I was hoping someone here would maybe be able to give me some suggestions on if this seems like a viable multiclass option for my character. I have never really played a melee character and am overall quite new to D&D 5e. I am playing in Adventures League and we are approaching 5th level which means you are unable to make changes to your character.
So far my character is level 3 swords bard and level 1 hexblade and I am able to level up to 5th level before the next session. I am playing her as a sword dancer of Eilistraee. So basically I am looking to create a character that is very charismatic but who mainly uses a long sword and who dances around the battlefield dealing damage. I picked bard as my starting class because her background is as a dancer and I like having a wide array of skills as well as a few spells, which I try to flavour towards her deity. I would like to give her more of a melee side since while in combat I mainly go for using her longsword, and keeping my spells for healing and out of combat situations.
As of right now I have been thinking about multiclassing towards level 3 fighter to get the battlemaster maneuvers as well as the action surge ability. After that I really have no idea which way I should go. More fighter levels or go back to bard. I would love to get that second attack per round at some point.
Also, other suggestions on how to stack these levels is also appreciated. Since it is adventures league, I could potentially change up my levels and make her a level 3 fighter, level 1 bard, level 1 hexblade.
Three classes before lv5 is a lot! Generally most people do not multi-class until after the 5th level, as this is where a lot of key feature are.
The route you are taking at the moment will give you lots of features but probably put you below the general power curve. You mentioned that you want a dancing charismatic style longsword fighting character. How does magic play into this?
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
I think you will benefit a lot more from getting to 6 on bard before swapping out of it. Fighter 1 is mediocre, since you aren't using plate and already have your fighting style. Fighter 2 gets you Action Surge, but no good actions to actually use. You will be pretty far being the rest of your party, who are all hitting actual T2 power spikes.
Bard 6 gives you short rest inspirations so that you can use your much more often, 3rd level spells, and doubles your damage per turn on Attacks thanks to extra attack. After that, if you want to look into multiclassing, I think it makes a little more sense
I look at the magic as being more like prayers to Eilistraee that are answered. I have never planned on using spells as these big flashy game changing things. But more like small simple things that help me out in combat or are solely helpful out of combat. Like shield, identify, detect magic and cure wounds.
Being below the power curve is what I have been a bit worried about. We are playing Rime of the Frostmaiden and according to the adventure we should be finishing up around level 11-13. So I am never going to get to those top tier abilities either way.
I just really like the idea of flashing around with a long sword and I feel like the manuevers and flourishes are a good way to accomplish this. But hey, I am super open to suggestions as to how to make this work. :D
You make some very good points about bard level 6 that I will have to think about.
After playing around a bit. I moved her up to level 4 bard, level 1 hexblade. Here is a link for anyone that would like to take a look and maybe come with more suggestions as to how to make her more melee and to see what I am working with.
Okay, the Blade Flourish feature gives you plenty of opportunity for Battlemaster esc shenanigans. And the Warlock Bard combo actually works quite nicely together here. Though I would want to persuade you to have the 16 in Con and the 14 in Dex since you are able to you Charisma for your attacks (picking up some medium armour).
Your DM seems very generous with magical items, which is nice, though with Warlock 1 you no longer have the +1 weapon from your Invocation.
Bard 6 Warlock 1 is a nice combo and you will have all of the features that you wanted in terms of spells, flashy swordsmanship and power curve. From that point onwards I would just continue with Bard as you would need to devote two more levels to Warlock in order to get your Pact of the Blade and the +1 weapon Invocation and I’m sure you could probably just pick up a magic sword instead during your adventures.
edit: also you are currently over your carrying capacity, it might be good to convert some gold into platinum if your DM lets you/ switch up your strength/ hand some stuff to your allies.
Ok, so I should just be happy with the flourishes in other words. Hehe... Looked at the stats and its the racial modifier that allows me to get the Dex up to 16. So will have to check up with the Adventures League rules in regards to the new Tasha rules. (Adventures League allows you to make as many changes as you would like (besides the name) up until 5th level. So I am trying to figure this all out before our next day of play)
As for the magical items a few of them are group loot and I had added them mostly so that we would remember them. But I moved them into my notes and now I am well within the carrying capacity. The ring of protection and +1 items are basically items I can get at level 5 through my background... though I do have to check up on these with my DM... so not sure if they are keepers or not.
But a quick question. I have heard people mention that the swords bard is decent in melee. But once you get higher level you will basically just end up a caster since the magic outstrips the fighter aspect of the class. What are your thoughts on that? And any other suggestions to allowing the character to hold their own in melee?
Well, you are comparable to a ranger or paladin in terms of damage output before smite, which spends a paladins spells. You instead can have a ton of defensive spells. So yea, you will not be able to dish out as much damage, but you will have an incredible defensive suite, which in my experience is well as important to actually play as a frontliner. Later on you can use your magical secrets ability to pick spells that really boost your milti-purpose role such as Counterspell, Blink, Find Greater Steed etc. You could even take Spirit Guardians to become a melee damage tornado.
Also, if you get your hands on for instance a Flame Tongue weapon it will dramatically assist in your offense.
On another note, with just 14 dexterity you might as well use halfplate armor (which hexplade gives you proficiency with).
You should be able to stay focused on attacking during Tier 2 play, but as you get higher most of your new power will come in the form of spells.
If you do stay as a bard, your magical secrets are pretty crucial. Holy Weapon is a great choice, as its only a bonus action to activate and adds significant damage to your attacks. Steel Wind Strike and Banishing Smite are also fun options. There are other good general options, but these spells are strong and thematically focused on your weapon.
Oh thank you so much for the tip on spells for me he magical secrets. I could absolutely see myself using these spells and they fit thematically very well with the type of character I am making.
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I was hoping someone here would maybe be able to give me some suggestions on if this seems like a viable multiclass option for my character. I have never really played a melee character and am overall quite new to D&D 5e. I am playing in Adventures League and we are approaching 5th level which means you are unable to make changes to your character.
So far my character is level 3 swords bard and level 1 hexblade and I am able to level up to 5th level before the next session. I am playing her as a sword dancer of Eilistraee. So basically I am looking to create a character that is very charismatic but who mainly uses a long sword and who dances around the battlefield dealing damage. I picked bard as my starting class because her background is as a dancer and I like having a wide array of skills as well as a few spells, which I try to flavour towards her deity. I would like to give her more of a melee side since while in combat I mainly go for using her longsword, and keeping my spells for healing and out of combat situations.
As of right now I have been thinking about multiclassing towards level 3 fighter to get the battlemaster maneuvers as well as the action surge ability. After that I really have no idea which way I should go. More fighter levels or go back to bard. I would love to get that second attack per round at some point.
Also, other suggestions on how to stack these levels is also appreciated. Since it is adventures league, I could potentially change up my levels and make her a level 3 fighter, level 1 bard, level 1 hexblade.
Three classes before lv5 is a lot! Generally most people do not multi-class until after the 5th level, as this is where a lot of key feature are.
The route you are taking at the moment will give you lots of features but probably put you below the general power curve. You mentioned that you want a dancing charismatic style longsword fighting character. How does magic play into this?
I think you will benefit a lot more from getting to 6 on bard before swapping out of it. Fighter 1 is mediocre, since you aren't using plate and already have your fighting style. Fighter 2 gets you Action Surge, but no good actions to actually use. You will be pretty far being the rest of your party, who are all hitting actual T2 power spikes.
Bard 6 gives you short rest inspirations so that you can use your much more often, 3rd level spells, and doubles your damage per turn on Attacks thanks to extra attack. After that, if you want to look into multiclassing, I think it makes a little more sense
Yeah, there is a lot going on here.
I look at the magic as being more like prayers to Eilistraee that are answered. I have never planned on using spells as these big flashy game changing things. But more like small simple things that help me out in combat or are solely helpful out of combat. Like shield, identify, detect magic and cure wounds.
Being below the power curve is what I have been a bit worried about. We are playing Rime of the Frostmaiden and according to the adventure we should be finishing up around level 11-13. So I am never going to get to those top tier abilities either way.
I just really like the idea of flashing around with a long sword and I feel like the manuevers and flourishes are a good way to accomplish this. But hey, I am super open to suggestions as to how to make this work. :D
Thank you for the feedback.
You make some very good points about bard level 6 that I will have to think about.
After playing around a bit. I moved her up to level 4 bard, level 1 hexblade. Here is a link for anyone that would like to take a look and maybe come with more suggestions as to how to make her more melee and to see what I am working with.
https://ddb.ac/characters/43499715/apMX0i
Okay, the Blade Flourish feature gives you plenty of opportunity for Battlemaster esc shenanigans. And the Warlock Bard combo actually works quite nicely together here. Though I would want to persuade you to have the 16 in Con and the 14 in Dex since you are able to you Charisma for your attacks (picking up some medium armour).
Your DM seems very generous with magical items, which is nice, though with Warlock 1 you no longer have the +1 weapon from your Invocation.
Bard 6 Warlock 1 is a nice combo and you will have all of the features that you wanted in terms of spells, flashy swordsmanship and power curve. From that point onwards I would just continue with Bard as you would need to devote two more levels to Warlock in order to get your Pact of the Blade and the +1 weapon Invocation and I’m sure you could probably just pick up a magic sword instead during your adventures.
edit: also you are currently over your carrying capacity, it might be good to convert some gold into platinum if your DM lets you/ switch up your strength/ hand some stuff to your allies.
I agree with the rest. Swordbard is one of the classes that can go all up to 20 without gimping themselves. A true beast of both spells and melee.
Ok, so I should just be happy with the flourishes in other words. Hehe... Looked at the stats and its the racial modifier that allows me to get the Dex up to 16. So will have to check up with the Adventures League rules in regards to the new Tasha rules. (Adventures League allows you to make as many changes as you would like (besides the name) up until 5th level. So I am trying to figure this all out before our next day of play)
As for the magical items a few of them are group loot and I had added them mostly so that we would remember them. But I moved them into my notes and now I am well within the carrying capacity. The ring of protection and +1 items are basically items I can get at level 5 through my background... though I do have to check up on these with my DM... so not sure if they are keepers or not.
But a quick question. I have heard people mention that the swords bard is decent in melee. But once you get higher level you will basically just end up a caster since the magic outstrips the fighter aspect of the class. What are your thoughts on that? And any other suggestions to allowing the character to hold their own in melee?
Well, you are comparable to a ranger or paladin in terms of damage output before smite, which spends a paladins spells. You instead can have a ton of defensive spells. So yea, you will not be able to dish out as much damage, but you will have an incredible defensive suite, which in my experience is well as important to actually play as a frontliner. Later on you can use your magical secrets ability to pick spells that really boost your milti-purpose role such as Counterspell, Blink, Find Greater Steed etc. You could even take Spirit Guardians to become a melee damage tornado.
Also, if you get your hands on for instance a Flame Tongue weapon it will dramatically assist in your offense.
On another note, with just 14 dexterity you might as well use halfplate armor (which hexplade gives you proficiency with).
You should be able to stay focused on attacking during Tier 2 play, but as you get higher most of your new power will come in the form of spells.
If you do stay as a bard, your magical secrets are pretty crucial. Holy Weapon is a great choice, as its only a bonus action to activate and adds significant damage to your attacks. Steel Wind Strike and Banishing Smite are also fun options. There are other good general options, but these spells are strong and thematically focused on your weapon.
Oh thank you so much for the tip on spells for me he magical secrets. I could absolutely see myself using these spells and they fit thematically very well with the type of character I am making.