Part 2 of the Party-Friendly Darkness mini-series… In this 29-minute video on the Robertscribbler YouTube channel, I explore how to use the Devil’s Sight ability and darkness-producing spells like Hunger of Hadar in a party-friendly way in Dungeons and Dragons 5e. The previous party-friendly darkness discussion focused on using Summon Fey to conjure a flank-buddy. A Tricksy Fey that helps your Hexblade generate advantage by using of its special ability to drop a five foot cube of darkness. This guide focuses on using Hunger of Hadar as an area denial spell that you can see and shoot through, but many monsters cannot. A supplement to the Raven Queen’s Herald Hexblade-Fighter Charop build.
All posts tagged Fighter
Robertscribbler on Gish Optimized: The Hexblade and Party-Friendly Darkness With Hunger of Hadar in D&D 5e
Posted by robertscribbler on June 8, 2022
https://scribblersfantasticalworkshop.wordpress.com/2022/06/08/robertscribbler-on-gish-optimized-the-hexblade-and-party-friendly-darkness-with-hunger-of-hadar-in-dd-5e/
Robertscribbler on Gish Optimized: The Hexblade and Party-Friendly Darkness With Summon Fey in D&D 5e
In this 29-minute video on the Robertscribbler YouTube channel, I explore how to use the Devil’s Sight ability and darkness-producing spells like Summon Fey in a party-friendly way in Dungeons and Dragons 5e. A supplement to the Raven Queen’s Herald Hexblade-Fighter Charop build.
Posted by robertscribbler on June 7, 2022
https://scribblersfantasticalworkshop.wordpress.com/2022/06/07/robertscribbler-on-gish-optimized-the-hexblade-and-party-friendly-darkness-in-dd-5e/
Gish Optimized 3 — A Classic Fighter-Mage for 5e (Gaelya the Ghost)
Guess what time it is? Yes!! It’s Dungeons and Dragons character building time! In this third episode of the Gish Optimized series we’re going to jump into the way-back machine. We’ll harken to the time of D&D’s origins in the 1970s and 80s as we re-create that good, old Fighter-Mage from Basic and Advanced Dungeons & Dragons using the D&D 5e rules set.

Now this particular build is one that’s near and dear to my heart. I’ve been playing Fighter-Mage types of various sorts for the better part of 41 years. Crazy, right? In fact, my first AD&D character was, you guessed it, a Fighter-Mage. This classic combo has seen many iterations over the years. It’s well represented in fiction and game-related anime. Early fantasy anime series like Record of the Lodoss War featured the Fighter-Mage prominently in Deedlit who was modeled after a Basic Dungeons and Dragons Elf. The Basic D&D Elf, in turn, mixed classic sword and sorcery. It represented the prototype for the Gish. In this build, we give homage to that fantastic origin.
Gaelya the Ghost as Classic Fighter-Mage
For our first Gish Optimized post, we explored a stab and smite style Dexadin. For our second post, we took a deep dive into the spank and flank Hexblade-Fighter or Chex-Fighter. We’re going to simply call our third Gish Optimized build the Classic (or Classic Fighter-Mage). And in this Classic build we’ll chiefly be looking for some serious versatility. More specifically — we want to be both a dangerous threat in melee combat and in slinging down various spells for devastating effect.
Unlike many combat specializations (our Dexadin was an example of a pretty specialized focus on mobile melee combat), we’re going to go wide with this build. We’re going to keep options open. Why? Because we want to be able to pick up such varied weapons as rapiers, scimitars, daggers, shortswords, longbows, crossbows, shortbows and employ each decisively. In addition, we want to really throw the heat down with our powerful magics both in NOVA bursts and over the long-term by slugging our way through big encounters. Last of all, we’ll open ourselves up to the wonderful arsenal of wands, staves, tomes, and scrolls available to mages. We’re going to have so much stuff to choose from! Which is part of the major fun involved in playing this build. So as we approach our Fighter-Mage, let’s keep in mind this generalist attitude we’re adopting to give us a crapload of tricks with which to confront the bads. This guide will help you to do all that and more.

I’m playing this build now as Gaelya the Ghost in Ted Burgess’s classic Icewind Dale Dungeons and Dragons Campaign. You can watch this game on Twitch Saturday nights about once a month. I’ll also be building a video archive of these games in the Gaming Studio if you wish to find some examples of our Fighter-Mage build in action.
Level 1 — Dexterity, Intelligence, an Elf, Wizard
Alright! So let’s get started with ability score stats from point buy! Right off at first level, we are going to dump a crap-load of points, nine in all, into our most important ability — Dexterity. We are, after all, a fey wielder of sword and wizardry. As such, we want to be graceful, lithe, fast on the draw, and quick, quick, quick! DEX is so, so vital to this build for a number of reasons. The first is that we want to be tough to hit. Our HP is going to be relatively low. So we need to mitigate that vulnerability by layering in other defenses. DEX provides us with our first defensive line by bumping up our AC. It also gives us a big offensive edge by empowering both our melee and ranged attacks. Perhaps as important, DEX gives us better initiative. As a semi-squishy, we really like this extra burst of speed at the start of combat because higher initiative means we can get out of trouble if we need to. Last of all, a high Dexterity delivers the lithe, swift, mobile feel we want with this build — providing us with RP mojo in spades. Nine points in DEX starts us off with a maximum score of 15 before we pick our race.
For our next stat, we’re going to pick something that’s also really necessary for us. We’re a wizard so, you guessed it, we are also dumping a full nine points into Intelligence. INT is also crazy important for this build. So important that I hesitate to call it a secondary stat. It’s only secondary in that we’re going to be bumping INT just behind DEX as we level our Fighter-Mage. INT is of close-to-equal importance at low level and starts to really become pivotal for this build as we get into higher levels. Our Classic Fighter-Mage is thus pretty much a DAD — or dual attribute dependency — character. So we start off with a maximum score of 15 in INT as well.
Our #3 stat comes in with Constitution. With Wizard for our core class, we’re by no means a tank. That 1d6 HP for most of our levels really kinda hurts us. In fact we are more than a little squishy. This squishiness is a problem we want to mitigate. So we toss 7 points into CON. CON gives us so much! A higher score adds to our saves and, more importantly, to our concentration checks. And we are really, really going to want to maintain concentration on a good number of buff spells (more on this later). To make our Gish work, we really need at least a halfway decent CON. And with 7 points we end up with 14 CON at start of game.
After blasting through our ability score points like a teenage gamer blowing through ammo in Fortnight, we are left with just 2 points remaining for Charisma, Wisdom, and Strength. For my Fighter-Mage, I really want some Wisdom. So I spend my last two points there. I’m going to go ahead and dump both Strength and Charisma. A lot of old AD&D Fighter Mage builds also dumped Charisma. Continuing in this grand old tradition just feels right to me. But those 2 points could go anywhere. So you do you. Ultimately, these choices provide us with a spread of 8 STR, 10 WIS and 8 CHA for our dump stats. From an RP-perspective, I play Gaelya into her low Charisma. She’s a bit of a quirky loud-mouth who’s awkward in social situations and comes across as having weird obsessions (particularly with cheese).
Now that our Fighter-Mage ability scores are set, we move on to race. And it’s pretty obvious that we are going with the Elf. This race gives us a variety of great RP in addition to wonderful mechanical benefits. First off, we are the Classic Fighter-Mage race. Since we’re going for a classic feel, we would be remiss to overlook the elf. In addition, elves are, well, magical. Choosing High Elf, we lean into the magic even more — gaining an extra cantrip. This choice gives us a bit more wizardly oomph to add to our arsenal. High elf grants Darkvision, extra weapon proficiencies (pretty key to our Fighter-Mage feel), immunity to magical sleep, a bonus Perception skill proficiency, and the ability to shake off ghoul paralysis. The long life and catnap elf sleep provides us with even more of that lovely mojo.
With our choice of elf we also get two lovely stat bonuses. The +2 we go ahead and throw into Dexterity for a total score of 17 at start. Wof! This is huge for us! We also toss the +1 into Intelligence bumping that to 16. Now our full array is S 8 C 14 D 17 INT 16 WIS 10 CHA 8. Pretty badass.
Moving on to Class, we’re starting out as a Wizard. This limits us somewhat at level 1 on equipment. Wizard gives us a dagger, a wand, a scholar’s pack (which we might sell to buy a short sword), and the all-important Spellbook. We gain the wonderful Wizard Spellcasting and Arcane Recovery abilities. For elf, we use Tasha’s to switch our longsword proficiency for rapier and we keep the short sword, short bow, and longbow. From jump, we’re already capable of a little Fighter-Mage(ing). But let’s build on that, shall we? For cantrips, we pick Greenflame Blade and Booming Blade — both excellent gish spells. Firebolt gives us a ranged option. And because we’re a high elf we get one extra cantrip to choose. I’m picking Light. I like the RP feel of this spell and its potential major benefit for non-darkvision allies. But you do you. For our Spellbook we take Shield, Magic Missile, Magnify Gravity (If Wildemount is available for your campaign. If not, we go with Thunderwave.), Feather Fall, Detect Magic, and Absorb Elements. I find this spell load-out provides a great combination of offense, defense, and utility. If you don’t like these spells, you do you. But I’ve gotten great mileage out of them. Also, you may wonder why I’m not picking Mage Armor. In short, it’s an awesome spell that’s really useful. But I’m leaning more toward saving my spells for offense at this level and getting my armor defense at level 2.
We’re already setting up in Classic Fighter-Mage style to be very versatile. The upshot, though, is also classicly predictable — we’re a bit squishy. Our HP is 8. Our AC is 13. A vulnerability that pushes us to the back line most of the time at level 1. We can boost this AC to 18 in a pinch with shield. But we really want to be using our spell slots to lay down the Magic Missiles and Magnify Gravities (or Thunderwaves) instead. For melee, when we decide to take the risk, we rely more on Greenflame Blade for added splash damage. Don’t forget to upgrade your weapons to swords and bows when you get the opportunity.
So, right out the gate, at lvl 1 we have a magically versatile character who’s able to pick up and use various weapons with skill and who has access to one of the broadest spell selections in the game. Also pretty darn fun to play as we lean into the old adage — a strong offense is the best defense. Our Fighter-Mage does get better, though — and fast!
Level 2 — Bladesinger Wizard
Now that we’ve established ourselves as a Wizard with a smattering of fighting ability, let’s continue our growth into a Classic Fighter-Mage. As we enter level 2 we take a big step on that path by picking Bladesinger Wizard for our subclass. Now this subclass provides us with a boatload of benefits. Namely — Training in War and Song and Bladesong.
Ah! This is so exciting! Now let’s get into it!
Training in War and Song gives us a number of goodies. The first is light armor proficiency. And, as soon as possible, we pick up Studded Leather Armor to boost our base AC to 15. Nice! But it gets better. This Bladesinger training also gives us another martial weapon proficiency. Since we’re a Dexterity-based Fighter-Mage, we take scimitar. Now we have access to all the major DEX-based melee weapons. Sweet! Last of all we get Performance. This doesn’t work too great for us given our low Charisma. But it might make for some fun moments in taverns.

Now, for the real reason we came — Bladesong. And, oh man do we get some tasty benefits when we pop this major buff in combat by expending a bonus action. First off, the magical song of our blade ripping through the air grants us the ability to add our Intelligence modifier to our AC. Immediately, this bumps our AC to 18 (if we’ve managed to pick up Studded Leather). Now we’re up there with the sword and board types when we pop this bad boy. In addition, our speed increases by 10 feet to 40. Fanfriggintastic! Remember that Dexterity? Yeah. Well, with Bladesong active we also have advantage on all Acrobatics skill checks. If we trained Acrobatics as one of our DEX skills, we can now pull off some cool stunts like walking across tightropes, door tops, or tumbling out of grapples in combat with confidence. Finally, the uber buff that is Bladesong adds our INT mod to our CON mod when we make a saving throw to concentrate on a spell. This ability pre-sets us for the major buffs we’re going to employ as we level.
With Bladesinger coming in so strong, it’s easy to neglect our other Wizarding powers. We gain two new spells for our Spellbook. We choose Find Familiar and Identify. Find Familiar gives us a nice scout and flank buddy to help enable us, our allies, and to keep us alive by providing an extra set of eyes. For Gaelya, I chose the Bat for its blindsight. However, Hawk and Owl also make for excellent choices. Identify is pretty self explanatory. It’s a utility spell you really want later on when trying to figure out what magic items do. But the 100 gold cost of the component is a bit prohibitive at this time. So we back-pocket it for later.
Level 3 — Shadow Blade
The main reason we’re here for this level is the spells. We’re a wizard after all. Since we picked up Bladesong, our melee ability has really started to shine. Sure, we’re still a squishy Wizard with just 20 hit points. For this reason, we’re not standing in front to take hits. We’re letting the real tanks like Fighters, Barbarians, Moon Druids, Paladins, Battle Engineer Artificers, and some Monks and Rangers do that. What we’re doing is playing the role of skirmisher. We hang back and lob spells when it’s called for. Then, when our opportunity to melee arrives, we come in at the flanks, hit hard, then get out.
If we’re able to take Magnify Gravity at level 1, our blasting is already well on line. In this instance, we decide to go ahead and take False Life to help boost our hit points a bit. If we do not have access to Magnify Gravity, we take Shatter instead. It’s a nice blast that will help us lay down the heat without getting mixed up with the nasties. As an AOE, it will also remove some pressure from our buddies on the front line.
Now, the second spell we’re going to take is a pure Gish boon in the form of Shadow Blade. Armed with this piece of magical brutality we now do 2d8+3 psychic damage on our attacks. Since Shadow Blade is light, we can off hand a short sword or scimitar for another 1d6. Shadow Blade also gives us advantage if we attack a creature in dim light or darkness — providing a pretty amazing accuracy boost. Using Shadow Blade in this way gives us 15.5 average damage if all hits land. That’s rather strong. We’re not a major NOVA type. We’re edged out a bit by focused DPR builds as well. But we are doing strong consistent damage in melee… as a freaking wizard. And, don’t forget, we can still use the rest of our spells to blow stuff up or do all sorts of other cool stuff. Nice.
Level 4 — Elven Accuracy
By level 4 our build gets another big step up. We’re not yet where we want to be as a Classic Fighter-Mage. But we are both happy and comfortable as a full class Wizard with some respectable melee chops. These improve when we use our ASI to take Elven Accuracy. This boosts our DEX to 18, our base AC to 16, our Bladesong AC to 19 and our Shielded AC to 24. Woah. Yeah. Those Bladesingers can achieve some of the highest AC numbers in the game. But let’s not get too cocky. We’re pretty squishy with your 26 HP (31 if you cast False Life or 36 if we upcast) which means we’re really vulnerable to those crits and other high-damage attacks. All the more reason to think of ourselves as a quick skirmisher who moves in and out of melee as opportunities and dangers arise.
Our offensive ability also gets a bump. Now we’re rocking 2d8+4+1d6 if we’re casting Shadow Blade and drawing an off-hand shortsword or scimitar.
To top it all off, we get that juicy triple advantage when we achieve combat advantage against a foe. This turns us into a tiny crit fisher. And we like those crits with the Shadow Blade at 22 average damage +3.5 if we hit with the off-hand. This crit capability of 25.5 in a round is pretty substantial. Not what your Polearm Masters, Paladins optimized for melee, or Great Weapon Fighters are able to achieve. However, our combined accuracy, consistent damage and crit fishing make us a respectable threat. Especially when we’re adding in our Wizard ability to lay down some blasts.
For spells, we pick up Mirror Image (because we really want that second layer of defense during mob situations or in instances when we may take heavy damage from a single hit) and Misty Step (because we love the mobility).
Level 5 — Fireball and Haste
Hitting level 5 we take another level in Wizard and gain access to all the gloriousness that is Fireball. This one spell is a crown jewel of awesome that we can use to blast our way through even the worst things we’ll typically face at this level. Worth noting that YMMV depending on campaign. Toting a Fireball spell around in Hell is a lot less awesome than using it to blow up undead in a dungeon. However, we still have some fall-backs in the form of our melee capability which also just got a big boost because we chose Haste. With Haste active we get an extra attack and we can use our primary action to cast Booming Blade or Greenflame Blade. When Haste combines with Bladesong we end up with a 21 base AC and a 26 AC when we Shield. If we layer this with Mirror Image, we can reliably tank in some situations. Shatter, Magnify Gravity and Magic Missile each give us some damage types that are tough to resist as a fallback. Overall, we’re looking pretty healthy. But we are really, really looking forward to next level.
Level 6 — Extra Attack, Cantrip, Spirit Shroud, Counterspell
Ah. Now here we come the delicious level of 6. And this is where our Fighter-Mage really starts to come on line. Thus far, we’ve relied a lot on our blasty magic to take care of sticky situations and to supplement our melee capability which, though strong, can sometimes feel a bit lacking. This situation starts to change in a big way at level 6.
First off, we get extra attack — putting us on par with Fighters, Paladins, Barbarians, and Pact of the Blade Warlocks with base attack numbers at this level. Nice. But then we also get the amazing Bladesinger ability to cast a cantrip for one of our attack actions. So if we use a rapier, for example, we now do 3d8+8 damage if we attack with Booming Blade or Greenflame Blade. Plus we get the rider of 1d8+3 splash damage or 2d8 damage if we meet these spells conditions. Not bad. But it gets better.
In addition, we pick some sweet spells for our Spellbook in the form of Counterspell and Spirit Shroud. Counterspell is something we really want because when we need to shut down those enemy spellcasters, this is our go-to. With 3 level 3 slots we’ve got the juice to throw it when necessary. Spirit Shroud however, provides a big buff to our melee and short range offensive oomf. Using the above mentioned combo with the rapier we do 5d8+8 damage or 30.5 average plus the riders for Greenflame Blade and Booming Blade should they trigger. It’s also worth noting that Haste is only 1 point on average behind this damage curve. With Haste and Bladesong both active, our speed is a stunning 80 feet, our armor class is 2 higher and we have advantage on Dexterity saves. We can also cast Shadow Blade at level 3 for 6d8+8 damage (35 average damage) and be a lovely crit fisher with Elven Accuracy if the Shadow Blade advantage comes on line. With a short sword in our off hand, our consistent damage increases to 38.5 per round if all hits land. On a crit, we do +13.5 for 52. Overall this is high consistent damage with a relatively low ceiling for the NOVA.
I hope you’re starting to see what I mean by versatility. We’re starting to gain access to a ton of options. We have numerous arrows in our metaphorical quiver for melee, blast, and utility magic. With Bladesinger, these magics provide potent synergies they wouldn’t otherwise.
Level 7 — First Level of Fighter
Now we could take our Bladesinger build all the way to level 20. And Bladesinger works out fantastic as a straight class. But since we are going for a classic Fighter-Mage feel, we’ll sacrifice a little wizardry to gain some martial fighting chops.

Our wizard class is now very well established. We have a good store of spell slots. We have two attacks. We have Bladesong. We have Fireball and numerous strong buffs. Adding a level of Fighter gives us some extra hit points, a fighting style, and second wind. Plus we now have access to all martial weapons. Our HP bumps to a still modest 46. But we can buff it with False Life. Second Wind gives us a little healing when we really need it. So our resiliency gets a minor boost. For fighting style, we pick Dueling. There are some potential major advantages that come from Two Weapon Fighting. But if we choose it, we really want to take Warcaster. On our build, that’s too intensive as we’re looking to max both our DEX and INT. Later on, some very nice bonus action attacks become available. So, long term, we get the most mileage out of Duelist.
As an example, Duelist bumps us to 6d8+12 damage with our level 3 Shadow Blade active for a total of 39 average DPR. Solid.
Level 8 — Back to Wizard for 4th Level Spells
At level 8 we go back to Wizard. We do really want our NOVA. But as a Fighter-Mage, we also want more spells. We decide to bite the bullet and wait. For our efforts, we gain access to 4th level spells and we gain one additional spell slot. If we have access to Wildemount, we take Gravity Sinkhole for a serious spell NOVA setup we want at level 9. By itself, Gravity Sinkhole is like a Fireball made of force that pulls our enemies toward a central point if they fail their spell save. Amazing control that we can use to enable our allies and hamper our foes in various clever ways. If Wildemount is not available, we instead take Vitriolic Sphere. For our second spell we take the relatively long-lasting Gish spell — Fire Shield. This provides us with a nice defensive buff in the form resistance to cold or fire damage on top of some reactive damage if we do get hit.
Level 9 — Fighter 2 and Action Surge
By level 9 we’re really coming into our own as a Fighter-Mage. In two words, level 2 Fighter grants us the glorious action economy benefit that is Action Surge. Now we can NOVA both with our Shadow Blade or by throwing two heavy AOE spells. With Shadow Blade active, our NOVA critical strike is pretty respectable — doing 15d8+24 or 91.5 total damage if all strikes land. This is a solid mid-range NOVA capability. We’re not hitting as hard as our Dexadin or Chex-Fighter. But we have quite a bit more AOE oomph than either of those builds.
So a little demonstration of what we may do with our new AOE NOVA capability… First, we drop Gravity Sinkhole — gathering as many foes as we can together. Then we Action Surge and cast Fireball. In total, that’s 5d10+8d6 damage to multiple targets assuming no save. Average damage on no-save is 55.5. If we catch 5 foes, with two making their saves, that’s 222 total damage over the entire strike. Now, if we’re Hasted, we can attack one additional time for 1d8+6 for 66 to a single target. Sweetness!
By level 9 we’ve really come into our own. We’ve mastered both the arts of sword and spell. We are a serious power and a force to be reckoned with. All it took was 7 levels of Bladesinger Wizard and two levels of Fighter. Over the next two levels, it gets even better.
Level 10 -13 — Wizard 8, 18 Intelligence, Steel Wind Strike, Song of Defense, Tenser’s Transformation
Now that we have Action Surge, we’re going to stick with Wizard for a while. We’re aiming both for cinematic flare and some serious smack down. At level 10 (8 Wizard and 2 Fighter) we bump Intelligence to 18. This increases our AC (bumping our max to 27 without magic item support) and it gives us a total of +6 to our concentration checks while Bladesong is active. We also get two more 4th level spells for our Spellbook. I’m partial to taking Otiluke’s Resilient Sphere and Fly from third level.
At level 11, we reach 9 in Wizard. This gives us 5th level spells. We jump all over Steel Wind Strike. Then we pick Scorching Ray (which we might’ve picked up earlier with a spell purchase). Steel Wind Strike has Gish written all over it. When we attack with this spell, we flourish our sword and then we vanish. We then choose five targets within 30 feet and make a melee spell attack against each. If we hit, we deal 6d10 damage. If we score a critical hit, this damage doubles.
Now our NOVA round looks amazing. It has pure Gish written all over it. And we have so, so many NOVA options. In one example, we cast Spirit Shroud adding +1d8 damage to our attacks. We choose radiant because we want to be shiny for this. For an AOE NOVA we cast Gravity Sinkhole for 5d10, move into position, and then we cast Steel Wind Strike for 6d10+1d8 for all targets within 10 feet and 6d10 to all other targets. Average damage against a single target is 65 and we can probably get between 4-5 if we’re smart and foes are numerous. If we crit against a single target, the total damage is 98. Brutal. Now, for a single target NOVA, we cast Spirit Shroud at level 5 for +2d8 damage. Then we focus fire two action surged Scorching Rays at level 4 for 20d6+20d8. If all strikes hit, we do 160 damage on this NOVA. If one of these attacks crit, we do 176. Now that’s some serious NOVA potential — both as AOE and as focus fire. We have more to come.
At level 12, we go to level 10 in Wizard. We get a second 5th level slot and we decide to pick up Dimension Door and Animate Objects. We’ve got great uses for our concentration in the form of Spirit Shroud, Shadow Blade, and Haste. But Animate Objects even at this level is pretty amazing. With 3 4th level slots, Dimension Door also now becomes quite useful. Having two level 5 slots lets us cast Steel Wind Strike twice if we are well positioned to unload 12d10+2d8 (75) against five targets. On a crit, one of these targets takes 117. Pretty brutal combination of focus fire and AOE. In addition, we gain access to Song of Defense which lets us use a reaction to trade spells for damage reduction at 5 HP per spell level. Song of Defense competes with our other reactions like Shield, Absorb Elements, and Counterspell. But if we take a heavy hit, it provides us with a good option to both radically reduce the damage and to save our concentration.
By level 13 we’re accessing 6th level spells. We pick Tenser’s Transformation and Gravity Fissure. Our Gish-NOVA, which was already strong, takes another step up. We can achieve this NOVA a number of ways. In one example, as a bonus action, we cast Spirit Shroud at level 5. Then we cast Steel Wind Strike twice using Action Surge for 12d10+4d8 or 84 average damage per target and 135 against a single target on a crit. Meanwhile, our focus fire NOVA with Scorching Ray has jumped to 26D6+26D8 or 208 if all attacks land, 224 if one of these is a crit. We’re also doing substantial consistent damage with our rapier while level 5 Spirit Shroud is active at 8d8+12 or 48 plus around 13 if Booming Blade or Greenflame Blade trigger. This without magic item support. On the hit point side, we’re more than a bit squishy at 84. But our AC is 20 with Bladesong Active and goes to 25 when we cast Shield (up to 27 with Haste).
Level 14-16 Dexterity 20, Reverse Gravity, and Song of Victory
At level 14, we are level 12 in Wizard. This means we get another ASI. We choose to boost our Dexterity to 20. Along down the line, we get a 21 AC with Bladesong active, we do a total of +7 damage with our rapier (without magic item enhancement), we’re +12 to hit with our weapon attacks now (unmodified), and our initiative mod goes up to 5. For our two spells, I’m thinking Chain Lightning and Wall of Force.
At level 15 we access 7th level spells. Now we achieve another major boost on our focus fire spell NOVA in the form of Crown of Stars — adding 4d12+2d8 as a bonus action (or 170 and 259 respectively). For our second spell in our book we take Reverse Gravity. I love the effect of Reverse Gravity so much that it’s tough for me to pick between the two. For my play, I’ll probably keep the slot open for both and use as the situation dictates.

At level 16 we gain Song of Victory. This amazing rider to our Bladesong adds our intelligence modifier to our damage rolls. At this point, it’s worth assessing our average damage again since we’ve added so many goodies. If we’re going for high consistent damage, we’re casting Spirit Shroud at level 5, we’re also activating Bladesong and Song of Victory and we’ve cast Crown of Stars. This gives us 8D8+22 damage from our direct attacks for 58 average. If we’re able to hit with one of our stars, we do an additional 4d12+2D8 for another 35. Total is 93 which is pretty brutal. We add about another 13 if Booming Blade or Greenflame Blade trigger. And if we crit, we do up to another 35 damage for a total of 128. This is pretty substantial consistent damage. All without magic item support. Although we may suffer if we can’t organize our attacks so we can make a ranged strike with Crown of Stars while not adjacent to someone who threatens us in melee.
For spells, we do some back-filling and take Contingency and Simulacrum. Simulacrum can be a game-breaking spell, so use with caution and consult your GM before pulling it out. It’s possible we may want to save it for a big final battle when our companions will tend to appreciate the help more than being annoyed with us effectively playing two characters. In some campaigns, we may just want to avoid Simulacrum entirely. If you’re in a high-powered game, if the other players are optimized, and if the chips are down, then trot out your Simulacrum and double your NOVAs in a clutch moment. But be careful. Your snowman duplicate is even squishier than you. It’s also vulnerable to Dispel Magic.
Level 17-20 Dark Star, Meteor Swarm, Battlemaster
At Level 17, we are a level 15 Wizard. We now have 8th level spells and we take Dark Star. This brutal spell creates a 40 foot radius area of dark, deafening, silencing, crushing magical force. It does 8d10 damage per turn and is a major lock-down against enemy spellcasters particularly. This makes it one of the best area denial spells in the game. It’s concentration. So we don’t drop it unless it’s a clutch moment. But if we pick our moment and concentrate our foes, we could produce a devastating effect. Of course this is a Wildemount spell, so we may not get it. If not, we probably pick Incendiary Cloud. Our second spell, regardless, is Sun Burst.
Level 18 gives us 16 Wizard and our last ASI. We drop it into Intelligence. Now with both DEX and INT at 20, we’re at 22 base AC with Bladesong active. Shield pushes us to 27. Haste gets us to 29. All without magic item support. We’ve basically added 3 since level 5. So enemy hits do land a bit more often. However, it’s also likely we’ve picked up at least some form of protective magic item. If not, it’s very easy for us to cast Mage Armor and get to 23, 28, and 30 AC respectively. Our Bladesong now also adds 5 to our damage rolls with our blade and 5 to our concentration checks along with all the other goodies.

Since this is our last level before 9th level spells, it might be fun to do a basic NOVA example using only spell buffs, weapons, and a tiny bit of extra something to demonstrate our versatility. So activating Spirit Shroud using a 7th level slot we add 3d8 to each attack against a target within 10 feet. We’re using our rapier for 1d8+12 damage. We add in Booming Blade or Greenflame Blade for another 3d8 on two of our melee attacks with action surge. And we have Crown of Stars active for our devastating bonus action attack. If we Action Surge and manage a ranged attack with Crown of Stars we do 25D8+4d12+48 for a total of 186 or 225.5 if we crit. Not too shabby. Our damage per round in this set-up is 14D8+4d12+24 or 113 which is pretty freaky. All without magic item support. It’s worth noting that we are burning a 5th, a 7th, and an 8th level slot to achieve this level of melee destruction. But it may be worth it.
For 8th level spells we take Clone and Teleport. One spell will literally give us a second shot at life when we’re killed. The other will give us a lot of potentially life-saving mobility options.
Level 19…. Ahhh…. 9th level spells and 17th level Wizard. Sweetness! We’ve waited a long time for these. Early on, we made a major trade-off by taking two levels of Fighter. This gave us the option of both melee and spell NOVA type attacks for numerous levels. But, at level 17, we paid for it when we missed out on the gloriousness that is Meteor Swarm and other 9th level spells. Now, after going without for two levels, we finally catch up. Taking Meteor Swarm gives us an enormous spell NOVA. In addition, Shape Change provides access to some truly amazing alternate forms such as the Planetar and the Adult Silver Dragon.
Coming at last to level 20, we take our final level as a Fighter. We’ve mostly maxed out our potential as a Wizard. Now, we add some serious martial prowess to our arsenal in the form of Battlemaster maneuvers. For these, we pick quick toss, riposte, and brace. Now we have four dice we can use to add various forms of extra attacks as either bonus actions or reactions. These additions really expand our options in combat. They also make our short rests a lot sweeter as we recharge these maneuvers, 9 levels of spell slots, our Action Surge and our Second Wind. Our NOVA crit round also just got a big boost. Right now, we have so many options for this. So let’s give another example of what we’re capable of. Assuming we cast Shadow Blade at level 7, we can cast Meteor Swarm for 140 average damage if the target fails its save, then Action Surge for another 16d8+36 (108) +6d8 (27) when we attack twice more and then quick toss and crit for a total of 275. If we draw another weapon after we threw the Shadow Blade we can Brace or Riposte off-turn for another 2d8+12 (21) bumping our single turn damage to 226-296 to a single target and 70-140 to multiple others. Severe devastation.
Action Economy, 9th Level Spellcasting, Powerful NOVA — All in One Admittedly Fragile Package
In closing, this build has so many options available to it, I could write multiple build guides just talking about the various spell and combat combos to choose from. For example, at level 16 with Tenser’s Transformation, a hand crossbow, and Crown of Stars active we can do 2d6+8d12+22 (81) damage per round to a medium range target with Bladesong active. Due to Tenser’s, our weapon attacks are at triple advantage. This without expending any feat cost for Sharpshooter or sacrificing accuracy to get a +10 to our damage rolls. Plus we have 50 temporary hit points for when we decide to wade into battle. And when we switch to rapier we do 2d8+8d12+22 (83) damage per round if all hits land while also maintaining our triple advantage on 2 attacks. Our crits on these rounds push us to 96.5 and 98.5 respectively. And this is just combat. Another guide could be built around the various utility spells and combos you could muster.
It’s worth noting that we’re rather squishy and rely on spells for a second line of defense. At level 20, we only have 128 HP (6×16 + 8×4) without magic item support. In comparison, our Hex-Fighter has 205 base HP at the same level and our Dexadin has 164. Thus, Tenser’s, Contingency, Shapechange, False Life, Song of Defense and other protective magics are often necessary fallbacks. An Amulet of Health is something we really desirable. We may also want to invest in the Clone spell in the event of tragedy. This low HP is the chink in our armor throughout our career. But we do have the massive power of a near-full spellcaster along with the extra defenses of the Bladesinger to throw down to help us survive. We’ll probably need it. If we’re playing this build right, we’re going to draw some serious aggro from team monster.
Overall, this build runs fast and powerful. It does not hit as hard in melee as the top line direct damage focused builds. But it comes close. And it is one of the best builds in the game for controlling the battlefield, shaping reality, and dealing mass damage to multiple foes. For more than half of your career through level 20 you’ll have access to Action Surge to pull some clutch moves by casting two spells in the same round, casting a spell and then attacking with a melee or ranged weapon, or going full NOVA with your weapon of choice. This combination of martial prowess, spell power, and action economy will make you a serious force to recon with on the battlefield, particularly if you’re a strategic thinker.
Our Classic Fighter Mage build has thus captured much of the original flavor of earlier incarnations and is overall an amazingly fun build to play. I hope our enjoy!
Posted by robertscribbler on January 16, 2022
https://scribblersfantasticalworkshop.wordpress.com/2022/01/16/gish-optimized-3-creating-a-classic-fighter-mage-for-5e-gaelya-the-ghost/
Gish Optimized 2 — The Hexblade-Fighter (aka Raven Queen’s Herald)
Welcome to the next installment of Gish Optimized. Man, are you guys in for some fun! Because we have an awesome new build for you! It’s one of my favs for a number reasons. Greatsword attacks without strength, some serious heat coming from our spells, a tough character that can take a lot of physical punishment, and beaucoup tactical options on the battlefield. So put on your Dungeons and Dragons, spell flinging, sword swinging, gishy character optimization hats and get ready!
In our first post, we explored a special build for the optimized Dexterity-based Paladin — aka the Dexadin. This build was primarily melee-focused relying on superior mobility, smites and buffs to deliver heavy hits in combat. A serious stab and smite kind of gish. Now it’s time for a bit of a switch. One with a dash of darkness, a helping of noir artistic flare, and well more than a dalliance with death…
The Spank and Flank Chex-Fighter
For this episode, we’re going to shift gears to a Charisma-based, great weapon wielding hexblade-fighter or Chex-Fighter. But unlike our Dexadin, this character is going to have some serious magical heat under the hood in the form of various buffs, buddies, and blasts. We summed up our Dexadin as a stab and smite kind of gish. Well, the Chex-Fighter is, instead, a gish of the spank and flank variety. Spank because she’s gonna hit real damn hard with her great weapon. Flank because she’ll employ her warlock spells to conjure buddies or buffs to grant her combat advantage. You’ll find out more as we progress! So let’s get into it!
Level 1 — Charisma, Constitution, Half-Elf, Prismari, Fighter
Jumping right in at first level, let’s start out with stats. Remember, we’re a Chex-Fighter and the C in Chex stands for Charisma. So we’ll allocate major pointage here — throwing a full nine at the stat pre-racial bonuses. That gives us a 15 starting out. Solid.
Moving on to our secondary stat, we find that C also stands for Constitution because we’re dropping another full nine points into the tough stat. Why so heavy on Con? Well, we’re mostly a front-liner with our greatsword. Sure, we’ll be able to throw down some ranged heat. But we’re going to want to mix it up in melee big-time. And we really want both high HP and high Con saves. A lot of our melee spells need high rolls for concentration checks too. So we drop those nine points and start out with a 15 in Con as well.

Our third most important stat is Dexterity. We’re not a Dexadin. But we still want decent initiative rolls for our character. We’ve also decided to go the medium armor route and dump strength. Why? Well, what’s more cool than going full anime and having our badass Raven Queen’s Herald artistically wielding a large but nimble greatsword with nothing more than the ample force of her personality to power her strikes? For all these reasons, and because we are indeed a shiny dancer, we drop 5 points into Dexterity for a starting score of 13.
After spending like a drunken sailor on these three stats, we have 4 points left over for Strength, Wisdom, and Intelligence. I’m gonna dump Str to 8 and go with 10 in Wis and 10 in Int. This seems right to me for our Ravenqueen Herald’s mojo. If you want something else — go for it!
So we’ve got our base stats. Now let’s look at race. Ah! There are so many options! And I must say I’ve used both Elf and Human for this build. I love each for different reasons. Human lets us get a feat right off the bat. Elf gives us so many juicy options. And one of them we really, really want. But we also want some beautiful stat bumps. They’re actually pretty key. So we’re going to go for fancy this time, split the difference, and take Half Elf. Holy racial stat bonuses Batman! We get a +2 in one stat and +1 in two others. This is amazing!
Now we really want Charisma so we throw 2 points of our Half Elf bonuses into that for a starting stat of 17. Remember Con? Yeah. We’re putting 1 point into that for a 16. And last of all for Dex we get our final stat bonus. So finalizing our level 1 stats, we end up with S 8 C 16 D 14 I 10 W 10 Ch 17. Not bad at all! But it gets better…
… With our Background. Typically, I wouldn’t talk background for character optimization. But with the advent of Strixhaven, I’d be remiss not to mention the amazing mage college backgrounds. As a Raven Queen’s Herald, we are playing an artiste of the Queen of Death. Our paintbrush for spell and combat — a pact blade. In this artistry we’re enabled by a somewhat macabre twist on the Prismari background found in Strixhaven. Typical Prismari focus on mastering the arts and the elements. Our Raven Queen’s Herald will hone in on the dire and yet beautiful artistry of fate and death. By picking this background we also get two cantrips, access to some cool spell choices, and an extra first level spell. Since we’re mostly a warlock, this extra spell slot really helps us out. I’ll leave the cantrip choices up to you. But what I’m really here for is the fate-bending power of Silvery Barbs. Right out the gate our servant of death gains the ability to twist the threads of fate as a reaction in order to impose disadvantage on an attack roll, an ability check or a saving throw that previously succeeded. We get an extra slot from which to cast this spell AND we can add this spell to our list. Now, if your game doesn’t allow Strixhaven as a resource, just ignore all of the above and some of the below, then drive on with the core build. It’s already amazing. Strixhaven just provides some delicious gravy.
Our mage background also helps round our character out as we go into first level. Because for this build we are starting with fighter. Why? Well, for one, we really want to be trained in Constitution saving throws. We also get some survivability in the form of Second Wind. Our Defense Fighting Style option adds 1 to our AC — making us even tougher. Since we didn’t start out as Warlock, we’re going Dexterity for our level 1 fighting. So we pick rapier, shield, and scale mail. From Strixhaven mage we also pick up Chill Touch for our ranged attacks. Our starting HP is 13. Our AC is 19. This makes us both tough and versatile at lvl 1. Even though we are not a heavy hitter, we can take some serious heat, attack reliably both in melee and at range, and occasionally pull a clutch debuff with Silvery Barbs. That’s pretty badass. But it gets better.
One word to the wise on level delay — this optimization guide does delay key features by one level. So you’ll lag a bit behind straight-classed options in exchange for some really nice build options. This delay is not too terrible as our build really starts to hum at level 6 and even moreso at level 9. However, if you want to race to gain badass features at level 5 and forego some of the amazing tweaks, just pick Variant Human, take Resilient Constitution at level 1, and go straight Hexblade until 17 at which point you’ll take the final three levels as fighter. I’m doing just that in a campaign I’m playing this build in right now. So don’t feel bad if you want those powers sooner. We’re just showcasing the more idealized version of the build here.
Level 2 — First Level of Hexblade Warlock
Now that we’ve set up a strong chassis for our Ravenqueen’s Herald, we move into the core class of the build which is Hexblade Warlock. We’re taking Hexblade all the way to level 17. And it’s going to give us so many wonderful things.
At level two we initially gain two amazing features. The first is Hexblade Curse — letting us set up some serious focus fire on one opponent by using our bonus action to apply this curse to a target we can see within 30 feet. This curse expands our crit range to 19-20 and gives us a buff to our damage rolls against the target. The second feature from Hexblade is Hex Warrior — allowing us to use our Charisma with one melee weapon of our choice that lacks the two handed property. We pick a Longsword. Then we drop the shield and go two-handed with it because it’s versatile. We now do 1d10+3 damage or 1d10+5 damage with our Hexblade Curse. Our AC drops to 17. But we’re not here for the AC. We’re here for doing a dance of death with our large and nimble blade.

We are now a solid damage dealer for level 2. But we’re going to pick some spells up that help us even more. For Cantrips we take Eldritch Blast for our ranged option and never look back. We get another Cantrip which I’m leaving open — so have fun. For First Level Known Spells, we’re taking Hex and Armor of Agathys. Hex adds 1d6 on top of our already strong 1d10 damage with Eldritch Blast and Longsword. With proficiency in Constitution saves, it’s unlikely our Hex will be lost if we take a hit. Armor of Agathys gives us 5 Temporary Hit Points and deals damage if a foe hits us in melee. Since we have a 22 HP, those 5 THP stacked with Second Wind really makes us pretty darn tough while also giving us good reactive damage in close combat. These spells give us strong choices at level 2 for our spell slots.
Level 3 — Invoking the Raven Queen
At level 3 (level 2 Warlock) we get two Eldritch Invocations. And it’s here that our build’s specialty really starts to come on line. We don’t get to benefit from our choices in a major way just yet. But our deathly artistry arising from our pact with a blade blessed by the Goddess of Death is starting to take shape. Our eyes begin to take on a red gleam as we take Devil’s Sight. This gives us 120 feet of darkvision in both normal and magical darkness. The coolness factor here is just to die for (quoth the Raven Queen). What this invocation gives us by level 6 is just beyond amazing. It yields benefits earlier. But the cherry on top is our big surprise coming at levels 6 and 9. We want something special with our other invocation at level 4. So we set it aside for now.
At level 3, we also get another spell choice for level 1. I’m partial to having a blast option, so I’d pick Arms of Hadar. I also like the cinematic flare of arms of darkness erupting from you to batter your foes. This isn’t key to the build, so if you want something else like Hellish Rebuke, go for it!
Level 4 — Forging a Pact With a Blade Blessed by Death in Darkness
By level 4 our mojo is really starting to shine. We forge a pact of with a blade blessed by the Raven Queen. For my character, I’ve picked a weapon possessed by the spirit of the good death. There are many shades of death so our options here are broad. For game purposes, our Pact of the Blade now allows us to summon a special magical sword that can be used as an arcane focus for our spells. We also now use our second invocation to empower this sword — taking Improved Pact of the Blade. Now we gain two more boons — our weapon is a Greatsword which we can use with our Charisma. It is also enchanted to +1. So our base damage jumps again — hitting 2d6+4, 2d6+6 if we’ve applied our Hexblade Curse, and a maximum of 3d6+6 if we’ve cast Hex. Pretty significant.
We also gain another spell and our Warlock slots jump to level 2. This means Armor of Agathys hits 10 THP. So our base 31 HP can be pushed to an effective 41 even as we are possibly doing 10 damage if something strikes us with a melee attack. With this bump in spell level comes another spell choice. We pick Darkness. Now you probably saw this coming when I chose Devil’s Sight. But I must emphasize that Darkness is not a core feature of the build. It instead represents a situationally powerful option that can also harmfully debuff your allies if you’re not careful. Walking around with 15 feet of darkness surrounding you blinds everyone, even your buddies (although, if you team up with a Gloomstalker Ranger, you’ve just thrown down a major party buff). Unless the party is optimized to fight in Darkness, the spell is a bit clunky to say the least. That said, if you are wise about when you cast it and you do something clever like casting Darkness on an object that’s easy to mask with a free action or an object interact action, then you’ll get more mileage out of it. Admittedly, the advantage you can gain and the disadvantage impacting your foes can be pivotal. Just think about your buddies before popping this out.
Level 5 — Great Weapon Master
At level 5 we are a level 4 warlock and we immediately throw our ASI into the Great Weapon Master feat without looking back. We already have access to Darkness, which allows us to apply advantage — making hits more likely when we choose to subtract 5 to hit to add 10 damage. But we are still in training mode here. Though a main feature has just come online, we’ve got much more to look forward to.
Even so, we’ve just unlocked some serious NOVA-crit potential. If we have Darkness active, pop Hexblade Curse, and attack our foes with advantage we can now strike for 2d6+17 damage. For a single hit, this results in a seriously beefy 24 average damage. But due to Hexblade Curse, we now also crit on a 19-20 and when we crit we make a second attack as a bonus action. Our NOVA-critical does 6d6+34 for a total average damage of 55. Not as brutal as our stab and smite Dexadin at level 5. But remember, we haven’t even picked up extra attack yet. So we are well on the way.
At level 5 we also get another spell to choose. I’m partial to Mirror Image, Shatter, or Misty Step. None are critical to our build. So have fun!
Level 6 — Flank and Spank!
Ahhh… Level 6… Beautiful, glorious level 6… This level is the level where our build finally comes on line. We’ve laid all the groundwork. We’ve made all the choices and now we can unlock our optimization to deliver some serious spanking and flanking against our foes.
But before we get into that, let’s just take a moment to celebrate because we’ve gained access to extra attack through our new Invocation — Thirsting Blade. When using our pact weapon which is an incarnation of the blade of the good death, we now get to attack twice when we take the attack action. Our melee rounds just got really brutal for the bad guys.

Still, it gets even worse for the bads because at level 5 we pick a really clutch spell in the form of Summon Fey. With this spell, we call forth a special flank buddy Fey Spirit. This guy or gal is a mean little bugger — packing quite a wallop in her diminutive 3 foot tall package. With one attack she unloads 2d6+6. Not too shabby. But the real feature for us comes from our Fey Spirit’s bonus action. Why? Because we want darkness. And when we want darkness we want it not to harm our allies. Enter our Tricksy Fey Spirit who can use a bonus action to cover one 5 foot square in darkness. A square our Chex Fighter is now standing in. Hello advantage! Hello let’s beat the tar out of the badguys with our greatsword! Hello to spank and flank!
With Summon Fey active, we now attack twice for 2d6+4 base damage and our ally attacks once for 2d6+6. Our Chex Fighter attacks with advantage if the Tricksey Fey has summoned darkness into our square. If all these attacks land, we average 35 damage. Not too shabby. But our maximum potential damage just went through the roof. On a NOVA-crit round after we applied Hexblade Curse, we now do 10d6+57 damage for a total average damage of 92. Woof! That’s some serious heat. And we’re not even action surging or smiting yet!
So nice!
Level 7 — Accursed Specter
Now that our spank and flank is fully online, we want more options for flank buddies. Our flank strategy will carry us on for a long time — through level 18. This strategy will afford us with multiple options for achieving advantage on attack rolls. At level 7, level 6 in Warlock, we gain another of these options — our Accursed Specter. When we slay a humanoid affected by our Hexblade Curse, we summon a special specter which we command. The specter has its own initiative and full set of turns. It can use these turns to deal another 3d6 necrotic damage — further buffing our DPR. Depending on its place in the initiative order our specter ally can also use the Help Action to give us advantage on attack rolls against a foe. This addition isn’t key to our build. But it does provide us with another helpful spank and flank option.
For spells we also gain another choice. I’m partial to Counterspell. When you need it, you really need it. But it can hurt to unload one of your only two spell slots on Counterspell when you could otherwise be Summoning Fey for multiple encounters and getting a juicy 15 THP from Armor of Agathys to buff your already beefy 67 HP at level 7.
Level 8 — Eldritch Smite
By now we’re starting to pick up quite a managerie of nasty critters and equally brutal powers. At level 7, we add a keystone in our NOVA Critical capability in the form of Eldritch Smite. It’s worth noting, though, since we’re a Warlock that we need to hold one of our two precious warlock slots in reserve to deliver this smite as part of an attack series. Ideally, we’ve got our Summon Fey up, we’re getting advantage from our buddy’s helpful square of darkness, and we’re holding our second 4th level spell slot in reserve for our smite.
This combo is a once per short rest spark of deathly glory. But when it goes off, it is just insanely good. So let’s get into some basic math. Our flank buddy Fey now attacks twice for 2d6+7 damage on each hit. Assuming he hits, that’s 28 damage. Oof. Our specter, if he hits does 10.5. We’ve applied our Hexblade Curse and we’re adding +10 from great weapon master even though our advantaged attacks still aren’t super-accurate. But we still have a good chance of landing hits due to that second roll. If we crit, land all three, and smite on the crit we do 10d8+8d6+51 for a total of 123 damage. Our flank buddies add 38.5 for a grand total of 161.5 damage at level 8. If we don’t risk the -5 to hit, we still do 131.5 average damage if all hits land. Absofrigginlutely brutal!
At this level, it’s worth noting that another spell can give us our cozy shroud of part-friendly darkness. That spell, Shadow of Moil, is a worthy addition to our arsenal as it obscures you for 1 minute while also doing 2d8 necrotic damage to any foe that does manage to hit you. So we add this buff to our arsenal.
Level 9 — Elven Accuracy!
But wait… It gets even better. At level 9, we’re a level 8 warlock and we get our second ASI. We choose to spend it on Elven Accuracy. A half feat, we use the point to bump our Charisma to 18. We are now +9 to hit with our magical greatsword. If our Fey buddy throws some nice shade over us, we now roll 3 times to hit when we have advantage. Yikes. Now we can feel a lot more confident about using great weapon master.
For spells, I’m kinda partial to the area denial option that is Sickening Radiance. Since we’re a Prismari Mage background, we might also take Wall of Fire or Freedom of Movement. Again, these diverge from our core options. But we might find situations when we’re glad we have them. We’re a gish after all!
Level 10 — Eldritch Pain
By level 10, we finally have space to enhance our ranged attacks by picking up the Eldritch Pain Invocation. Our eldritch blasts now do 1d10+4 on each shot, 1d10+8 if we apply Hexblade Curse. Pretty nasty. We also now have access to 5th level spells. It’s worth taking Cone of Cold for some extra blast damage in a pinch. If we took an ongoing AOE option last level, we’ve just built us a solid off-blasting secondary option. Although, we’ll primarily be working with our flank buddies over longer time periods vs throwing down quick and heavy blasts due to our limited spell slots.
Level 11-13 — Armor of Hexes, Circle of Death, and Lifedrinker
Coming up on level 11 we now attain Armor of Hexes which is a solid defensive buff against a single foe. Now, targets we lay down the focus fire on with Hexblade Curse are quite a bit less likely to hit us. We can use our reaction when a foe hits us to roll a d6. If we roll a 4 or higher, the attack misses. If our flank buddy is throwing shade on us, foes are also attacking us with disadvantage unless they can penetrate magical darkness. This kind of layered defense can be quite difficult to pierce — adding to our dueling capability. At level 11, we also have the ability to cast Armor of Agathys for 25 THP to add to our pretty beefy 103 base HP.
By level 12 we now have 3 fifth level spell slots and 1 first level slot for Silvery Barbs. This gives us more options. One we add to with our Mystic Arcanum which we use for the big AOE that is Circle of Death. If you prefer another lvl 6 spell, go for it. Circle of Death isn’t pivotal to our build. But I like the option for more backup AOE throw down.
Upon hitting level 13 we finally max out our Charisma at 20. We also pick up the Lifedrinker Invocation. Now our consistent damage gets a serious bump to 2d6+11 when we add in the extra 5 necrotic damage from Lifedrinker. Our Fey and Specter flank buddies are also starting to lag a little due to our warlock slots not continuing to accrue and the Specter not scaling. They’re probably still decent for most combats. But we’ll start relying on our solo abilities more and more from this point forward. So it’s nice to get a damage buff. Updating our NOVA-crit round and including Hexblade Curse, we’re doing 12d8+8d6+78 for 159 individually plus 10.5 from the Specter and 30 from the Fey for 199.5. Very substantial damage that we can potentially deliver on two consecutive rounds.
Level 14-17 Creature of Light and Maddening Darkness
At level 14, we get our second Mystic Arcanum. Now I’m partial to Crown of Stars. But this comes with a note — it sheds bright light which interferes with our darkness abilities. In my view, taking Crown of Stars gives us a good long lasting option when we want to hang back and deal extra ranged punishment. It’s not concentration. And it lasts for an hour. It also helps us fill a possible gap when flinging darkness might be less helpful or even hurt. Thematically, this makes us a creature of light and darkness, which is pretty amazingly cool. It also fills another one of our versatility gaps. Which from the gish standpoint is pretty darn cool.
At level 15 we pick up the amazing Master of Hexes ability. When a creature affected by our Hexblade Curse dies, we can then apply our curse to another creature as a bonus action. This effectively gives us continuous use of our Hexblade Curse so long as our cursed foes continue to fall. Presently, our curse adds 5 to our damage rolls for a total of 2d6+16 or 2d6+26 if we use our great weapon master feature. So the ability to fling this curse around more often is a major buff. Just be aware that your bonus action now has quite a lot of competition for its use. This is a good thing. But we’re going to need to manage it to eek out our highest level of effectiveness.

At level 16 we get our 8th level Mystic Arcanum. For it, we choose the devastating and huge Maddening Darkness. The utility of this massive area denial and enemy debuff spell is compounded by our Devil’s Sight which allows us to see the enemies who are now stumbling around in the psychically crushing darkness we’ve just conjured. Our quiver of darkness has thus been added to yet again — and this added arrow is seriously devastating if used at the right time. We also get another Eldritch Invocation which we use to shore up our already strong ability to concentrate on spells. To do that we take Eldritch Mind as our Raven Queen patroness fortifies our ability to focus.
At level 17, we gain another ASI. We take Constitution which now bumps us up to 18. We now have +10 on Constitution saves, advantage on concentration checks and +4 hit points per level. Pretty significant for a character that’s mostly a Warlock. For resiliency we’re sitting pretty at this point with 174 HP and the ability to conjure our Armor of Agathys for an extra 25 THP. We also hold onto our spells with a difficult to shake tenacity even when we take significant amounts of damage.
Level 18 — Foresight
Over the past 4-5 levels we’ve been steadily transitioning away from a flanker and into more of a spanker. We’ve still made good use of our flank buddies. But combats where they’re effective have become more and more limited. Meanwhile, our own individual abilities have begun to really shine. We have access to a combination of strong AOEs, ranged attacks, and area denial. Our core ability to rip bads apart with our greatsword has only gotten stronger. And our ability to stand strong through the fray is quite respectable.
At level 18 we complete our transition. We become a pure spanker who’s no longer reliant on flank buddies. We might still use them. But our core abilities have propelled us beyond that need. A key part of that transition is our gaining access to the Foresight spell for our Level 9 Mystic Arcanum. This amazing spell grants us advantage on attack rolls, saves, and ability checks for 8 hours. We can’t be surprised and attacks against us are at disadvantage. Because we are using a greatsword with Elfin Accuracy and using Charisma we roll 3 times to hit during those 8 hours. And when we apply our Hexblade Curse, we roll a critical hit on a 19-20. This makes our NOVA Critical strikes really brutal. But we’ll hold off on a full assessment of the damage for now…
Level 19 and 20 — Action Surge and Battlemaster
Moving on to levels 19 and 20 we achieve the keystone features of our build. By taking our last two levels in Fighter we gain the amazing action economy and NOVA buff that is action surge. We also go one better to get Battlemaster because we really want to be able to use the Riposte manuever up to 4 times per short rest. Why? Well, let’s do some basic math.
At level 20, our NOVA critical is now among the most devastating in the game. When we NOVA, we’ve set up our Hexblade Curse on our chosen target, we’ve cast Spirit Shroud (which I haven’t mentioned before, but which we’ve used our Eldritch versatility to switch out one of our 3rd level known spells for), and we are operating under Foresight. This takes about 2 rounds to set up. So maneuver yourself accordingly. When we unload, we action surge. And when we crit, we use our Eldritch Smite. This makes our NOVA-crit devastating at 24d8+12d6+135 for 285 average damage. But wait, it gets even better when we riposte and do a total of 74.5 addition damage with a second Eldritch Smite and the added riposte damage for a total of 359.5 damage on a NOVA-crit + riposte round. All this without magic weapon support, assuming a crit and that all hits land. This devastation is about 25 percent above that applied by our stab and smite Dexadin. However, our nimble Paladin may benefit more from some specific magic item support. So YMMV.
Final Notes — A Really Fun NOVA Build That Can Throw Down Powerful Spells
Overall, I really love what this build has to offer. It’s tough. It can throw down some AOEs, particularly at higher levels. And it really goes for those head shots with that greatsword. I would love to see this with a vorpal weapon. Although I’m sure a DM wouldn’t! Or maybe they would…
That concludes our Raven Queen’s Herald optimized gish build. I hope you enjoy it! If you do, please send us a little love by mentioning where you found her. Until next time — may the goddess of nat 20s smile upon you!
Check out the Stab and Smite Dexadin build here.
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Posted by robertscribbler on December 26, 2021
https://scribblersfantasticalworkshop.wordpress.com/2021/12/26/gish-optimized-2-the-hexblade-fighter-aka-ravenqueens-herald/