Not So Fragile Glass Cannon Gish (5e Optimized Character Build)
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- Race
Human Variant (+1 str, +1 cha)
- Starting stats
- 14 Strength
- 10 Dexterity
- Constitution
- 8 Intelligence
- 10 Wisdom
- 15 Charisma
- Level progression
- This build gets the following
- Use the dmg spell point variant for spells
- Skill: One extra skill proficiency of your choosing
- Feat: One bonus feat of your choosing (warcaster)
- Sorcerous Origin: Wild Magic
- Wild Magic Surge: You can randomly cause a wild magic surge after casting a 1st level or higher spell
- Tides of Chaos: Gain advantage on one attack roll, saving throw or ability check per day
- War Caster: You gain advantage on concentration vs damage, can still cast while holding weapons, and can cast a single target 1 action spell as an opportunity attack
- Second Wind: Heal 1d10 + level hit points as a bonus action (once between rests)
- Fighting Style - Great Weapon Fighting: Reroll 1's and 2's on two-handed melee weapon damage dice
- Font of Magic: You have 4sorcery points used to alter spells and regain spell slots
- Empowered Spell: You can reroll up to Cha mod damage dice for 1 sorcery point and can use this with other metamagic
- Quickened Spell: You can use a bonus action to cast a spell normally cast as an action for 2 sorcery points
- Otherworldly Patron: The Fiend
- Expanded Spell List: The spells burning hands and command are added to the warlock spell list for you
- Dark One's Blessing: You gain Cha mod + your warlock level temporary hp when you reduce a creature to 0hp
- Agonizing Blast: Your eldritch blast does Cha mod extra damage
- Armor of Shadows: You don't use a spell slot when casting mage armor on yourself
- Action Surge: Take an extra action once between rests
- Martial Archetype: Eldritch Knight
- Weapon Bond: Form a magical bond with a weapon (see rules)
- Divine Sense: As an action, detect the location of any celestial, fiend or undead and any consecrated or desecrated place or object within 60 feet (1 + Cha mod per day)
- Lay on Hands: Gain a reservoir of healing power (10), and as an action, you can heal a creature you touch by draining that power. You can also cure one poison or disease from the creature by sacrificing 5hp from the reservoir
- Divine Smite: You can sacrifice a spell slot to deal (1 + spell level)d8 radiant damage plus 1d8 extra damage vs undead/fiends, when you hit with a melee weapon attack
- Fighting Style - Defense: +1 to AC while wearing armor
- Great Weapon Master: You can make a bonus action attack after critting or killing a creature and you can take -5 to a melee attack for +10 damage
- Extra Attack: You can make two attacks on your turn
- Heavy Armor Master: You take 3 less bludgeoning, piercing, and slashing damage while in heavy armor and you gain +1 Str
- War Magic: Attack as bonus action after casting a cantrip
- Mage Slayer: You gain advantage on saves vs spells from adjacent creatures, can attack an adjacent creature who casts a spell as a reaction, and concentration checks caused by your damage have disadvantage
- Indomitable: Reroll a failed save 1/day
- Eldritch Strike: Creatures you hit with weapon attacks have disadvantage vs your spells for one round
- Extra Attack: Three attacks
Pick up hex and eldritch blast spells
- Ending Abilities
- 18 Strength
- 10 Dexterity
- 14 Constitution
- 8 Intelligence
- 10 Wisdom
- 18 Charisma
1 turn action + bonus action
greatsword damage per attack (3 max): 2d6 (reroll 1's or 2's once) + divine smite (2d8-5d8) + Strength + great weapon master damage bonus action quicken eldritch blast = 4d10 + 4/bolt (empower allows reroll up to Charisma modifier)
spell points act the same as sorcerer points, so you don't need to use a spell to convert as bonus action.
build can be boosted by the sword of sharpness, tome of leadership and influence, and/or armor of invulnerability.
if the sword of sharpness, Great Weapon Fighting becomes useless.
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