/r/3d6
aid other tabletop gamers in creating memorable characters
Aid other tabletop gamers in creating interesting or devastating characters. Find help with your new idea, or share your memorable builds.
If your account is less than 7 days old or has less than 20 karma, you may be autofiltered. Message the moderators, it'll be unfiltered if it's on topic.
If you're trying to post from an app and can't, try from a browser. There's an issue with the sub that moderators cannot solve, this is a workaround for it.
The rules are explained in more detail here.
/r/characterdrawing
/r/ImaginaryCharacters
/r/alternativeart
/r/DnD
/r/rpg
/r/Pathfinder_RPG
/r/tabletop
/r/UnearthedArcana
/r/DnDHomebrew
/r/dndnext
Megathread
D&D 5e Revised
D&D 5e
D&D 4e
D&D v3.5
D&D 3e
Pathfinder 1
Pathfinder 2
WOD
PBTA
Fate
GURPS
Universal
Other
/r/3d6
I’m about to start a new campaign (2014), and I’ve decided to play a Rune Knight, possibly focusing on a grappling playstyle. I'm trying to decide whether to go full Fighter or to dip a few levels (maybe 3) into Desert Druid. I'd love some opinions to help make this choice.
With the Desert Druid multiclass, I’d gain access to spells like Silence, Enlarge/Reduce, and Spike Growth.
This would allow me some useful combos like silence someone and grapple them so they can't escape , or get acces to beeing huge sooner to graplle any enemy, or drag grappeled enemys trough spike growth for some extra damega.
Is this multiclass worth it? Would these additional spell options improve my playstyle enough to justify the delay in Fighter abilities?
When to multiclass? I was considering going into Druid at either:
My Stats: Strength: 17, Dexterity: 10, Constitution: 16, Intelligence: 8, Wisdom: 14, Charisma: 8
Hi, this is my first time posting I think. I wonder if there are any good ideas for a draconic bloodline sorcerer Multiclass. You see starting this Friday I'm joining a game where I will be a sorcerer who is draconic bloodline sorcerer (for story stuff) and I was wondering if there were any that would be make kinda fun but play well. We are starting at level 6 if that helps
I am playing Curse of Strahd and we just reached level 4. im a scourge aasimar and these are my stats.
16 str
10 dex
14 con
8 int
8 wis
18 cha
I would like some help leveling feat and ASI wise. I would like to stay paladin for most of it.
We are doing Eve of Ruin after Curse of Strahd (DM has a plan) So will be close to a level 20 character any ideas?
So my friend is running a fear and hunger inspired game and is telling me to power build because he’s making it hard. I don’t know when he plans to stop leveling us but he’s starting us at level 1 and is restricting us to human/variant human characters. what could I do to pump up my ac as high as possible in future levels he also said if I take forge cleric I could start with plate any help is appreciated we haven’t started yet and in my current build just me working on It I got to 20 ac without any buffs like blessings of the forge
Recently began a new mid level campaign starting at 12 and discovered some fun interactions with some of the new features surrounding dual wielding granting four attacks by level 5.
Now at the start, this is contingent on your DM allowing a legacy feat from the 2014 rule book. Elven Accuracy.
This would work from lower levels as well but I’m starting at 12 so that is what I have here.
The gist is this, play any elf, dexterity based Vengeance Paladin and dual wield and roll in the crits and damage.
Level 1 - Any elf, Paladin, soldier background for savage attacker, and increase dexterity by 3. Stars should be dex>cha>con>str>wis>int.
Level 2 - weapon mastery Rapier (vex) and scimitar (nick), Two Weapon fighting style.
Level 3 - Vengeance Paladin
Level 4 - Dual Wielder Feat + 1 Dex
Level 8 - Elven Accuracy Feat +1 Dex. This should grant 20 Dex. You could pick these feats in the other order if you like, but a fourth attack is more valuable that a third advantage dice imo. Either way, this is where the build really starts cooking.
Level 12 - Whatever feat you want. I took tough to help my lower AC due to wearing medium armor and no shield. Really level 11 is what we wanted for Radiant Strikes.
Now that we are up to 11 we can start really doing some damage.
Hunters Mark as bonus action
Vow of Enmity as part of attack action to gain advantage.
Attack 1 - Rapier +9 to hit with three d20s (average of 24). 1d8 base damage + 1d8 radiant strike damage + 1d6 hunters mark damage +5. Average damage: 17
Attack 2 - repeat of above. Average damage: 17
Attack 3 - Scimitar +9 to hit with 3d20s (average of 24). 1d6 base damage + 1d8 radiant strike damage + 1d6 hunters mark damage + 5. Average damage: 16
Next turn you repeat steps 2-5 and now use your bonus actions to make a second off hand attack granted by dual wielding feature for a fourth total attack. This is a repeat of step 5 for another average damage of 16.
On average that is 66 damage. And we haven’t spoken about critical hits. Now, with the 2024 changes, divine smites are a bonus action and can only be done once per turn. However, that doesn’t stop the insane damage output they can cause.
Let’s assume one of our rapier attacks crits with our three d20 rolls. They would result in 2d8 base damage + 2d8 radiant strike damage + 2d6 hunters mark damage. Average damage: 30.
Now let’s add a smite. Third level is our highest which normally gives 4 more d8s. With a critical hit that’s 8. Now we are doing 2d8 base damage + 2d8 radiant strike damage + 2d6 hunters mark damage + 8d8 divine smite damage. Average damage: 66
And then you still have three more attacks. Still with three d20 rolls and chances to crit more, though, without the smites.
Let’s say you get real lucky and crit on one of the scimitar attacks as well and hit on the other two attacks. That leads to a grand total of 8d6s and 16d8s + 20 in one turn. That’s an average damage of 100. At the cost of one level one spell slot for hunters mark and one level three slot for a smite.
Then you can do again next turn. And again. And again. And again. And again. The only cost is spell slots for smite. Remember, even without critting or smiting, hitting on all four attacks is an average of 66 damage per turn! And none of this is even counting the fact that savage attacker allows you to have damage advantage once per turn!
By the way, if you attack four times, you would be rolling 12 d20s. The average of that is 18.9. It is highly likely that at least one of those 12 is a natural 20.
So there you have it. A critical obsessed, ultra advantaged Paladin who chases the high of rolling 24 dice per turn.
Averages collected from this website: https://dice.clockworkmod.com
PS: Vengeance Paladins also have acces to divine wrath - which doesn’t require concentration and proves an additional d4 per damage roll. If the other dice weren’t enough for you.
Howdy redditors! I don't pop onto Reddit often, but I want to share a fun little build I made recently that uses mostly base PHB mechanics mixed with a spell from Xanthar's to deal some crazy radiant damage.
Before we start, about the character outside the stats: I played geriatric "archmage" of the Mage's College of Kobold's Keep named Hubert, whose trusty wand- "The Ginkler"(a hand crossbow with no exceptional properties whatsoever)- has heartily obliterated anyone that stood in his way. He is of course the greatest mage, sporting a devious 7 in intelligence, meaning he can read and understand up to an elementary school level without any challenge whatsoever.
Anyways, onto the actual build: Making crossbow viable. I have no doubt that crossbows have a lot of 'viability' all on their lonesome, but this is meant to capitalize on it with multiclassing. This was built specifically for a level 14 module, so I started with this from the get-go.
Stats:
13 in Wis - Multiclassing prerequisite for Cleric
13 in Dex - Multiclassing prerequisite for Fighter, since we want to be a crossbow user
Feats:
Crossbow Expert - Explained Later
Levels:
9 in Cleric - This gives you access to the spell "Holy Weapon" from Xanthar's Guide, which is pivotal to the build. I chose Forge Cleric from Xanthar for its additional perks, although any cleric subclass will work with this.
Equipment:
Hand Crossbow - Our weapon of choice.
Stats:
20 in Dex - This is a dex build. Wis actually doesn't matter outside of multiclassing...
Feats:
Sharpshooter - This will extend your range to the full 120 of a crossbow. Also allows you to ignore cover. Optional, since 30 feet of range is still decent enough for all your shooting needs.
Metamagic Adept - Take extend spell and your 'Holy Weapon' will last for 2 hours instead of one. Situational, but you only get one 5th level spell slot...
War Caster - If your DM remembers to make you roll for concentration, and if your party doesn't want to stop you from getting hit for some reason.
Resilient (Con) - If the above feat isn't enough.
Equipment:
Hand Crossbow with Auto Loading: Rules state you need a free hand to reload a hand crossbow with, and a shield hand is not a free hand. Get this, and that's another +2 free AC.
Levels:
5 in Fighter- Extra Attack + A bunch of other wonderful buffs. I choose Champion for its simplicity, and pick the Archery style for more accurate shots.
Step 1. Cast Holy Weapon. Step 2. Aim the crossbow at your problem monsters. Step 3. Win.
But, guh, what? What? What do you mean? That's it? Well, let me break down what this all means put together...
First off, our go-to at the start of a dungeon is using 'Holy Weapon' for our bonus action- apply it to our crossbow and that grants each bolt an additional 2d8 radiant damage on hit. That's a nice buff, but we can abuse it heavily- with Fighter's Extra attack, we get another shot. Normally this wouldn't be possible since the crossbow needs to reload, but Crossbow Expert negates this issue, meaning we're free to multi-fire. But wait! There's more! Crossbow expert ALSO states you can make a free hand-crossbow attack after making an attack with a one-handed weapon. And what kind of weapon is a hand-crossbow? A one-handed attack, of course. That means that, at level 14, WITH multiclassing, we are making 3 total attacks per turn, each with an additional 2d8 radiant damage, which will be sustainable for an hour- 2 if you use metamagic to extend the spell.
But what about the chances to hit? Well, with 20 dex, we get a +5 when shooting. Proficiency- we get that for all martial weapons as a fighter- gives an additional +5 at level 20. Archery yums it up with another +2, and the forge cleric class allows us to buff the weapon to give it an additional +1 to damage and hit- that's a +13 to hit on each bolt, optimally. Even a non-minmaxed build will give somewhere in the +10 to hit range. Champion fighter also gives double crit rate- on 19 or 20- and with 3 bolts a turn, you'll see that often. Crits are more DM style, though, so the exact results are more table-based...
Surely, though, this makes us a glass canon- right? With so many cleric levels? Here's the kicker- no. Forge cleric grants us use of heavy armor (not that we need it) and a +1 to AC. With plate, that's a 19 AC, and with 5 levels of fighter some of our hit dice are d10s. At level 14, with 14 Con, that's an average of 106 HP. A shield, if you can swoon your DM for it, will push you to a 21 AC, although that's more situational...
Other benefits include: Action Surge for another 2 attacks on any given round. +1d8 fire damage on one of the bolts. Damage is radiant and with Forge, attacks count as magical, bypassing most resistances. Weapon range is 120', and melee doesn't impose disadvantage due to the crossbow expert. Artisan's Blessing from forge also assures that as long as you have a gold piece lying around, you can make 10 bolts every day- you might not even need all of those thanks to your immense damage output. Even when Holy Weapon runs out, Forge domain grants Elemental Weapon, which is a +1 to hit, +1 to damage, and another 1d4 damage of an element of choice per bolt. Oh, and don't forget you still have a whole other list of cleric spells to pick at will.
Sadly, the downside is the DPS comes from a concentration spell. Still, the odds you'll be hit are pretty slim for a caster, and even then you still have Elemental Weapon to fall back on.
Overall, though, if a 3 * ( 1d6 pierce + 2d8 radiant + 6 pierce ) + 1d8 fire damage, with an additional 2 bolts from action surge, isn't enough to obliterate everything in your way- those Tesseraques sure are a pain- and if +13 isn't enough to hit your targets- you might not be meant to win that fight.
TL;DR: for an hour, crossbow cleric fighters have a DPS of 60 per round, with 97 on an action surge round, on attacks with +13 to hit, out to a range of 120'. Dionysus bless the crossbow!!!
So first off a little information on what lead to my dilemma.
When we started this game it was pre 2024 update. And while that didn't help. I had already messed up by not reading through whispers bard carefully.
We're playing a campaign that goes up to level 13
And I'm currently lvl 8
The original plan was to combine The Mastermind rogue(3 lvls) with a whispers bard(10 lvls)
I'm currently mastermind rogue(3 lvls) and lore bard(5 lvls)
I didn't fully understand the subclass and realized a very important buff would not be reachable. So I chose lore over whisper.
I Figured magical secrets and cutting words would be a fine replacement.
DM wouldn't let me change my rogue as I had already made use of its bonus action which gived advantage to allies multiple times. Which is fair.
And then the 2024 rules dropped. And taking paladin spells became an option no longer.
Anyway sorry for the essay.
Below is my character information, tried to include anything that might be relevant let me know if I forgot anything.
Race: changeling
Feats: telepathic, lucky, fey touched
(we got a free feat when we started, we can earn another when you make progress on your backstory and/or lvl up to the appropriate number)
Lvls: str 8, dex 16, con 13, int 10, wis 10, cha 19.
Spells: 1st lvl bless(fey touched), faery fire, feather fall, healing word, sleep
2nd lvl: detect thoughts(telepathic), misty step(fey touched), heat metal, silence, suggestion.
3rd lvl: hypnotic pattern
Expertise: deception, persuasion, performance (+10) perception (+6)
magic items: a mask that gives me 60ft blind sight, 1 free legendary resistance a day, AC boost based on charisma bonus.(Currently 17 AC will reach 18 with another cha boost.
And a dagger that can lock doors that are only openable with the same dagger.
Weapons: standard daggers no plush's
Standard rapier
Hand crossbow
Non magical music instruments
I wonder if it would be more beneficial to drop the last 5 lvls into rogue
for the Xtra expertise, and 4d6 sneak DMG and reliable talent.
Or stick with bard to get counter charm, magical secrets(conjure minor elementals) and d10 bardic dice.
Or if any of you have any smarter ideas I'm all ears.
This mess is my fault, but I'm trying to be fair and play with the cards I gave myself.
Once again sorry for the large post and thank you for any and all help.
So i wanted to make a raven queen warlock that also has 2 levels in grave cleric but I dont really need help with the build evene if its very MAD I just cant come up with a backstory or race I dont want shadar kai as i want them to either find their faith later in life through certain circumstances or become indebted to the raven queen so having them naturally more inclined to the raven queen doesnt really work So can anyone help with a backstory thats fitting? Im not entirely sure what i want just for them to sorta be like vax'ildan and like really hate undead and really respect the dead like bury any dead body they find type
So far, I've got Warforged (+1 AC) with a high Con and Int. Crusher and Booming Blade seems like a nice combo (we get a bonus feat at 1st level).
With a shield and the defense infusion, I'll have 20 AC, and I've got a very high con, so lots of HP. All the usual Artificer utility, but beyond this, I'm not sure what else to aim for. I don't expect the campaign go go much past 13 (if we get that far), so I'm not planning on any late game shenanigans.
This will be based off 2014 rules set. Any suggestions?
I am currently playing a level 6 Path of the Depths Barbarian and I got a great weapon that gives +2hp to the wielder every hit. I have been wanting to mutliclass out of Barb for my next level and I was wondering if people had any advice on what would be a good multiclass for this situation. I already have GWM but I think it would be a good play to try and get more attacks, specifically with echo knight and unleash incarnation, but I wanted to get some other opinions on ideas. I'm probably the main martial in a party of more backline/casters/support.
Just a quick couple question I am hoping a DND vet can answer.
I know for a rogue they can sneak attack on opprtunity attacks due to the wording difference between a turn and a round
I believe the wording of Reckless Attack means you can use it on an opportunity attack. Nothing seems to state otherwise
Due to your Opportunity now being a Reckless Attack does that mean I can add my Frenzy Bonus damage to it. I believe not due to the wording "to the first target you hit on YOUR TURN". Please correct me if I am wrong
I see nothing in Brutal Strike that should stop me adding that 1/2d10 damage on a retaliation or opportunity attack though. Again please correct me if I am wrong.
Thank you for any help :D a lonely DnD player always looking for a table to play with
Hello, i am about to embark on a level 3 campaign "descent in to Avernus".
My colleagues have decided on playing; Twilight Cleric, Bard, a Centaur Cavalier and an Aberrant Sorcerer.
I was thinking about trying something unusual.
Go for a Dex Pally Light foot Halfling Cleric 1/Pali X.
The central Idea is to be small and ride the centaur on a crusade for peace in the 9 hells. (DM approved)
So i am trying to put this to work and i am in need of advice.
First is the Point buy attribute distribution. Its MAD as hell.
So maybe something like this? not sure.
13 17 11 8 13 14 << dex oriented (First asi to get 18 dex, 12 con)
13 16 12 8 13 14 << something in between
13 16 10 8 14 14 << Round numbers (no cons bonus)
The low cons hurts and this PC will not be able to max char, well... can't do it all.
Then there is the Cleric/Pal domains and oath. I was thinking about Peace domain and Redemption oath. To give Emboldening Bond first turn + the bard/cleric bless, then smack devils to death in the name of "peace" on turn 2 onwards with the plus 2d4 bonus on attacks and saving throws.
However I would like an insight about this or any other domain and oath combination.
other details;
I was thinking about trying Rapier/Javelin and shield with the protection style (to protect the centaur)
or maybe interception from Tasha, not sure what would be ideal.
Also being the centaur a cavalier it can mark enemies and then give then disadvantage to hit close allies. So this would be fun and a big plus to fight mounted on it.
Any advice and insight, a pure dex paladin would be better?
Maybe I’m just not creative enough, but I can’t see why you’d ever use Creation, the 5th lvl spell.
I don’t see how creating a rock of adamantine for a minute, or a head of lettuce for a day is really helpful.
Gimme some scenarios in which this spell is actually useful.
Like, if you’re trying to show an item to someone, just use either minor illusion or something similar. If you’re making food, just use create food n water.
Like, I really just don’t get it.
Working on a character concept for a campaign. Tldr cat burgler stole item (blade or book). Not min/maxing but also don’t want to be gimped. Starting 1 rogue then next 4 lock. Wanted to go rapier/pact of the blade but early levels Eb spam seems to be better. Point buy with wood elf for path without a trace. Max cha then dex/con? Dump stats are strength?
I want at least 5 in lock for 5 invocations and would like 3 rogue for psy powered knack and it pairs well thematically with goolock. Armor maybe too low for melee so stay caster primary… 3 lvls in dance bard or 3 in dragon sorc for armor boosts and more spell slots?
Anyone have thoughts on shoring up weaknesses that dosent take 1-3 levels in paladin/fighter. Spell choices?
It sounds like the party for our upcoming campaign using the new 5.24 rules is finally taking shape. I always like to try and fill any holes. My one stipulation this time is I don’t want to play a wizard, just played one in the current campaign.
The party is - Moon Druid Swashbuckler Rogue Echo Knight Fighter Warlock (maybe bladelock) Barbarian of some sort
So as you can see, LOTS of melee. Unfortunately no one focusing on int. type skills (but I really don’t want to play Wizard). I was leaning towards Stars Druid focusing on casting and outdoor and wisdom skills.
Any other good ideas that might fit better?
https://www.dandwiki.com/wiki/Unarmed_Fighter_(5e_Class)
The DM said he’s skimmed it and allowed it, but now he’s not so sure of it and is gonna re-read it all soon, any thoughts of this?
For reference, I’m doing about 19 DPR as a swashbuckler rogue, (not accounting for accuracy) meanwhile he’s doing 19.5 both with no resources spent, but the thing is I have a +5 in DEX, and he has a +3 in strength
Also, we’re overall a pretty low optimization table, only like two of us are trying to partially optimize, and we’re still not like GWM or sharp shooter type players, the DM is being pretty generous with bending the rules for builds a bit
Edit: Level 3 rn for reference and going up to level 20.
Hex warrior lets you use charisma on an attack role, and improvised pact weapon lets you have a light crossbow or heavy crossbow as your pact weapon. However, Hex warrior specifies that it has to be a weapon without the two-handed property, which means it can't work with a light or heavy crossbow, but improvised pact weapon doesn't work with hand crossbows.
It seems like crossbow hexblade warlock is too unsynergetic and everything is working against it, do any of you know of a way to make this work?
This is a dedicated thread for brand new players to ask simple questions in.
Examples include, but are not limited to:
If you think your question involves more than a couple of paragraphs to answer, feel free to make a new post, but bear in mind you may be redirected here.
Post your quick prompts here! Anything goes! All parent comments should contain a simple prompt or image that could conceivably be made into a character. Please don't just comment Gnome Illusionist on everything, it makes the tribbles sad.
EDIT: Unbridled destruction is more what I was going for
sooo I'm playing a character which is expected to go to lvl 20, starting at level 4. The idea is that she gave up godhood to be with the man she loved, but still has a way to tap into that power, which she built as a failsafe in case her love life went south, which it did, and she's now slowly feeding off that power to become stronger again and regain her status.
Now mechanically, I want her to feel like she's containing a massive destructive force behind her, think like the fiendfyre in Harry Potter.
What's the most efficient way to build this?
I want to avoid wild magic, and I'm considering sorc, not wild magic tho.
Currently going for aberrant 1/ hexblade 5/ aberrant 15 unless advised otherwise. Flavouring the aberrantness as the power vacuum inside her and the lack of trust from being cheated on. And the hexblade? that's where she stored her powers, ofc?!
Heyo ^^
We just finished our 3rd session in our new 5e Spelljammer campaign, and our DM asked us for a wishlist of ~5 (magic) items we'd like to find during our adventures.
Considering I haven't played in any campaigns where I get to "choose" or "wish for" magic items my knowledge of options is limited, and I'll need some help figuring out what would fit and be well distributable across the campaign.
I'm mostly looking for RAW or light-/Preexisting- Homebrew items, but I'd like them to be at least somehow anchored to existing effects like spells or other preexisting items, to make the balance easier on our DM.
My Character:
Rest of the Party in case that matters:
As for magic items:
Thanks in advance for any suggestions :)
EDIT: Formatting
Hey, I designed this chacacter to be a reflavoured Ass Monk using the 2024 rules, with a background based on the AI's Celebrity Adventurer Scion.
The idea is that he grew up travelling with the hero's party (leaving the details to be discussed with the DM, but I'm thinking of him as having been a beloved NPC). Though he has a lifetime of memories with them, his main defining moment was when he lept into danger, shielding the party leader from a werewolf's bite. Though the party was later able to cure him, the boost of lycanthropic energy had forever changed him; giving him a new hybrid-esque form (shown), and allowing him to tap into the essence of wilderness (the new flavouring of the ass monk). From there, he fulfilled his dream to train with and fight along side the hero's party until a few years ago, when he was the only survivor of a TPK.
While all that is basically exposition and flavouring with no mechanical differences, I thought that sharing this would be a good way for explaining my headspace before asking the real question:
What race/species (dunno the new vernacular for subrace) would mechanically work best for an ass monk? I am torn between the Leonin's roar, the tabaxi's speed and climb, and thinking this just screams Shifter... I am thinking that he is very much a wild child (law of the jungle kinda thing), but has a lot of experience behaving in city life.
Hi everyone! I don't know much about character creation. I am playing as a 5 lvl College of Eloquence Bard. I have been thinking of multiclassing to make my character more front combat ready (mostly because of the range of the ability to reroll nat 1s) I was thinking about going towards Warlock or Sorcerer. Could You help me choose the subclass and decide which to pick? Spell advice would be cool too. Thanks!
So I'm in a sorta evil campaign where we fight against a dragon king to dethrone his empire. In session 0 we discussed what roles we wanted to fill and I've never played a hyper optimized DPS before. We're playing with a free feat at level 1 if that helps
The qualifiers I'm thinking of is: sustainable (eg. Enough for 2 encounters), level 3 (but still viable when in campaign end at level 17), and, single target (4 goblins in one fire ball is unlikely) and martial (no int or wisdom needed). What would be some good options for a build like that? A lot of the DPS I see is through magic (Sheperd druid or moon druid) or burst/nova damage.
My group plays an anime style one-shot once a year, I'll be playing a lvl 20 moon druid
I want my character to be tanky, with some damage dealing potential
What would you guys suggest? Any feats? Any class dips? Any race that would be particularly good?
I'm putting together a chain warlock who uses poison effects like Quasit and Summon Undead, and want to pick a Glabrezu as his patron.
Glabrezu can grant wishes, but only ones that cause chaos and calamity. What would be a good 'evil wish' as a backstory signing bonus?
Having someone you hate killed seems the most obvious, but that doesn't leave much of a hook for future adventures.
Always been a fan of pure melee cleric, in 5e, the jam there was :
Magi Initiate (Booming blade) + Crusher + spiritual weapon + spirit guardian
Obv it was not the best way to play a cleric, 'cause Ranged > Melee and Casters > Martials but it was good enought to be played
Now spiritual weapon is on concentration unless you are a lv 6 war cleric, crusher sucks because you can have almost the same effect with weapon mastery but we also got new fun toys to play
A fun idea i had was to play a cleric that goes into melee with booming blade or true strike as a tiwlight (origin feat megic initiate) and using agonizing blast (eldritch adept as 4th lvl feat)
so on a hit you do : Weapon die + True strike (1d6) +Blessed strike (1d8) + Wis. Mod + Wis Mod
This while having up spirit guardians, with true strike you can have the minimum strenght for the heavy armor and focus on con for ts
Anyone else love this concept ? if so anyone has done some fun full cleric melee builds? (1lvl dips allowed)
Hello, creating my first artificer character for a one shot and was hoping to get some thoughts on what I currently have.
System: D&D 5e 2014
Level: 5
Race: Rock Gnome
Class: Artificer Battlesmith
Background: Guild Artisan (Guild Membership feature)
Ability Scores:
STR: 8
DEX: 15
CON: 14 (Rock Gnome +1, Ability Score Increase +1)
INT: 18 (Gnome +2, Ability Score Increase +1)
WIS: 12
CHA: 9
Saving Throws: Con (+5), Int (+7)
Skills: Arcana (+7), Insight (+4), Investigation (+7), Persuasion (+2)
AC: 16
Armor: Scale Mail
Weapons: Dagger, Musket, Sickle
Items: Thieves' Tools, Dungeoneer's Pack
HP: 50
Speed: 25
Racial Traits: Gnome Cunning, Artificer's Lore, Tinker
Features & Traits: Darkvision: 60 feet, Magical Tinkering, Infuse Item, Right Tool for... , Battle Ready, Steel Defender, Extra Attack
Infusions: Homunculus Servant, Mind Sharpener, Repeating Shot, Spellwrought Tattoo (1st level)
Armor Proficiency: Light, Medium, Shields
Weapon Proficiency: Simple, Firearms, Martial
Tool Proficiency: Jeweler's Tools, Woodcarver's Tools, Smith's Tools, Tinker's Tools, Thieves Tools
Languages: Common, Gnomish, Dwarvish
Spellcasting Ability: Int
Spell Attack Bonus: +7
Saving Throw DC: 15
Cantrips: Guidance, Mending
1st level (4 slots): Cure Wounds, Faerie Fire, Sanctuary
2nd level (2 slots): Aid, Blur, Heat Metal
Always Prepared: Heroism, Shield, Branding Smite, Warding Bond
Let me know what you think! Would also love to hear how I might effectively use this character since it's the first time I'm playing an artificer.
Was watching full metal alchemist the other day and thought, how would a make a character based off of the giant lovable punchy Major Armstrong and still keep it viable. My thought was to start with Monk and maybe cross over into something with a bit of magic? Though he is charismatic so bard also popped into my head too. I might have to make a new character here soon and I'll give it a go. What's everyone's thoughts?
Using 2024 rules (plus legacy that has not been updated) I would love some help with a Robin Hood type character that is more Melee focused, though range and spells are great, a lot of either Battle Axe or Longsword is currently the plan.
I’m picturing a Harengon defender of the Forrest and the wild type role but would have otherwise fit right in as a swashbuckling pirat if that makes sense.
3 main routes I am debating.
Mostly Warlock - Archfey and pact of the blade. Dex/cha and either a small fighter dip (3 levels max) or not…
Mostly Paladin: I never played a lot of pally until a more recent campaign when I did a sorcadin (7/7) and he was way more fun than I expected, but I worry even with the new rulesets, personally this may feel too reparative for me.
Mostly fighter with some levels in either warlock/druid/pally though something like Magic initiate may be able to do some heavy lifting I would have to figure out weapons and stats. Perhaps switching to dex weapon? But like the idea of an axe or staff