Grailfinders #335: Hephaistion
today on Grailfinder we’re making Hephaistion, who just kind of showed up one day. it honestly feels really weird to have a new character introduced in an event rerun, but she came, so we’ll make her. that’s how that saying goes, right?
she’s a Crown Paladin to protect her king physically and an Arcana Cleric to protect him magically as well. you have a party with a barbarian who constantly gets charmed? this is the build for you.
check out her build breakdown below the cut, or her character sheet over here!
next up: I’ve had three years to figure out how to make counterattacks good in D&D, and didn’t. now the reckoning has arrived.
Ancestry & Background
fun fact, Faker is a Human! unless she was lying about that too. still, we’ll just hope she isn’t and give her +1 Wisdom and Charisma, as well as proficiency with Arcana and the Mounted Combatant feat. while mounted, you get advantage to hit anything smaller than your mount, and you can redirect attacks from your mount to you. also, your mount has evasion, which is nice. you’re a rider sometimes, kind of, so be nice to your rides.
Faker’s technically nameless, but we’re going to call her Faceless instead, so she gets proficiency in Deception and Intimidation. I don’t think deception’s needed for magical stuff, but it’s good to have regardless.
Ability Scores
Faker’s highest score is Wisdom- you need to ask the gods for help with making magic happen, plus you need to not die from the curses aimed at your boss. both of those are wisdom. second is Strength. you hit stuff a lot when you’re fighting, and you use heavy armor. third is Charisma. we need it for multiclassing, and it’ll also help you imitate a man twice your size well enough to pass for him. I wish your Constitution could be higher, but we needed everything before this for multiclassing. besides, while you can take hits for people, you’re kept around to block curses. this means your Intelligence is pretty low, but we’re dumping Dexterity. with your armor, it’s our safest dump stat to pick.
Class Levels
1. Paladin 1: we need to start off as a paladin if you want gold armor at third ascension, but while you’re here you’ll also get proficiency with Wisdom and Charisma saves, as well as Athletics and Insight. you’re not quite as beefy as Iskandar, but you’ve to be able to keep up with the guy.
at level one you can use your Divine Sense to detect extraplanar being nearby, or you can use Lay on Hands to heal yourself or an ally. what is healing but retroactive protection?
2. Paladin 2: second level paladins get a Fighting Style. you use daggers and shortswords, so Dueling is more your speed, giving you +2 damage on one-armed weapon attacks. your fighting style actually works out really well for us, since it keeps a hand open, we don’t need to pick up warcaster for your spells later.
or now, really, since you can cast Spells this turn using your Charisma. Faker is an accomplished spellcaster, so your ability to prepare spells each day gives the whole build some much needed flexibility. we’ll bring up some particularly useful spells to stay in-character, but feel free to pick what you like.
for example, at first level you can pick up Protection from Evil & Good, Shield of Faith, and Heroism, each one protecting your charge from a magical malady. the first protects from possession and divine/unholy interference, the second gives a creature +2 AC, and the last grants immunity to fear, as well as some extra temporary HP.
if you’d rather, you can also use your spell slots on Divine Smites instead, adding radiant damage to your weapon attacks so even a dagger can hit like a greatsword. the stronger the spell slot, the stronger the damage dealt, though this only works up until level 5 spells.
3. Paladin 3: at third level you gain Divine Health, granting you immunity to disease. you also take up your oath of the Crown, which here grants you the start of your Mystic Eyes of Compulsion- your class spells Command and Compelled Duel. the former lets you give a one word command, which a target must follow on their next turn if they fail a wisdom save. this spell doesn’t work if the command is impossible or would cause them harm, but that’s what the second spell is for! if they fail a wisdom save for Compelled Duel, the target gets disadvantage to hit anyone but you, and needs to make another wisdom save to move away from you each turn. the spell lasts a minute, or until you attack another creature or another creature attacks it.
but we’re not done taunting just yet. once a short rest you can Channel Divinity in one of two ways. the Champion Challenge forces every creature you choose within 30’ of you to make a wisdom save as a bonus action. if they fail, they can’t move more than 30’ away from you unless you get knocked out or move 30’ away from them. alternatively, you can Turn the Tide as a bonus action, healing bloodied creatures near you for 1d6 plus your charisma modifier. Faker doesn’t really have healing, but again, this is just retroactive protection. that’s my justification, at least.
4. Paladin 4: we’re not really getting many magical attacks this time around, so make sure you use this Ability Score Improvement to bump up your Strength. your sword arm’s gonna get quite the workout by the time we’re done here.
5. Paladin 5: fifth level paladins get an Extra Attack each attack action, so. two per action. speaking of two, you get second level spells! Warding Bond is the best shielding spell we can get for a while, adding +1 to your charge’s AC and halving all damage they take for an hour. the downside is you also take whatever damage they do, so try to keep them alive. you also get another mystic eye spell, Zone of Truth. it’s a zone, that you tell truth in.
while it’s not a dragon, Find Steed can help you get a horse so your rider abilities won’t go to waste in the meantime. summoning dragons is a bit of a long-term goal.
6. Paladin 6: sixth level paladins have an Aura of Protection, adding your charisma modifier to every save made by friendly creatures near you, including yourself. boom, that’s instant curse protection right there. it’s only a +2 bonus atm, but a bonus is a bonus! plus, it works on any other saves too, like say, Dexterity saves. but I mean really, when would Iskandar ever need to make dex saves?
7. Paladin 7: seventh level crown paladins get a Divine Allegiance, letting you take the hit for another ally as a reaction. you can’t reduce the damage to you if you take a hit this way, just like the warding bond.
8. Cleric 1: we’ve got all the taunts we need, so let’s crank up that magical protection now. as a first level Arcana cleric you become an Arcane Initiate, giving you two cantrip from the wizard spell list like Message for the chaldea-standard holophone, and True Strike, the sign that you’re not sure what other cantrips to give someone. speaking of, you get cleric cantrips too like Guidance and Resistance to protect people better than most, and Spare the Dying. I consider mortality a curse, so I’m counting this as an in-character spell. you can cast these or your other Spells from the cleric spell list using your Wisdom, and again this is a group of spells you can prepare each day. Clerics have some of the strongest spells in the game, and we have to go in deep to grab a dragon, so have fun with it! get the spells you want.
but also get Sanctuary, it’ll force a wisdom save on anyone trying to mess with your charge, whether that’s attacking or by using a spell. if they fail a wisdom save, the attacker will have to change targets or waste the action entirely. this only works for a minute, or until the warded creature attacks someone themselves, but it’s a potent defense while it’s up.
9. Cleric 2: second level clerics get their own flavors of Channel Divinity, and I’m pretty sure this is the first time it’s come up, but doubling down on CD doesn’t double the number of uses per short rest, it just gives you more options. options like Turn Undead to scare off zombies and skeletons, and Arcane Abjuration to turn a celestial, elemental, fey, or fiend. it can also gets upgrades like Destroy Undead later, banishing creatures of the same CR. I don’t think this comes up that often, but both of these options would protect Iskandar, so they’re technically in-character.
10. Cleric 3: third level of cleric is literally where the magic happens, as getting second level cleric spells opens up a lot of opportunities. Magic Weapon is nice, but we’re here for Arcana Cleric’s other class spell, Nystul’s Magic Aura. with this, you can make nonmagical items seem magical to spells like Detect Magic, but more importantly you can make yourself appear to be a different creature as far as spells go. technically this could only change your creature type, but I’m sure you can work something out with your DM. it’s also a useful defensive spell against magic, as a lot of weaker spells only work on humanoids, and you can make your king look unhumanoid to spells, shutting them down completely. it’s also super economical, lasting a full 24 hours.
you also get what is probably your most powerful use of your mystic eyes yet, Hold Person. when a target falls under the effect of hold person, all melee attacks against them crit automatically. paladins love crits because it makes your smites twice as effective. being able to command someone to hold still in the middle of a fight is good, actually.
11. Cleric 4: fourth level clerics get another ASI, so bump up that Strength again. you can also cast Light now, which is always going to be useful since you have dumb human eyes.
12. Cleric 5: fifth level clerics can Destroy Undead of CR ½ or lower using their channel divinity. ghosts suck, Iskandar hates ghosts, so just get rid of them. you also get third level spells like Dispel Magic to retroactively protect your king from magic, and Magic Circle to lock ghosts in place while you work to get rid of them. you can also reverse it to give you and your party a safe space away from ghosts and the like.
as far as spells we can choose go, Remove Curse is basically what you were born to do, and Life Transference is more of that retroactive protection we were talking about earlier. it’s healing, but it also hurts you in the process. I don’t know why they put this in the spell list of the most powerful healer in the game, but I’m glad they did.
13. Cleric 6: sixth level clerics can channel divinity twice per rest, and you become a Spell Breaker as well. whenever you heal an ally, you can end a spell’s effect on them for free. you know, like. curses. for instance.
14. Cleric 7: seventh level clerics get fourth level spells, and there’s not much we really need here. this build’s a bit awkward in that Faker is generally a low-level caster in execution, but her NP is a high-level spell, so the middle levels don’t have a lot for us magic-wise. still, that just means you have plenty of space to figure out what spells your Faker needs, so it’s not all bad. we only need Death Ward to block instant death spells, but the freebie spells, Arcane Eye and Leomund’s Secret Chest, aren’t bad either.
15. Cleric 8: eighth level clerics get another ASI, so bump up your Charisma for a stronger aura. you also get a stronger Destroy Undead this level, as well as Potent Spellcasting, adding your wisdom modifier to the damage dealt by cleric cantrips.
we do not have any damaging cleric cantrips.
16. Cleric 9: ninth level cleric, fifth level spells. again, Planar Binding and Teleportation Circle are nice, you’ll get use out of them, but if you want magical eyes that compel people to do what you say, you need to put a Geas on them. it lasts 30 days, and you can force it to either do something you want, or not do something you don’t, if it fails a wisdom save. once a day, if it works against your command, it will take 5d10 psychic damage. you can issue a harmful command, but certain death is off the table.
17. Cleric 10: tenth level clerics get Divine Intervention- once a day (or once a week if you succeed), you can ask the gods for help. you have a Your Level in 100 chance of success, so right now it’s 1/10. if you succeed, your DM will decide what the gods think is appropriate aid.
you also get one last cantrip, so Thaumaturgy. Iskandar is loud, so you need to be too.
18. Cleric 11: it’s an odd level, so you know what that means, more spells! there’s a few sixth-level spells we want, actually, like Fizban’s Platinum Shield to protect your king as best we can, giving him half cover, resistance to most elemental damage, and evasion. you can also swap it between people, but we really just care about the king.
while Mass Suggestion might not seem like the most powerful use of your mystic eyes, since its commands come with more restrictions than Geas, it can force a whole crowd to help you for up to a month by the time this build is done, so it’s not one to be underestimated. that being said, this will force every creature in the crowd to make their own wisdom save, so your DM might not be too happy about it.
19. Cleric 12: with our penultimate level, you receive your ultimate ASI, the Tough feat. it’s a whole 38 extra HP now, plus another two next level. we’re spending our HP on a lot in this build, we need all the stuff we can get.
20. Cleric 13: thirteenth level clerics get seventh level spells. the one spell we definitely need from this list is Conjure Celestial, letting you summon a celestial of CR 4 or lower. the important thing here is that includes Winged Lions, our stand-in for a dragon chariot. though if you wanted to just run people over, winged bulls are certainly an option as well. this spell takes a minute to cast, but after that you have your flying buddy for an hour, which is a lot of trampling time in D&D. plus you can ride on a flying lion, which is cool.
Pros & Cons
Pros:
you are very good at protecting people. you can lock down individuals or crowds, block off curses, disguise yourself or your king from magic, and just being around you improves everyone’s saving throws. and of course, worst comes to worst you can put your life on the line to shield others from attacks.
speaking of attacks, you’re a paladin that knows hold person. you can deal stupid amounts of damage if you pull that spell off you can just delete someone pretty easily.
also, while protecting people from physical attacks is pretty trivial, you specialize in protecting them from magical effects, which can be a lot more devastating as a whole. think about it. how many berserker builds get dinged for being easily charmed? and of course curses can be just about anything your DM okays, so being able to block those from ever hitting a party member can be huge.
Cons:
we need three stats for multiclassing, which really stretches how strong you can be in any one of them. don’t get me wrong, you’re okay, but there’s quite a few stats I wish could be higher for this build to really shine. also worth noting, both paladins and clerics have super strong level 20 bonuses, so by multiclassing you miss out on both.
speaking of stats I wish were higher, your HP isn’t bad, per se, but if you’re running a build all about taking damage for others you’d probably want something past 200 HP, not 170. thankfully you’re a palacleric, so you have a shitton of ways to refill that HP bar.
we don’t get your mount until level 20, and before that your best replacement is a regular horse. even with Mounted Combatant your steed will probably get shot out from under you within the first few rounds of combat. riding a flying lion looks cool, but falling from 10 stories up because they just got sniped does not.
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