Halfling Bard/Pally advice

Post/Author/DateTimePost
#1

Treantmonklvl20

May 21, 2015 7:47:17

A friend is starting a new campaign (Elemental Evil) and I'm considering character options.

 

I like Halflings, so am considering various halfling builds.

 

The current concept I'm working with is a halfling named "Lucky" who is a good luck charm for the rest of the party.

 

Currently the party of 4 will include a War Cleric and a Fighter (will be a battle master using sword + board).  Both will be melee characters.  (the other character will likely be a Warlock ranged build, potentially Warlock 2/Sorcerer X)

 

My idea is to have Lucky join in melee and be a good luck charm for the other melee characters.

 

Build Plan: (using the standard stat array for ability scores)

 

Lightfoot Halfling

Str 13, Dex (14+2)=16, Con 12, Int 8, Wis 10, Cha (15+1)=16  (Not dumping Str so I can take Bard at level 1 and multiclass into Pally.  If I took Pally at level 1 and multiclassed into Bard, I could dump Str, but would have an inferior skill selection.  I'm not committed to either - thoughts?)

 

Level 1: Bard 1 (Taking Bard at level 1 to get the 3 skills of choice.  Probably Acrobatics, Perception, Persuasion)

Level 2: Paladin 1

Level 3: Paladin 2 (Protection combat style)

Level 4: Paladin 3 (Oath of the Ancients)

Level 5: Paladin 4 (Dex +2)

Level 6: Paladin 5

Level 7: Paladin 6

Level 8: Paladin 7

Level 9: Paladin 8 (Dex +2)

Level 10: Bard 2

Level 11: Bard 3 (Lore Bard)

Level 12: Bard 4 (Cha +2)

Level 13+: Bard

 

So the idea is that Lucky will provide a number of "luck" effects to the other melee characters as well as "bad luck" to the enemies.  These are the ones that are pretty obvious:

Level 1: Bardic Inspiration

Level 3: Provide Disadvantage to attacks of other melee characters with reaction (Lucky will have to ensure he's within 5')

Level 3: Throw up a "Bless" spell as well, except we're going to change the flavor a bit so it's "luck" instead of a blessing

Level 7: Cha bonus to saves to himself and allies in 10'

Level 8: Half damage from spells to himself and allies in 10'

Level 11: Use "cutting words" to yell "JINX!" and provide bad luck to enemies

 

I'm not looking at the end-game, but instead want the character to play well over the course of the campaign.  I'm also looking for a character who has a decent personal offense/defense, so he's not just "buffing"

 

He won't be able to use his highest level spell slots, but I figure with spells like "aid" or the various smite spells (that don't have the level limit of regular smites), I can find a use for those slots.

 

I'm looking for 2 kinds of feedback:

1) Is there a way to improve the build without sacrificing the concept?

2) Is the character going to be effective?

 

Thanks in advance.

#2

mellored

May 21, 2015 8:27:55

You need stats to multi-class in OR out.

 

 

1: I go bard 1/paldin 6/bard 5.  That will increase your insperation luck pool earlier.  Also, i'd take inspiring leader.  Relying on Smites for damage means you don't need as much accuracy, since it's not wasted on a miss.

 

2: Yes.  Though you don't have the best party to take advantage of it.  Turning a miss into a hit for a fighter or warlock isn't as big of a deal as it is with a barbarian or rogue.

#3

Treantmonklvl20

May 21, 2015 9:55:00

mellored wrote:
#4

DSZ

May 21, 2015 10:14:59

You may want to take one more lvl in Paladine

and take the oath of venegance.

You will get access to haste, which helps you support you party a lot.

And hunters mark will help increase your Dmge from the beginning.

 

edit: scratch that, I see what made you go for the other oath.

If this is so strongly appealing for you, go for it.

#5

mellored

May 21, 2015 10:12:01

Treantmonklvl20 wrote: