The Smitesinger build! Stack AC, Arcane Synergy and abilities that trigger off of cantrip/spell hits, use the high amount of spell slots to smite a LOT and eat a couple worms to get your best smite to crit!
This is how the build should be looking right before you make your way into Act 2, right after clearing the Creche.
Level 1:
Human Versatility can be anything from Stealth and Sleight of Hand to Survival for random dirt mounds. This character isnt the best at making ability checks or dialogue, so increasing your chances at finding stuff in case your other party members fail the check is acceptable.
Booming Blade is the cornerstone of the build, whereas
Ray of Frost is probably the best offensive ranged spell a wizard can take. Minor Illusion helps you set up the battlefield into a favorable formation, grouping enemies for free.
The most important spells at level 1 are
Mage Armor to get some proper AC, and
Shield to stay safe during fights.
Longstrider makes the whole party that much more efficient with positioning and
Magic Missile is guaranteed damage to take out weak enemies before they take another turn.
Level 2:
We get our
Bladesinger subclass for extra AC and the Bonus Action, pretty self explanatory. I like getting some more control spells at this stage. Something like
Tasha’s Hideous Laughter.
Level 3:
We unlock level 2 spells, which are extremely helpful. Getting
Misty Step as a failsafe is definitely worth it. I personally prefer Blur since it lets me tank a lot for my team, but if you need the extra mobility its a great use for your Bonus Action, which this build lacks for a while.
Shadow blade is EXTREMELY important to the build, ESPECIALLY for late act 2 where we’ll combo it with Resonance Stone and the Gloves of the Automaton. its early power is also immense.
Level 4 and 5:
We dip into Paladin to get the Smites going. Oath of the crown vs oath of vengeance is up to preference, really. The former is better if you run this Gale along with a Great Weapons master or a Sharpshooter character, whereas Vengeance can get value if you pair him with a Monk. Crown also has slightly cooler flavor IMO.
The Fighting Style is a bit of a miss for the current state of the build, since you could theoretically just dual wield and stack your Bladesong faster that way. Its mostly here for Act 3 where we pivot into Duelist’s Perogative, but you can totally pick Defence and run Light Armors, since you can respec later!
Level 6:
Now that we have our smites, we can go back to levelling wizard! With this split we eventually get lvl6 Spell slots, so i dont like going deeper into paladin. Our Feat is going to be the best one in the game, Alert. We can easily take out a troublesome enemy before they get to have a turn with our smite (especially if we auto-crit). There’s a reason every character in this game wants to run Alert.
Items!
Headwear: Haste Helm is really good, and honestly maybe the single most useful helmet. Diadem of Arcane Synergy is also good if you would rather run a different ring. Cap of Wraith or Circlet of Blasting could also be used.
Armor: The Graceful Cloth’s +2 to dexterity means you land way more attacks, they hit harder and you also have a really high AC and Initiative, so pretty much everything this character wants! You can of course run Light armor (like the +2 Padded Armor or Spidersilk Armor for better Concentration saves) but you miss out on Mage Armor. You can wear The Protecty Sparkswall for +1 DC also.
Gloves: If you run Clothing, go for Bracers of Defence. If you dont want to run Bracers, run the Gloves of Belligerent Skies, Gloves of Power, Gloves of the Growling Underdog or Daredevil Gloves
Boots: the Boots of Speed and Disintegrating Night Walkers are your premier mobility options, although its the least impactful slot currently. Linebreaker boots are relatively funny though.