Looking for advice on deciding between 2 similar builds for my next Durge HM 3 man group
Hey, my group was in the making for a long time, I've already had a similar question a month or so earlier, so if you find this redundant, sorry about that.
I'm planning on creating a teamcomp with a lot of kiting, getting in and out of fights, pulling the enemy apart and picking off targets one by one. Not necessarily brute forcing anything. I'll have a 'shadow' themed comp with a full shadow monk, a swarmskeeper rogue multiclass using bows (titanstring maybe) and finally my support/tank/grab-the-attention Durge.
I'd like to use darkness as sources of highly obscured places where all my characters could hide or go invisible and be able to jump in between them. For this, I'd like to use the justiciar's greatshiled that allows you to spawn darkness without concentrating on it.
So I have trouble with my custom split. I've narrowed it down to 2 options:
2 hexblade (binding weapon, devil's sight and possible invisible) - 3 shadow sorc (darkness and 3 sorcery options) - 6 swords bard (extra attack, teleporting, full spell slot support) - 1 wiz (scribing utility spells like haste) (1 feat with Charisma hat and +1 ASI, I can get 22 CHA, 16 or 14 DEX and 14 or 16 Const.)
1 hexblade (binding weapon, curse and hex both great) - 3 shadow sorc (darkness and 3 sorcery) - 6 swords bard (extra attack, teleporting, full spell slot support) - 1 wiz (scribing) - 1 war cleric (some great spells, Heavy armor proficiency and amazing bonus actions early on) (1 feat ASI, heavy armor - lvl6 spellslot for globe of invulnerability but I'd have to use an item, possibly the helldusk helm to see in darkness, meaning I have to give up 22 CHA).
Alternative options would be 5 hexblade - 4 shadow sorc - 1 wiz (scribe haste, inpenetrable globe, freedom of movement), lvl 2 star druid (const saving throw, guidance, leap, longstrider) or 3/9 shadow sorcerer hexblade split (no haste), but I think anything above makes for a more interesting build.