I've wanted to do a Divine Archer for a while now and had been focused on the Paladin due to Divine Smite. This is especially true once I heard that the Smite ability was limited to melee only for flavor reasons rather than balance.
However, when I started to think through a subclass I came to realize that it just doesn't work because the bulk of the Paladin features synergize very well with melee and almost not at all with ranged attacks.
Perhaps you could choose to sit near the other back rank members of your party, but that invites AoE targeting, so it's not exactly best practices. So I started looking at other options. Ranger and Arcane Archer are frequently where I'm pointed to as a way to do this. Both have some really good archery enhancements and spells. However, they just don't have the feel of what I'm looking for. Similarly, Clerics also don't really work because they don't have many options on how to enhance archery beyond some basic weapon enhancement. Then I recalled that Warlock could get blade pact archers via Improved Pact Weapon and Smite via Eldritch Smite. So that is the direction I am going.
For race I considered Variant Human to get an early start on feats, but instead went to Elf for the Elven Weapon Training. I considered Half-Elf too, but again, I wanted the weapon training. Between High Elf and Wood Elf, I decided to go with Wood Elf for the Mobility (and also because the picture I used has a green-haired elf). I later seriously considered Aasimar but again went back to elf because of Weapon Training and Elven Accuracy.
For background I'm considering Acolyte, Hermit, Knight, or Knight of the Order. Soldier was briefly considered, but decided to stay with the religious idea. In this case, I am going to go with Knight of the Order on the idea that she is the most recent bearer of a pact with a particular celestial and who acts as the chief agent of the Order in the world.
(Side note: I've been told a lot about myths of the Deva and the Hinduisms in the last two or three years, this character does not have enough Constitution to survive in that mythos.)
For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.
However, when I started to think through a subclass I came to realize that it just doesn't work because the bulk of the Paladin features synergize very well with melee and almost not at all with ranged attacks.
Perhaps you could choose to sit near the other back rank members of your party, but that invites AoE targeting, so it's not exactly best practices. So I started looking at other options. Ranger and Arcane Archer are frequently where I'm pointed to as a way to do this. Both have some really good archery enhancements and spells. However, they just don't have the feel of what I'm looking for. Similarly, Clerics also don't really work because they don't have many options on how to enhance archery beyond some basic weapon enhancement. Then I recalled that Warlock could get blade pact archers via Improved Pact Weapon and Smite via Eldritch Smite. So that is the direction I am going.
For race I considered Variant Human to get an early start on feats, but instead went to Elf for the Elven Weapon Training. I considered Half-Elf too, but again, I wanted the weapon training. Between High Elf and Wood Elf, I decided to go with Wood Elf for the Mobility (and also because the picture I used has a green-haired elf). I later seriously considered Aasimar but again went back to elf because of Weapon Training and Elven Accuracy.
For background I'm considering Acolyte, Hermit, Knight, or Knight of the Order. Soldier was briefly considered, but decided to stay with the religious idea. In this case, I am going to go with Knight of the Order on the idea that she is the most recent bearer of a pact with a particular celestial and who acts as the chief agent of the Order in the world.
(Side note: I've been told a lot about myths of the Deva and the Hinduisms in the last two or three years, this character does not have enough Constitution to survive in that mythos.)
For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.
1st Level Wood Elven Celestial Warlock
Str: 10
Dex: 16
Con: 12
Int: 11
Wis: 14
Cha: 15
HP: 9
AC:14
Save DC: 12
Speed: 35 ft
Save DC: 12
Speed: 35 ft
Proficiency Bonus: +2
Darkvision 60 ft
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Darkvision 60 ft
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Longsword, Shortsword, Longbow, Shortbow
Tools: Harp
Saving Throws: Wisdom, Charisma
Languages: Common, Elven, Celestial
Languages: Common, Elven, Celestial
Proficient Skills
History (Warlock) +2
Nature (Warlock) +2
Perception (Elf) +4
Persuasion (Knight of the Order) +4
Religion (Knight of the Order) +2
History (Warlock) +2
Nature (Warlock) +2
Perception (Elf) +4
Persuasion (Knight of the Order) +4
Religion (Knight of the Order) +2
Background: Knight of the Order
Otherworldly Patron: Celestial
Pact Magic
Healing Light (2d6/Max 2 in one use)
Bonus Cantrips
Cantrips: Light, Eldritch Blast, Mage Hand, Sacred Flame
Spell Slots: 1 (1st)
Spells: Cure Wounds, Guiding Bolt
Equipment
Leather
Longbow
20 Arrows
Two Daggers
Scholar's Pack
Arcane Focus: Crystal
Reasoning: Mage Hand allows for grabbing arrows from 30 ft away. Eldritch Blast can be fluffed to mystic bolts until the Pact Boon is unlocked. I did not take True Strike because it is a very....bad spell. Even with the option for Elven Accuracy later. I took Cure Wounds and Guiding Bolt to further hype up the idea of a holy archer. I took the option of starting wealth rather than the set equipment packs in order to start with a longbow. I took Arcane Focus: Crystal because it's the closest to a Holy Symbol.
2nd to 5th Level
2nd Level - Eldritch Invocations: Armor of Shadows, Devil Sight, +6 HP (15)
Spell: Hex
Spell: Hex
3rd Level - Pact Boon: Pact of the Blade, Invocation: Replace Armor of Shadows with Improved Pact Weapon, +6 HP (21)
Spell: Lesser Restoration
Spell: Lesser Restoration
4th Level - Ability Score Improvement: +1 Cha, +1 Int, +6 HP (27)
Cantrip: Prestidigitation
Spell: Mind Spike
5th Level - Proficiency Bonus: +3, Invocation: Thirsting Blade, +6 HP (33)
Spell: Revivify
Spell: Revivify
Reasoning: I'm focusing a lot on the holy spells, but Hex is an almost essential spell for a Warlock. Even in cases where I have found that sometimes there are things you want that concentration slot to do other than Hex, it's still good to have. I went with Devil Sight so that no darkness can inhibit their vision (though it would probably be better stated as Sight of the Heavens). I also went with Armor of Shadows because it is the best Armor you can get until you can start to get into magical studded leather. Also, being protected by a gleaming aura of heavenly light is very on brand. Though I switch that out for Improved Pact Blade as soon as the character hits 3rd so we have the holy bow as soon as possible. Mind Spike is a 60 ft range spell, which is rather the closest I'd like a ranger to be, but the ability to keep that target's position always revealed to you is very useful. You can also still wear leather armor and Mage Armor will just over-write the leather while it's active.
5th Level Statistics
5th Level Wood Elven Celestial Warlock Pact of the Blade
Str: 10
Dex: 16
Con: 12
Int: 12
Wis: 14
Cha: 16
HP: 33
AC:15
Save DC: 14
Speed: 35 ft
Save DC: 14
Speed: 35 ft
Proficiency Bonus: +3
Darkvision 60 ft
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Darkvision 60 ft
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Longsword, Shortsword, Longbow, Shortbow
Tools: Harp
Saving Throws: Wisdom, Charisma
Languages: Common, Elven, Celestial
Languages: Common, Elven, Celestial
Proficient Skills
History (Warlock) +4
Nature (Warlock) +4
Perception (Elf) +5
Persuasion (Knight of the Order) +6
Religion (Knight of the Order) +4
History (Warlock) +4
Nature (Warlock) +4
Perception (Elf) +5
Persuasion (Knight of the Order) +6
Religion (Knight of the Order) +4
Background: Knight of the Order
Otherworldly Patron: Celestial
Pact Magic
Healing Light (6d6/Max 3 in one use)
Bonus Cantrips
Eldritch Invocations: Devil Sight, Improved Pact Weapon, Thirsting Blade
Cantrips: Light, Eldritch Blast, Mage Hand, Prestidigitation Sacred Flame
Spell Slots: 2 (3rd)
Spells: Cure Wounds, Guiding Bolt, Hex, Lesser Restoration, Mind Spike, Revivify
Equipment
Studded Leather
Longbow
20 Arrows
Two Daggers
Scholar's Pack
Arcane Focus: Crystal
6th to 10th Level
6th Level - Radiant Soul, +6 HP (39)
Spell: Daylight
Spell: Daylight
7th Level - Invocations: Eldritch Smite, +6 HP (45)
Spell: Banishment
8th Level - Ability Score Improvement: Sharpshooter, +6 HP (51)
Spell: Remove Curse
Spell: Remove Curse
9th Level - Proficiency Bonus +4, Invocation: Eyes of the Runekeeper, +6 HP (57)
Spell: Greater Restoration
Spell: Greater Restoration
10th Level - Celestial Resilience, +6 HP (63)
Cantrip: Minor Illusion
Cantrip: Minor Illusion
Reasoning: There's a lot more of the holy "Be Not Afraid" elements in the spell selection. Daylight would seem redundant when you can see through Darkness, but it helps other characters and also negatively impacts certain monsters. Banishment is again very much in the theme of a holy warrior as is Remove Curse and Greater Restoration. I just find Minor Illusion fun and very useful. At 7th Level we finally get Smite and the character now has two attacks with their bow. Sharpshooter also heavily hits the ability to fire with accuracy and increases damage potential. Eyes of the Runekeeper hits a bit on the level of the divinely touched warrior because being able to read everything is just pretty cool. I am aware that I could take Agonizing Blast to improve Eldritch Blast, but it is just a bit boring to me.
10th Level Statistics
10th Level Wood Elven Celestial Warlock Pact of the Blade
Str: 10
Dex: 16
Con: 12
Int: 12
Wis: 14
Cha: 16
HP: 63
AC: 15
Save DC: 15
Speed: 35 ft
Save DC: 15
Speed: 35 ft
Proficiency Bonus: +4
Darkvision 60 ft
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Darkvision 60 ft
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Longsword, Shortsword, Longbow, Shortbow
Tools: Harp
Saving Throws: Wisdom, Charisma
Languages: Common, Elven, Celestial
Languages: Common, Elven, Celestial
Proficient Skills
History (Warlock) +5
Nature (Warlock) +5
Perception (Elf) +6
Persuasion (Knight of the Order) +7
Religion (Knight of the Order) +5
History (Warlock) +5
Nature (Warlock) +5
Perception (Elf) +6
Persuasion (Knight of the Order) +7
Religion (Knight of the Order) +5
Background: Knight of the Order
Feat: Sharpshooter
Otherworldly Patron: Celestial
Pact Magic
Healing Light (10d6/Max 3 in one use)
Bonus Cantrips
Eldritch Invocations: Devil Sight, Eldritch Smite, Eyes of the Runekeeper, Improved Pact Weapon Thirsting Blade
Radiant Soul
Celestial Resilience
Cantrips: Light, Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation Sacred Flame
Spell Slots: 2 (5th)
Spells: Banishment, Cure Wounds, Daylight, Greater Restoration, Guiding Bolt, Hex, Lesser Restoration, Mind Spike, Remove Curse, Revivify
Equipment
Studded Leather
Longbow
20 Arrows
Two Daggers
Scholar's Pack
Arcane Focus: Crystal
11th to 15th Level
11th Level - Mystic Arcanum: Investiture of Wind, +6 HP (69)
Spell: Wall of Light
Spell: Wall of Light
12th Level - Ability Score Improvement: +2 Dex, Invocation: Lifedrinker, +6 HP (75)
13th Level - Proficiency Bonus +5, Mystic Arcanum: Crown of Stars, +6 HP (81)
Spell: Scrying
Spell: Scrying
14th Level - Searing Vengeance, +6 HP (87)
15th Level - Mystic Arcanum: Demiplane, Invocation: Witch Sight, +6 HP (93)
Spell: Tongues
Spell: Tongues
Reasoning: At this point we gain the ability to summon walls of radiant energy to cut off enemies, speaking any language, and to look to far places to watch people. Lifedrinker ends our enhancement to our bow as it improves the bow's damage even more. I went with Witch Sight which allows the warlock to see the true form of any shapeshifter or person disguised by transmutation or illusion with 30 feet of them. For Mystic Arcanum, I took Investiture of Wind, which gives 60 ft flight and some control options, Crown of Stars, which creates a halo of radiant stars that she can launch as bonus actions, and Demiplane which means they can start building extradimensional pockets they can set up as a realm of their own. I went with Dexterity bonus instead of Charisma because this character depends more on Dexterity than the average Warlock. At this point, the bow does had +10 to hit and deal 1d8+8 damage (+4 for Dex, +3 for Cha due to Lifedrinker, +1 due to Improved Pact Weapon). Plus the character can spend a spell slot to deal an extra 6d8 damage after they hit if they want to once per turn.
15th Level Statistics
15th Level Wood Elven Celestial Warlock Pact of the Blade
Background: Knight of the Order
Otherworldly Patron: Celestial
Pact Magic
Healing Light (15d6/Max 3 in one use)
Bonus Cantrips
Eldritch Invocations: Devil Sight, Eldritch Smite, Eyes of the Runekeeper, Improved Pact Weapon, Lifedrinker, Thirsting Blade, Witch Sight
Radiant Soul
Celestial Resilience
Searing Vengeance
Mystic Arcanum: Investiture of Wind
Mystic Arcanum: Crown of Stars
Mystic Arcanum: Demiplane
Cantrips: Light, Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation Sacred Flame
Spell Slots: 3 (5th)
Spells: Banishment, Cure Wounds, Daylight, Greater Restoration, Guiding Bolt, Hex, Lesser Restoration, Mind Spike, Remove Curse, Revivify, Scrying, Tongues, Wall of Light
Equipment
Studded Leather
Longbow
20 Arrows
Two Daggers
Scholar's Pack
Arcane Focus: Crystal
Str: 10
Dex: 18
Con: 12
Int: 12
Wis: 14
Cha: 16
HP: 93
AC: 16
Save DC: 16
Speed: 35 ft
Save DC: 16
Speed: 35 ft
Proficiency Bonus: +5
Darkvision 60 ft
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Darkvision 60 ft
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Longsword, Shortsword, Longbow, Shortbow
Tools: Harp
Saving Throws: Wisdom, Charisma
Languages: Common, Elven, Celestial
Languages: Common, Elven, Celestial
Proficient Skills
History (Warlock) +6
Nature (Warlock) +6
Perception (Elf) +7
Persuasion (Knight of the Order) +8
Religion (Knight of the Order) +6
History (Warlock) +6
Nature (Warlock) +6
Perception (Elf) +7
Persuasion (Knight of the Order) +8
Religion (Knight of the Order) +6
Background: Knight of the Order
Otherworldly Patron: Celestial
Pact Magic
Healing Light (15d6/Max 3 in one use)
Bonus Cantrips
Eldritch Invocations: Devil Sight, Eldritch Smite, Eyes of the Runekeeper, Improved Pact Weapon, Lifedrinker, Thirsting Blade, Witch Sight
Radiant Soul
Celestial Resilience
Searing Vengeance
Mystic Arcanum: Investiture of Wind
Mystic Arcanum: Crown of Stars
Mystic Arcanum: Demiplane
Cantrips: Light, Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation Sacred Flame
Spell Slots: 3 (5th)
Spells: Banishment, Cure Wounds, Daylight, Greater Restoration, Guiding Bolt, Hex, Lesser Restoration, Mind Spike, Remove Curse, Revivify, Scrying, Tongues, Wall of Light
Equipment
Studded Leather
Longbow
20 Arrows
Two Daggers
Scholar's Pack
Arcane Focus: Crystal
16th to 20th Level
16th Level - Ability Score Improvement +2 Dex, +6 HP (99)
17th Level - Proficiency Bonus +6, Mystic Arcanum: Foresight, +6 HP (105)
Spell: Dream
Spell: Dream
18th Level - Invocation: Master of Myriad Forms, +6 HP (111)
19th Level - Ability Score Improvement: +2 Cha, +6 HP (117)
Spell: Guardian of Faith
Spell: Guardian of Faith
20th Level - Eldritch Master, +6 HP (123)
Reasoning: Being able to see a couple seconds into the future is a very good choice for this sort of character theme. For spells we get the ability to enter people's dreams and also summon an entity to guard an area against intrusion. I took Master of Myriad Forms which seems odd for a messenger of the heavens type thing, but then again a lot of holy warrior types are known for passing incognito at times. I considered taking Elven Accuracy, but eventually I decided it was better to hit the stats in this case. Dexterity was more important than Charisma because most of the effectiveness of this character comes from their bow. The Longbow now has +12 to hit with 1d8+10 damage.
20th Level Statistics
20th Level Wood Elven Celestial Warlock Pact of the Blade
Str: 10
Dex: 20
Con: 12
Int: 12
Wis: 14
Cha: 18
HP: 123
AC: 17
Save DC: 17
Speed: 35 ft
Save DC: 17
Speed: 35 ft
Proficiency Bonus: +6
Darkvision 60 ft
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Darkvision 60 ft
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Longsword, Shortsword, Longbow, Shortbow
Tools: Harp
Saving Throws: Wisdom, Charisma
Languages: Common, Elven, Celestial
Languages: Common, Elven, Celestial
Proficient Skills
History (Warlock) +7
Nature (Warlock) +7
Perception (Elf) +8
Persuasion (Knight of the Order) +10
Religion (Knight of the Order) +7
History (Warlock) +7
Nature (Warlock) +7
Perception (Elf) +8
Persuasion (Knight of the Order) +10
Religion (Knight of the Order) +7
Background: Knight of the Order
Otherworldly Patron: Celestial
Pact Magic
Healing Light (20d6/Max 4 in one use)
Bonus Cantrips
Eldritch Invocations: Devil Sight, Eldritch Smite, Eyes of the Runekeeper, Improved Pact Weapon, Lifedrinker, Master of Myriad Forms, Thirsting Blade, Witch Sight
Radiant Soul
Celestial Resilience
Searing Vengeance
Mystic Arcanum: Investiture of Wind
Mystic Arcanum: Crown of Stars
Mystic Arcanum: Demiplane
Mystic Arcanum: Foresight
Eldritch Master
Cantrips: Light, Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation Sacred Flame
Spell Slots: 4 (5th)
Spells: Banishment, Cure Wounds, Daylight, Dream, Greater Restoration, Guardian of Faith, Guiding Bolt, Hex, Lesser Restoration, Mind Spike, Remove Curse, Revivify, Scrying, Tongues, Wall of Light
Equipment
Studded Leather
Longbow
20 Arrows
Two Daggers
Scholar's Pack
Arcane Focus: Crystal
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