/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.
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/r/3d6
New to this: Just started D&D - got the D&D Beyond app, bought the PHB and have a party of 6. Currently level 3 Bard / Entertainer / Human.
I hate it. Our group cohesion is terrible (we are all new, nobody works as a team, nobody pays attention, etc), and I’m wanting to scrap this character after this initial session and start a new character that (seemingly) is easier to play and (seemingly) less focused on others.
I’m certain it’s user error, and poor group dynamics, so I admit this can cloud my judgement overall outlook.
I don’t want to be a one dimensional tank, but I’m not sure of if I want to be widely stretched out like my bard is.
Can you point me in the right direction to find fun basic builds that help a new player learn the synergy of starting up and growing, that is an easy to understand and digest? Sorry if this question has been asked and if I’ve missed it. I have scoured many places online but the fact is - I don’t know what I don’t know.
Thanks in advance for your patience with me.
Playing a 5e(14) campaign, and my character is supposed to have a beloved brother, a travelling historian studying in the next city over.
Well, my character bit the dust, so now I reckon it's time for her brother to turn up.
What's the best class for a historian? Personally I'm leaning towards College of Lore Bard, but I am open to any and all suggestions - the weirder the better.
So I’ve been trying to theory craft and appealing 5e Alchemist for awhile and I had some general ideas I’d love some input on and feedback. I’m not really avoiding min maxing but on theme is best. I do know of a build with alchemist that uses sharpshooter and hand crossbows from 4d on YT, but I’d like to stick to casting.
Backstory: I had the idea of a race that had a lower age compared to their partner and/or children. Having a family ups the stakes in my opinion and grounds PCs. So like a human that married and elf, children are half-elves. The PC doesn’t want to miss so much of his loved one’s lives so he’s seeking a way to stretch his life.
Build: while I hear the argument that full artificer is the best way to benefit from its traits, I feel like a 2 level dip into wizard would add a lot. Extra cantrips, 2 full caster spell progression, and school trait. I like chrono, int to initiative and reroll ability. Obviously I’d prioritize INT and CON, but I’d like to have CHA as a third stat. I usually play characters with dump CHA and it gets in the way when I actually want to try and RP haha.
ASI to max out INT is important, but I’d probably go custom linage or variant human. When debating over feats I like, I’m looking at magic initiate (possibly from rewarded background), metamagic adept, healer, and rune carver. Telekinesis is also an option, could have some fun interaction with flaming sphere but isn’t really on theme.
Magic initiate I would prob go cleric for bless, guidance, and some other cantrip. Only getting two for artificer is hard. I like the idea of the transmute metamagic to change damage types. Seems fitting for an alchemist. But what other metamagic would be good? Healer could be on theme and another way to support the team. Regarding rune carver: can I give a rune to my homunculus to cast spells? I can’t tell based on RAW.
I haven’t done any rolling so sorry if this isn’t enough to go on. As far as theming, I would move awake from steam punk and flavor it more rune magic to fit the setting. I did discuss the idea of a type of syringe gun/crossbow to home brew with my DM for elixirs and potions. He was open to ideas, I thought if I targeted an ally I should have to beat their AC and maybe they take 1hp of damage or something along those lines. Not sure if that would be beneficial but it would be cool.
Anyone who’s played the alchemist let me know what you’ve learned. And help me fill out this spell list. Thanks
Bards always been something you want to dip a few levels into another class but pact of the blade seems too good to pass up
I plan to use a Bladesinger for an upcoming campaign and was wondering if the new fighter is better for a first level pick versus the Artificer. Both give you Con Save Prof, but the new fighter has second wind and weapon masteries. My only concern is that Arti doesn’t slow down your spell progression but fighter will by a level. Is the 1-2 level slog on spells worth it for the new fighter stuff?
I plan on playing a dual wielding warlock in my next campaign and I would like to use charisma for both weapons. I know that the pact of the blade will help me with one of them, but what about the other? If you know of anyway to get another pact weapon or if there is a magical weapon that will let me do this please let me know. Also I don’t want to use shillelagh. Thank you!
This is kinda a follow-up to a previous post about an INTlock Wizard build (which has basically been playing out like a warlock with more day-to-day versatility which has been fun so far). Looking forward I’m trying to figure out what will be better long term: Warlock 2 Wizard 18 or Warlock 3 Wizard 17. Subclasses and Scribes and Genie.
Benefits of Warlock 3 are 2nd lvl pact slots and pact boon. Benefits of Wizard 18 are 1 extra 5th lvl spell slot and Spell Mastery
So I am in an Eberron campaign and at some point within a couple of sessions, we will likely level up to 8. The party comp is Karrnathi necromancer (me), Psi Knife Rogue Elf, Star Druid Sea Elf, and Swarmkeeper Shifter. I've outfitted my animated dead followers to act as decent tanks (both got an AC around 16/17). My stats look like this 11| 13| 18| 20| 13| 14. I've taken the feat Shadowtouched already and got +2 to int at level 4.
I am split between some options and hope for some advice from anyone bit more experienced than I. I'm split between Metamagic Adept (which means I could metamagic 2nd lvl spell at most), Eldritch Adept (Devil sights seem the only worth it), shield master (+2 to AC with shield), or ASI +2 to con.
Any suggestions or tips?
I was just wonder what everyone's thoughts were on elven accuracy using the new phb 2024 rules?
Is it any good? Is it still viable?
And if anyone would recommend it, what build ideas have you thought of using the news rules?
Playing a Pact of Blade Warlock and took the MI Cleric. The 1st level spell I'll be able to cast once per day. I'm looking at Command but I'm not sure if I would normally cast that once per day as a Warlock, most likely not in combat as I'd have better ways to spend my Action.
Long story short, this is my first dnd campaign and I created an oath of watchers paladin to roleplay as an adaptation of a grey knight from warhammer 40K.
After maybe 10 sessions of me joining the campaign we are at level 4 and so far I’ve felt like absolute dead weight during fights even after being told several times prior that paladins are really strong in fights. Missing many attacks that should be easy hits in a row several times ,rolling very little damage. It’s honestly kinda curbed my enthusiasm for play sessions a bit so I’m trying to get an opinion on whether or not I’m simply apocalyptically unlucky or there’s something I could genuinely improve with my kit.
We’ve just reached lvl 4 and I’ve taken the polearm master feat, haven’t been in a fight since.
Here’s my character: Human
Str-17 (odd number from PAM half asi) Dex-9 Con-14 Int-12 Wis-10 Chr-16
Ac: 17
I use a glaive as my main weapon and have the “Great weapon fighting” fighting style.
My current prepared spells aside from the ones I’m forced to have are:
-shield of faith
Sidenote: I have trouble balancing casting these spells vs using the slots for divine smites since I feel so reliant on the for the damage I do get to deal.
Any suggestions, opinions,tricks or ideas of what I could change about my character if there is something that should change would be appreciated.
Ok guys so now that the 2024 version of the fighter has been released, I think its time to reassess if the Purple Dragon Knight (or Banneret) would be on par with other subclasses, even if it didn't get its own rewrite.
Now the bread and butter for this relatively unplayed subclass is Rallying Cry which they get at 3rd level. Rallying Cry lets you heal up to 3 allies within 60 feet of you non-magically when ever you take a second wind an amount equal to your fighter level. In 2014 d&d this ability was incredibly weak as you only get access to it once per short rest, the amount you healed them by wasn't huge, and it can be somewhat situational for at least 3 party members other than the fighter to be damaged at the same time.
However in 2024 Second Wind is significantly buffed by not only giving the fighter access to multiple second winds per day based on your level (regaining all on a long rest and one on a short rest) and at level 5 using it even lets you move some without provoking AOO.
Is this buff enough to make the subclass viable and competitive with other characters in the party or is it still too below par? Are there any other build combinations from 2024 d&d that might synergize with the PDK to get even more mileage out of it?
I'm making new character kobold Forge cleric 1/Rune knight fighter X.
With draconic sorcery I'll pick wisdom fire bolt for ranged attack option.
But I'm not sure about ability scores. Should I make it with 14 con and 16 wis or 16 con and 14 wis?
I am starting a CoS adventure, and want to play a "support" fighter that mostly helps his allies with feats like crusher/sentinel. We are allowed a free feat at level 1, so I was going to go Crusher or shield master level 1 for the 5ft pushes, then go sentinel at level 4 and crusher/shieldmaster again (whichever I didn't take) at level 6, or an ASI or another feat if I want to swap away from bludgeoning damage, or have a better use of my bonus action.
For subclasses I am trying to play something other than a battlemaster, since thats the obvious choice, and I want something more *magical*. I was thinking of going psi warrior or eldritch knight, but I don't know if there are better/more interesting options for a fighter who is mostly focused on enabling allies.
Basically I want suggestions on what I can change and what subclass to go. I prefer to not multiclass into anything, but if there is an interestig dip, it's a possibility.
Thank you in advance :)
since the illrigger is essentially a glorified anti-paladin i was wondering if a low level combo of hexblade and illrigger would be possible/actually good. i am really interested in the illrigger and am quite attached to the hexblade subclass so i was wondering if there was a low level combo that may work (starting level 5 and prolly ending at level 7)
Hi, I just wanted to share this build idea i'm playing and receive some suggestions to see if I can better it
The idea comes from the fantasy to play a greatsword wielding martial warrior, as for typical fantasy stereotype that is very good at dueling the BBEG
Fighter all the way (battlemaster)
maxes str
useas a greatsword primarily
gets great weapon master, sentinel, slasher and charger
tactical master from fighter 9
the idea here is that, if the BBEG is worst than us in melee, you can lock him down with sentinel and masteries/manouvers
if the BBEG is stronger than us in melee, you can, each round, slow him, push him away and move so that most likely he can't reach you in his turn, while you can still reach him, repeat, and move away
with a 30 ft enemy its pretty easy
we attack, if we miss we use precision attack, on hit the speed goes down by 20ft (slasher and slow mastery), we can use a manouver here if we haven't used precision attack to frighten/ trip
then, last attack of the sequence, we push with push mastery and pushing attack if needed
so the enemy is at minimum 10 ft away and slowed by 20 ft
I then make a step back 5 ft
On his turn the BBEG can't reach me 15ft away with 10ft movement, on my turn i can just move in 15ft or (25 if he runs away), get the charger bonus and repeat again
This works for higher movement monsters too, I just need to use resources in tactical shift or lunging attack some times
If the BBEG is a melee monster (most of the monster manual are) at max he can get a reaction attack on me, while i get most of them.
What do you think?
some contructive criticism and or things I can do better?
Thanks
p.s.
I am aware push mastery does not work with huge monsters, in that case you would have to resort to switching to something like a battle axe to have both slashing dmg (for slasher) and topple, and/or using menacing attack
This is kinda a repost, had the wrong flair originally.
My buddy is doing a campaign with a gambling god that also is the lightning god so im making an unarmed brawler dedicated to the dice and lightning, only catch is we are starting at level 1, so this will be a working build, and focused on smaller levels, lets say a foundation for a lightning brawler. I think the best idea is that this will be a road map to level 5 starting out. I will probably be back with questions in the future.
My DM is starting a bloodborn inspired campaign and I'm looking for some cool character ideas and inspiration.
From a roleplaying standpoint, the idea is that none of us (except a few who will play bloodborn hunter themed characters) will be from this land. The DM prefers we arrive from magical means, like another realm or dimension. I'm open to all ideas, but this far I'm loving the idea that in my old dimension a teleportation spell went completely wrong and both sent me to this new dimension and left a trace of interdimensional power on me as well.
From a gameplay standpoint, there will be little social interaction and the campaign will be focused on a lot of big boss battles (single enemy fights).
Edit: and we will be starting at level 5
In the 2024 juggle rules it says that as apart of an attack you can sheath or stow a weapon. Would a wand count as a weapon for this purpose?
Before the knee jerk reaction of "Powergaming munchkin!" I'm multiclassing to cover a role of spellcaster for the party since our wizard was kicked from the party (yes I know party roles don't need to all be covered. But I personally want to do this, as most of the table is new to D&D)
Currently in a Descent into Avernus campaign playing as a Tiefling Paladin (going conquest next level) who is a follower of Bel.
He's very tactical, defensively minded, and the type to plan for the long run (aka I don't throw away my spell slots on smiting everything that moves, but for using the right spell at the right time, preferring using items, tactics, and working with the party)
Talking about builds with the party, and with the exception of our rogue/warlock multiclass, we will be seriously lacking in any sort of arcane casting. (And as they are hexblade, they're focused more on melee combat)
I was debating on multiclassing anyway, and looking at my options available based on my stats, i'm restricted to the charisma casters (big surprise I know). I'm personally not too keen on Warlock, as I've been burned everytime I played one by my party never (or very rarely) short resting, so I don't wanna multi warlock cause of that (despite fiend warlock being very flavorful and on brand)
This leaves me with Bard and Sorcerer.
Both are great classes with a lot to offer, but I'm torn on what would better fit the character and have been debating which I should go with for a while now.
Bard (thinking Lore as he's very well read) gives me more out of combat flexibility and utility (things like bardic inspo, song of rest, and good ritual spells) but I'm struggling to find and/or reflavor spells that would fit my build/idea.
Sorcerer (thinking Divine Soul as his infernal bloodline is quite strong) gives me more in combat utility (things like mold earth for pop-up cover, misty step for better mobility, twinned buff spells) but I feel like I'd struggle with out of combat and utility.
If it helps, the party is: Life Cleric, Conquest Paladin, Conquest Paladin (yes there's two of us), Rogue/Hexblade, Champion Fighter.
If I have a +3 short sword as my spell casting focus, can I apply the +3 to my spell attack rolls as well?
I haven't been able to find any posts or anything about it, but I was curious if anyone has got a optimised/improved build of the Drakewarden ranger with the new 2024 rules that makes this average subclass slightly better.
One of the things that a lot of people asked for in playtest was the out of combat utility. So now that people have gotten to use them for a bit. What do we think?
Mostly Barbarian and Fighter but other classes as well.
Hi!
I would like some help to build Dwayne "The Croc" Johnson based on this miniature:
https://www.myminifactory.com/object/3d-print-papa-roux-presupported-return-to-the-mushroom-bayou-422892
I want the build to be as accurate to the model as possible (with some light reflavouring ie. the weapons). So I am thinking this as a base:
(Most official material is okay)
Any additional cooking reflavourings of spells, feats or class abilities are appreciated!
Hey guys, I'm new un DnD (as a player I have plenty of random knowledge from listening people playing) and for my first campaign I'm playing an Archfey warlock.
(A compulsive liar that pacted with the Fey by accident)
And I selected the pact of the chain just because was silly the idea of a middle age man learning to work together with a mischevous pixie.
Obviously I didn't think too much about doing a good build, I'm more into roleplaying than combat.
I even decide on the spells related with the Fey and not the ones related to devilish stuff.
And I decided than after after level 5 and add Summon fey to my spells, I'll multiclass to sorcerer (wild magic) or bard (collegue of elocuence/glamour)
What do you think?
My damage combo is use hex, eldritchblast (with agonizing blast and maddening hex as invocations)
Okay, so the backstory and stuff for this character are already done. He is a half elven kid called Arthur, his mom is a human who was a Colonel at the Kindoms army before she got paralyzed from the waist down and had to retire. His father is an elven scholar and secretelly researches magic for reasons i wont get into right now. Basically magic is forbiden in this Kingdom.
My character, is either a Battlemaster 3/ Wizard X. Or an Eldritch Knight. Problem is he has to be Dex Based, witch is not idea for EK. Every1 in my group is playing mostly optimized builds and i dont want to be left in the dust because im playing my silly little fantasy. Help me make this build as optimal as can be.
I plan to dual wield Short Swords regardless.
You all have been a help in working through my other questions, so I figured I'd try another one.
We're going to be starting a campaign using the new 2024 rules. The plan is to go from 1 to 15ish. So far the party is a Moon Druid, Echo Knight Fighter, Swashbuckler Rogue (with face skills), Barbarian (tbd) and Warlock (leaning Blade). I'm just coming out of playing a Wizard for the last year and a half in our current campaign so I'm trying to stay away from playing one.
We're starting from level 1, so I think I'm going to probably stay single classed. Right now I'm leaning towards a Light Domain Cleric or Divine Soul Sorcerer but I'm having a trouble settling on one. The Cleric starts off stronger but seems to plateau a bit after 7ish and the DSS seems to start out slow and pick up speed later. The party is melee heavy and seems to have most skills covered, I'm just trying to decide what might be the most fun to invest in for a campaign.
Spells, feats, whatever just not items. The only one that comes to mind is wild magic sorcerers wild magic surge table. Are there any more?
I always wanted to play a dnd character, who used the nature aruond them, sets traps and overall just disapears and shoots enemies from far away with their crossbow. I would specificly like to manipulate nature around me and use it to trap and trick enemies. But I am uncertain, which class I should pick, because Rouge and Ranger have great Themes for this kind of playstyle, but Druid lacks capabilities to be used with a crossbow. Any help is appreciated and multiclassing is allowed.