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MinMaxMunchking
MinMaxMunchking

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Key Features & Spells


Aura of Protection
Diamond Soul
Fortune from the Many
Bless spell
Watcher's Will
4 ASIs
Hand of Healing

Defining Characteristics


Level 20 frontline support concept, minimum +15 bonus to all saving throws, extremely mobile, versatile defenses, limited offensive capabilities, unconventional RP potential

Hobgoblin (Mordekainen’s Monsters of the Multiverse)


- DEX +1, CON +1, CHA +1: Humans are the best for ability score bonuses, but what Mordekainen hobgoblins have trumps raw stats in my opinion
- Darkvision: standard 60 ft. darkvision is actually an upgrade over Humans
- Fey Ancestry: borrowed from elven races, it’s always nice to be unbothered by sexy ladies
- Fey Gift: interesting bonus action option, quite versatile. Hospitality is the best on low levels, but this is a higher-level concept, so Passage probably has the most value
- Fortune from the Many: this is the main reason to pick a hobgoblin, as you will almost always have +1, often +2 or even +3 to all saves when you most need it.
- Languages: Common, +1 extra (I’d probably stick to Goblin)

Point Buy (27/27 points spent, race bonus: DEX+1, CON+1, CHA+1)


This is quite a mad character, requiring a minimum of 13 in 4 abilities to multiclass (STR, DEX, WIS, CHA) and it remains wonky to distribute to points. Still, you’ll be focusing mainly on frontline support, so it shouldn’t matter that much.

STR: 13
DEX: 14
CON: 14
INT: 8
WIS: 13
CHA: 15

Background Options


Anything that gives Perceptionskill proficiency.

Feats


None, you need to max out CHA for maximum save bonuses

Oath of the Watchers Paladin 6 (Tasha’s Cauldron of Everything)


- 1d10 HP dice
- Core class proficiencies: all armor & weapons, WIS & CHA saves, 2 skills (Athletics, Insight/Intimidation)
- Starting Equipment: 2 shortswords, quarterstaff, explorer’s pack (you can pick priest’s pack for the theme, but it doesn’t have bedroll, torches and rations), chain mail, holy symbol (amulet)
- Divine Sense: detect evil and/or good aligned creatures/objects around yourself. The utility of this feature varies from campaign to campaign, but if you’re constantly dealing with fiends & undead, this might come up very often.
- Lay on Hands: a pool of 30 HP you can use to bring your allies up from 0 HP or cure diseases
- Divine Smite: just in case your party does need a bit more damage, you can burn a few spellslots at the very least.
- Fighting Style:  I like Interception here, even though the damage reduction isn’t massive. You could still stick to Protection, or you could take Blessed Warrior and pick up Guidance and Spare the Dying for extra flavor.
- Spellcasting: half-caster, CHA, prepares spells, holy symbol focus. There’s only one spell that really matters here, Bless, but you do get Aid as well, in case nobody else has it.
- Divine Health: it’s a bit redundant because you will get immunity to disease as a Monk too
- Oath of the Watchers: Oath Spells are nice but nothing super special. The reason why I think this oath fits the best is a Channel Divinity called Watcher’s Will, which gives advantage on INT, WIS & CHA saves. On top of ridiculous bonuses and Monk rerolls, it’s hard to imagine failing those, even if the DC is well above 20
- 1 ASI: you need to max out that CHA score asap, every ASI helps.
- Martial Versatility: kinda unimportant imho
- Extra Attack: you’re not a damage dealer so this isn’t as important, but you will be contributing
- Aura of Protection: the main reason to pick a Paladin in the first place. Adding +5 to all saving throws eventually is massive and only trumped by Monk’s Diamond Soulfeature really.

Way of Mercy Monk 14 (Tasha’s Cauldron of Everything)


-1d8 hit die,
- Core multiclass proficiencies: simple weapons & shortswords,
- Unarmored Defense: your AC will be kinda crap because this character is super MAD (multiple ability dependent), but at level 20, AC is largely irrelevant anyway, it’s saving throws that make or break a character, and you’ve gottem
- Martial Arts: Dexterity for attack rolls with unarmed strikes and monk weapons, martial arts damage die, bonus action attack
- Ki:basic options are nice, but you will need ki points primarily for rerolling failed saving throws
- Dedicated Weapon: cool, but irrelevant
- Unarmored Movement: extra speed for those in need!
- Deflect Missiles: at high levels you probably won’t benefit much from this, but it’s an option always at your disposal.
- Hand of Healing: this is what makes all those saving throw bonuses somewhat more useful than just “look, I’m passing everything and contributing nothing”, which summed up this character before. Now, you can go around and heal characters who fall down to 0 HP.
- Hand of Harm: I wouldn’t bother too much with this, your accuracy isn’t the best, but stacked on top of Divine Smite, you do have a bit of burst damage potential. Use it if you have to.
- Ki-fueled Attack: seems like a needless waste of ki points for this character, I wouldn’t focus too much on this
- 3 ASIs: pump that CHA score for maximum saving throw bonuses
- Slow Fall: jumping down has never been easier
- Quickened Healing: I actually like this feature a lot, because it sometimes happens that you have a few unused ki points before a short rest, so now you can burn them to patch yourself up and not rely completely on the short rest dice rolls for healing.
- Extra Attack: you already have this from Paladin
- Stunning Strike: your WIS score will be low and high CR enemies usually have massive CON saving throw bonuses, so I would largely ignore this ability for this character specifically
- Focused Aim: waste of ki points for this character – unless everybody is at 0 HP, you’re the only 1 above 0 and the boss has 5 HP left!
- Ki-Empowered Strikes: fists are magical!
- Physician’s Touch: this is actually a very potent level 6 feature, particularly against paralyzed and stunned conditions, which are very dangerous once they go off. Inflicting poisoned condition upon enemies doesn’t seem as good, because a lot of monsters are immune to it.
- Evasion: DEX saving throws are prevalent in the game, this will save you from dropping down to 0 HP more than you think
- Stillness of Mind: situational, but useful when you need it
- Unarmored Movement Improvement: become Quicksilver and Jesus at the same time
- Purity of Body: a better version of Paladin’s Divine Health feature
- Flurry of Healing and Harm: both your healing and damaging features you get at level 3 become more efficient. You still have to spend ki points for Flurry of Blows, a resource you need to reroll saving throws.
- Tongue of the Sun and Moon: basically Tongues and Comprehend Languages spells all in one, on demand, at will
- Diamond Soul: this is the main reason to multiclass into monk. You get proficiency in all saving throws and an option to reroll failed saving throw rolls.

ITEMS


There are a few items which can push saving throw bonuses even higher than they already are.

- Cloak of Protection: +1 to saves and AC
- Stone of Good Luick: +1 to saves and ability checks
- Ring of Protection: +1 to saves and AC
- Statuette of Saint Markovia: this is a Curse of Strahd specific item of Unknown rarity, but if you can get it, that’s additional +1 to saving throws

It shouldn’t be too hard to get at least the cloak, stone and ring for a level 20 oneshot, because they’re Uncommon and Rare, well below expected rarity level for level 20 characters. Considering that Statuette has an even weaker effect, I don’t think it would be hard to convince a DM to give you that either.

Spells


6 Paladin levels give you a few spells to play around with and squeeze a bit of extra support/utility out of your spellslots

Level 1


- Bless: +1d4 on all saving throws is pretty much the only spell you should be Concentrating on
- Cure Wounds: just in case you run out of ki points for healing
- Command: a little bit of control can sometimes get more out of those level 1 slots. Since you will be maxing out your CHA score anyway, it might even prove effective.
- Ceremony: this is quite a funny spell, because you can wed 2 characters and give them +2 AC for a week.

Level 2


- Aid: +5 maximum HP is better than nothing
- Find Steed: chances are the steed will be dead really soon, but giving it to an ally will increase their effective speed too for a round or 2
- Lesser Restoration: a bit of an overlap with Mercy Monk’s Physician’s Touch, but it doesn’t hurt to have a lesser alternative

PROGRESSION


Again, this is a level 20 character concept, so there’s not much sense breaking it down level by level. Just make sure you max your Charisma score. I’d put the last ASI towards Intelligence, because it’s your weakest score, but you can increase Dexterity too, if you wanna be a bit more accurate with your attacks.

6: Paladin 6 (+1 CHA & +1 WIS at level 4)

20: Monk 14 (+2 CHA at level 4, +2 CHA at level 8, +2 INT at level 12)

IMAGE:


https://www.artstation.com/artwork/qA4zBn

D&DBeyond Character Link:


https://ddb.ac/characters/79629611

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