp and a sold rare or two.
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Offline Wrex

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Re: 5E build - The Lost Lord
« Reply #5 on: February 23, 2015, 04:57:01 PM »
How did you get heavy armour prof? Multiclassing into paladin only gets you up to medium, as the table in chapter 6 indicates. AFAIK, Paladin still gives you proficency in Wisdom and Charisma saves, so the extra one from feats could go into Con, if i'm reading everything right.

Offline linklord231

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Re: 5E build - The Lost Lord
« Reply #6 on: February 23, 2015, 08:45:19 PM »
All of the Smite spells are Bonus Actions to cast, so you can't Martial Arts (or Flurry) in the same turn.  You can still burn the slot with (Improved) Divine Smite though. 
I'm not arguing, I'm explaining why I'm right.

Offline SorO_Lost

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Re: 5E build - The Lost Lord
« Reply #7 on: February 24, 2015, 12:28:50 AM »
How did you get heavy armour prof?
I missed where I said it gets Heavy armor, can you point out where?

All of the Smite spells are Bonus Actions to cast,
But Divine Smite is not.

Also the last levels are being swapped out for Fighter to access Action Boost, I just have a ton of stuff more important than this on my plate.

Offline Wrex

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Re: 5E build - The Lost Lord
« Reply #8 on: February 24, 2015, 01:01:56 AM »
Specifically, the third statement down on the Q&A list mentions the following

"Q: Can you back that defense claim?
You can wear Full-Plate for AC and have Paladin Spells like Freedom of Movement..."

I'm betting it's probably just an oversight, or there is a method to get heavy armour as medium that i've missed. (Which is totally possible, I haven't gone over the books with a fine toothed comb yet)

Offline linklord231

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Re: 5E build - The Lost Lord
« Reply #9 on: February 24, 2015, 01:19:27 AM »
All of the Smite spells are Bonus Actions to cast,
But Divine Smite is not.

I literally said that in the half of the quote that you chopped off.  I mention it because you list the Smite spells in the Spells section, and figured I'd point out the trade off in actually using them. 
I'm not arguing, I'm explaining why I'm right.

Offline SorO_Lost

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Re: 5E build - The Lost Lord
« Reply #10 on: February 24, 2015, 12:03:51 PM »
Specifically, the third statement down on the Q&A list mentions the following

"Q: Can you back that defense claim?
You can wear Full-Plate for AC and have Paladin Spells like Freedom of Movement..."
And up in the items I suggested [Invulnerable] Mistral Plate which is Medium armor. It's not incorrect, but it is misleading, will adjust.

I do need to clean up the Hunter's Mark text one of these days too. :(
« Last Edit: February 24, 2015, 12:25:33 PM by SorO_Lost »

Offline Nytemare3701

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Re: 5E build - The Lost Lord
« Reply #11 on: April 28, 2016, 08:50:12 PM »
New buff for the Lost Lord's army. The Vampire race from the Zendikar PDF has unlimited zombie spawn.

Offline SorO_Lost

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Re: 5E build - The Lost Lord
« Reply #12 on: April 28, 2016, 11:14:51 PM »
New buff for the Lost Lord's army. The Vampire race from the Zendikar PDF has unlimited zombie spawn.
Yeahee :D

Now you really can take over the world in 5th.

Offline awaken_D_M_golem

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Re: 5E build - The Lost Lord
« Reply #13 on: April 29, 2016, 04:17:33 PM »
How much control on those Zombies?
(idk the fluff of M:tG)


Nitpick but I've had to catch my players on this.  The bonus action attack has to be an unarmed strike.
And so it is, I missed that.

It's depreciated by FoB so at least I won't have make too many changes. Just the one.

If he's wielding a 2 Handed weapon,
he can still hold the weapon with 1 hand
while striking with the other hand.
It's kinda like casting Shield as a reaction.
Don't know if this would change things.
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Offline TenaciousJ

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Re: 5E build - The Lost Lord
« Reply #14 on: April 30, 2016, 11:45:14 AM »

If he's wielding a 2 Handed weapon,
he can still hold the weapon with 1 hand
while striking with the other hand.
It's kinda like casting Shield as a reaction.
Don't know if this would change things.

The reference is to the Martial Arts ability of a Monk, which specifically calls out making an unarmed strike as a bonus action if you've used a monk weapon for the attack action in the same turn.  Flurry of Blows has no such restriction on the weapon type you use for your non-Flurry of Blows attacks.  The weapon choice then comes down to how often you want to use the Martial Arts ability vs. any other bonus action.
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Offline awaken_D_M_golem

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Re: 5E build - The Lost Lord
« Reply #15 on: April 30, 2016, 03:01:59 PM »
Oooh.  I may have known that subtley
for a short time, but haze is as haze does.
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Offline Nytemare3701

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Re: 5E build - The Lost Lord
« Reply #16 on: May 02, 2016, 12:15:37 AM »
How much control on those Zombies?
(idk the fluff of M:tG)

They are stated as being "mindlessly loyal servants" of the vampires, with no further clarification. Also, they are "stronger and faster" than normal zombies, which they oddly decided to bold like it's a keyword, implying they want you to use the zombie in the MM?

Offline awaken_D_M_golem

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Re: 5E build - The Lost Lord
« Reply #17 on: May 02, 2016, 04:26:19 PM »
Sheese, that whole power needs edits.

Vamp Grapple Monk X into Wiz Necro 10, for too much more moldy cheese.
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Offline SorO_Lost

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Re: 5E build - The Lost Lord
« Reply #18 on: May 03, 2016, 11:53:22 AM »
Sheese, that whole power needs edits.
Yep, pretty much.

But the article's design isn't meant for tabletop play, it's meant to generate interest. Sort of like crowd-sourcing the "play tests", they can keep the overall product amount low by publishing previews in between and there isn't near as much content to pay people to make this way allowing a very small staff to handle things.

And let's face it, the MtG release is awesome!

Offline lunasmeow

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Re: 5E build - The Lost Lord
« Reply #19 on: November 08, 2019, 02:13:03 PM »
Obtaining a Familiar kind of requires a little DM help (custom charm) or if the adventurers mean what they can appear to say, just a week of your 8 days of downtime (training: free feat) :p
Hope this counts as a valid reason for necroing - but I have a question about this build specifically.

The quoted section above mentions getting a free feat for 8 days of downtime, but... I don't know of any feat that gives a familiar to a non-wizard type character. Do you have a source for this? I'm asking specifically because my game starts Sunday, and my DM specifically is allowing "anything printed" as long as we can quote the source, and this build would be literally perfect for the setting as a vampire because it's taking place entirely in the freaking Shadowfell.

Surrounded by darkness, playing this build as a Zendikar vamp that can raise Nulls as "stronger than normal, mindlessly loyal" zombies? With a necromancer in the party, who can raise whatever undead I didn't make into Zulls, and if he wants to bypass his control undead limit my own control undead ability could help? Yes please.

Particularly since we get to START at level 9, with a rare item (flamtongue as recommended) and two uncommon, (mithral plate, cloack of elvenkind) and one +1 item. This build was basically MADE for me in this campaign, but I'm unsure if I can swing the familiar.

Oh, and the DM waived the "evil" requirement for being an Oathbreaker Paladin - are there any changes you might recommend in light of that?

Edit: Oh damn it, he's freaking banned. Whelp, that necro was a waste... unless someone else knows?
« Last Edit: November 08, 2019, 02:29:26 PM by lunasmeow »