Str 18, dex 17, con 18, int 15, wis 13, chr 16, with these stats i rolled I'm really wanting to multiclass but not sure what would be best or when to. Currently lvl 5 with feat medium armor master. I also have archery fighting style. Please send your opinions. Personnally I'm considering oath of vengeance pally. Then taking dueling as second fighting style to give me long range or up and close fighting options.
My main question would be what are you looking for from a multiclass? Is there something specific that you are looking to add to your character? I mean I would just stick to Horizon Walker if you don't feel super strongly about what you are multiclassing into or 'why' your character is getting a multi class. Any more info or ideas you want to share?
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I have a few ideas on where I want to take this character but nothing locked down yet. I have pretty much made up my mind no matter what I will not take the ranger class pass 12 max, as there just isn't much there for me to do so. The only perk I am interested in is lvl 11 getting the ability to teleport from the walker perk. I have considered rogue & pally as my first attack will get the planar warrior ability to boost damage, however not much given for the second attack. Sneak attack is once per turn therefore I can use on second attack, or divine smite which either my ranger spells or pally spells can fuel. Character Backstory is family killed by werewolves, therefore oath of vengeance works well with story, as well as the assassin subclass. Long term goal, kill the pack of werewolves that killed my family.
If I'm gonna be honest, I would just go straight Ranger12/Rogue8. Going Paladin would be pretty MAD spell-wise (Ranger WIS, Paladin CHA) when the advantages of going Rogue only grow with level (Evasion, Sneak Attack boost).
Plus, I would like to point out that Paladin Smites Spells (including Divine) only work with melee attacks but with your fighting style suggests you're a ranged attacker. Something to think about.
My fighting style is situational, especially how the rest of the party is favoring. I took medium armor master because there was times I needed to be upfront in the battle. I have considered the assassin rogue & vengeance pally. I have also considered going 11 ranger, 5 rogue, and 4 pally. My biggest concern with this character is that I typically have a boost up on my first attack from the Planar Warrior Bonus Action attack. However my 2nd attack tends to fall short with nothing really boosting it up. If I went pally I would be able to take a 2nd fighting style. I really do not use even my ranger spells except on the rare occasion, other than hunter's mark on boss battles. Big hang up at the moment is if I should go ahead now & start dipping into another class or if I should wait until level 11 to get my teleport ability.
If you are doing just a couple level dip its fine to do so after 5th level or so. I do tend to agree with the Rogue as the multiclass, pretty much any of the rogue subclasses would work pretty decently. The assassin would give the possibility of not just a boost from sneak attack but the critical hit when you surprise an enemy with the force damage would be potent. Scout and Swashbuckler would also be interesting options to stay somewhat out of melee combat range, while still getting some interesting combat options. Probably the biggest downside to Rogue is going to be the use of your bonus action as many of the rogue specialties take your bonus action. Granted you don't always need that damage boost and many times positioning and the like can be more important.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I was mainly looking at my 2nd attack, my first attack gets a boost from planar warrior, however there is nothing for my second. Not to mention the spells, my opinion, for a ranger are sub par. I looked at rogue for sneak attack, & since we have several casters in our group, pally vengeance that I can just use for Divine smite.
After ranger 5 i would grab rogue 5 for uncanny dodge and swashbuckler can help you land those sneak attack if you alone in melee. I would drop the paladin you have a pretty small spell pool you would burn it to fast with smite and it only work in melee. The gloomstalker/rogue combo has alot of option not to have to fight in melee however if you worried stuck in close combat with ranged weapon you could grab "crossbow expert" it disable the ranged attack disadvantage if enemy close to you. Ranger still has some decent spells that arent based on wise like absorb element,hunter mark,healing spirit, pass withouth trace, conjure animal and some of your horizon spells.
That being said the 11 ranger, 5 rogue, and 4 pally combo you suggested isn't bad with the stats you have for rogue i would go swashbuckler and i would grab defensive style (+1 AC) instead dueling. Personally i feel dueling one of the most weakest of all the styles. As for the path 5 ranger->5 rogue -> 2 paladin and then either finish to 11 ranger or 4 paladin.
well thank you all, however I did decide to dip, now I am ranger 5 , vengeance pally 3, so far I am quite impressed with how well this is working. in one game play none of my spells was really need & divine smite was very helpful. In another, some of the pally spells helped the group while still maintaining decent damage output. I took duelist for my fighting style with pally. plan to take ranger now up to at least lvl 11 to get my 2nd planar warrior dmg. boost. The one flaw is the planar warrior attack does turn all damage into force, so if I cast a spell to such as divine favor for its extra damage, that in turn becomes force damage. But all in all seems to be working well with this build.
Not sure how Force damage is a flaw. It is the best damage in the game, it is magical and nothing is resilient or immune to it.
‘Also, why would you take Devine favor and Hunter’s Mark, HM can be moved from target to target, last an hour, and does 1d6 per Attack, Divine Favor only last 1 minute and does 1d4?
Well first off Hunter's Mark is not a take but as a given from Oath of Vengeance, 2nd things are situational, as with out last quest where radiant was far more effective vs. what was was up against. When I play a character I try to not just take the obvious but also look at possible situational issues that may come up.
I am currently playing a Horizon Walker Ranger at level 10. I am looking to multi-class after Level 13. My character is a dex based archer, and I selected Archery +2 at level 2. I am a human and chose Resilient (Constitution) at level 1 for proficiency with CON saves. At level 4, I bumped up DEX to 18. At level 8, I chose Sharpshooter feat. At Level 11, I will be able to attack a 3rd creature when I attack 2 creatures (with 10' teleport between attacks) using Distant Strike. At level 12, I will bump DEX to 20... which also boosts AC, DEX saves, and initiative.
Finally, the main reason to hit level 13 before multi-classing is for Guardian of Nature. During big battles, I cast this spell first as bonus action... granting Advantage to all DEX and WIS attacks. With a +1 bow, I attack with +13 to hit (+5 prof, +5 DEX, +2 Ranger Level 2, +1 bow). So with Advantage, I can take a -5 to hit for the +10 damage... This equates to 5 hits on 6 attacks for AC17, or 4 hits on 6 attacks for AC20/AC21 (used anydice.com for calculations). So in 2 rounds, I will be able to inflict 7d8+80 for AC17 creatures (split damage between 3 foes) OR 6d8+64 for AC20/AC21 creatures. Each 2 rounds after that would be 9d8+80 (AC17) or 8d8+64 (AC20/21).
I typically cast Longstrider on myself at the start of each day to give myself 40 feet of movement. With Distant Strike, my character has 70' of movement per round... and I will be moving within 30' to use Planar Warrior after the 1st round (bonus action). My plan is to stay 45 to 50 feet away from the melee fighters... and have a 15' ring of difficult terrain surrounding me thanks to Guardian of Nature. If a melee enemy so chooses to dash up to me, I will forgo my Planar Warrior that round to use Misty Step or Ethereal Step to get out of melee before firing my arrows (maintain advantage on attacks). If I get hit, I have advantage on CON saves (thanks to Guardian of Nature) in addition to my +8 CON save. So even if I take a 3rd/5th level Fireball (assuming I fail DEX save despite +10), I would have a 90%+/80%+ chance to maintain concentration on Guardian of Nature.
All that said, beyond level 13, there isn't much reason to stay pure Ranger. A Battle Master Fighter for 3/4 levels would give me additional ways to turn misses to hits with Precision, and Action Surge once per short rest to attack another 3 times in a round (+1 AC with defense). I've also considered going into War Cleric which gives me another 4th level spell slot right away. War Priest and Guided Strike are useful, but very limited # of uses. War Priest would only be useful when I can't get within 30' for Planar Warrior. Out of combat, useful cantrips and spells to add to my Ranger's limited list. No longer need to use Ranger's spells known for healing spells. A druid would be the other option to add to my spell slots and would also thematically work well... just not sure how useful it would be as compared to the Fighter and Cleric options. Rogue seems to be a natural fit with sneak attack every round that Guardian of Nature is up... however, you would need 3 levels just to get 2d6 per turn... Swashbuckler seems to be the best fit. Dipping 5 levels here means Uncanny Dodge to help maintain concentration, and 3d6 for sneak attack... gives you 2 levels for the Fighter's Action Surge or stick with Rogue for evasion. I think you almost have to dip at least 1 level in a spell casting class to give yourself 2 uses of Guardian of Nature per day.
Finally, I will likely dip 3 levels in Cleric... giving me 5 uses per day of Guardian of Nature (versus 1 use), or the same number of uses of Banishment! Two of these uses can target 2 creatures to be banished. This is another fantastic reason that people should stick with Horizon Walker until Level 13. I will also dip 3 levels in Battle Master Fighter... for Action Surge and Precision. I will use my last 1 level for more cleric (spell slots + feat or stats), or maybe 1 level in Rogue (unlikely). Any thoughts or other considerations I missed. I don't have the Charisma or Intelligence to multi-class into other caster domains (I could get Intelligence to 13 at level 12, but likely not worth it).
I typically cast Longstrider on myself at the start of each day to give myself 40 feet of movement.
First, that seems like a waste unless you almost always get into combat quickly, longstrider only last an hour.
Second as for general comments I would say Cleric and Fighter offer the most, though you may want to look at Eldritch Knight as a possibility for the Fighter.
I often overlook the EK... great idea! It would potentially help with many combat and non-combat spells... perhaps the Shield spell.
As for Longstrider, thanks for the clarification. I want to say that I saw it in some materials as 8 hrs, or I just copied it down wrong on my character sheet. If it was 8 hours with no concentration, it would be fantastic. As a 1 hour spell, It becomes much more limited in use. As a Ranger, most spells are concentration, so I am always looking for a few good low-level spells that don't require concentration... another reason Cleric and EK could work well.
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Str 18, dex 17, con 18, int 15, wis 13, chr 16, with these stats i rolled I'm really wanting to multiclass but not sure what would be best or when to. Currently lvl 5 with feat medium armor master. I also have archery fighting style. Please send your opinions. Personnally I'm considering oath of vengeance pally. Then taking dueling as second fighting style to give me long range or up and close fighting options.
My main question would be what are you looking for from a multiclass? Is there something specific that you are looking to add to your character? I mean I would just stick to Horizon Walker if you don't feel super strongly about what you are multiclassing into or 'why' your character is getting a multi class. Any more info or ideas you want to share?
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I have a few ideas on where I want to take this character but nothing locked down yet. I have pretty much made up my mind no matter what I will not take the ranger class pass 12 max, as there just isn't much there for me to do so. The only perk I am interested in is lvl 11 getting the ability to teleport from the walker perk. I have considered rogue & pally as my first attack will get the planar warrior ability to boost damage, however not much given for the second attack. Sneak attack is once per turn therefore I can use on second attack, or divine smite which either my ranger spells or pally spells can fuel. Character Backstory is family killed by werewolves, therefore oath of vengeance works well with story, as well as the assassin subclass. Long term goal, kill the pack of werewolves that killed my family.
So many people viewing but no one have thoughts? I am open to opinions.
If I'm gonna be honest, I would just go straight Ranger12/Rogue8. Going Paladin would be pretty MAD spell-wise (Ranger WIS, Paladin CHA) when the advantages of going Rogue only grow with level (Evasion, Sneak Attack boost).
Plus, I would like to point out that Paladin Smites Spells (including Divine) only work with melee attacks but with your fighting style suggests you're a ranged attacker. Something to think about.
My fighting style is situational, especially how the rest of the party is favoring. I took medium armor master because there was times I needed to be upfront in the battle. I have considered the assassin rogue & vengeance pally. I have also considered going 11 ranger, 5 rogue, and 4 pally. My biggest concern with this character is that I typically have a boost up on my first attack from the Planar Warrior Bonus Action attack. However my 2nd attack tends to fall short with nothing really boosting it up. If I went pally I would be able to take a 2nd fighting style. I really do not use even my ranger spells except on the rare occasion, other than hunter's mark on boss battles. Big hang up at the moment is if I should go ahead now & start dipping into another class or if I should wait until level 11 to get my teleport ability.
Also is now a good time to dip, or should I wait to get my level 11 in Ranger first?
If you are doing just a couple level dip its fine to do so after 5th level or so. I do tend to agree with the Rogue as the multiclass, pretty much any of the rogue subclasses would work pretty decently. The assassin would give the possibility of not just a boost from sneak attack but the critical hit when you surprise an enemy with the force damage would be potent. Scout and Swashbuckler would also be interesting options to stay somewhat out of melee combat range, while still getting some interesting combat options. Probably the biggest downside to Rogue is going to be the use of your bonus action as many of the rogue specialties take your bonus action. Granted you don't always need that damage boost and many times positioning and the like can be more important.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I have to agree that Ranger/Rogue is a good combo. You get expertise in two skills and cunning action is nice to have.
If you want skills then 3 levels of bard with college of lore gives you a total of 6 more skill proficiencies
“You know what the issue is with this world? Everyone wants some magical solution to their problem and everyone refuses to believe in magic.”
- Lewis Carroll
I was mainly looking at my 2nd attack, my first attack gets a boost from planar warrior, however there is nothing for my second. Not to mention the spells, my opinion, for a ranger are sub par. I looked at rogue for sneak attack, & since we have several casters in our group, pally vengeance that I can just use for Divine smite.
After ranger 5 i would grab rogue 5 for uncanny dodge and swashbuckler can help you land those sneak attack if you alone in melee. I would drop the paladin you have a pretty small spell pool you would burn it to fast with smite and it only work in melee. The gloomstalker/rogue combo has alot of option not to have to fight in melee however if you worried stuck in close combat with ranged weapon you could grab "crossbow expert" it disable the ranged attack disadvantage if enemy close to you.
Ranger still has some decent spells that arent based on wise like absorb element,hunter mark,healing spirit, pass withouth trace, conjure animal and some of your horizon spells.
That being said the 11 ranger, 5 rogue, and 4 pally combo you suggested isn't bad with the stats you have for rogue i would go swashbuckler and i would grab defensive style (+1 AC) instead dueling. Personally i feel dueling one of the most weakest of all the styles.
As for the path 5 ranger->5 rogue -> 2 paladin and then either finish to 11 ranger or 4 paladin.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Even though sneak attack is 1/turn, you dont always hit, so two attacks makes it much more likely to land sneak attack.
Level 5 is a huge level for Rangers, but so is level 9 for HWs. I'd hate to hold up getting Haste any more than is necessary!
well thank you all, however I did decide to dip, now I am ranger 5 , vengeance pally 3, so far I am quite impressed with how well this is working. in one game play none of my spells was really need & divine smite was very helpful. In another, some of the pally spells helped the group while still maintaining decent damage output. I took duelist for my fighting style with pally. plan to take ranger now up to at least lvl 11 to get my 2nd planar warrior dmg. boost. The one flaw is the planar warrior attack does turn all damage into force, so if I cast a spell to such as divine favor for its extra damage, that in turn becomes force damage. But all in all seems to be working well with this build.
ddb.ac/characters/8563450/PgizkA
Not sure how Force damage is a flaw. It is the best damage in the game, it is magical and nothing is resilient or immune to it.
‘Also, why would you take Devine favor and Hunter’s Mark, HM can be moved from target to target, last an hour, and does 1d6 per Attack, Divine Favor only last 1 minute and does 1d4?
Well first off Hunter's Mark is not a take but as a given from Oath of Vengeance, 2nd things are situational, as with out last quest where radiant was far more effective vs. what was was up against. When I play a character I try to not just take the obvious but also look at possible situational issues that may come up.
I am currently playing a Horizon Walker Ranger at level 10. I am looking to multi-class after Level 13. My character is a dex based archer, and I selected Archery +2 at level 2. I am a human and chose Resilient (Constitution) at level 1 for proficiency with CON saves. At level 4, I bumped up DEX to 18. At level 8, I chose Sharpshooter feat. At Level 11, I will be able to attack a 3rd creature when I attack 2 creatures (with 10' teleport between attacks) using Distant Strike. At level 12, I will bump DEX to 20... which also boosts AC, DEX saves, and initiative.
Finally, the main reason to hit level 13 before multi-classing is for Guardian of Nature. During big battles, I cast this spell first as bonus action... granting Advantage to all DEX and WIS attacks. With a +1 bow, I attack with +13 to hit (+5 prof, +5 DEX, +2 Ranger Level 2, +1 bow). So with Advantage, I can take a -5 to hit for the +10 damage... This equates to 5 hits on 6 attacks for AC17, or 4 hits on 6 attacks for AC20/AC21 (used anydice.com for calculations). So in 2 rounds, I will be able to inflict 7d8+80 for AC17 creatures (split damage between 3 foes) OR 6d8+64 for AC20/AC21 creatures. Each 2 rounds after that would be 9d8+80 (AC17) or 8d8+64 (AC20/21).
I typically cast Longstrider on myself at the start of each day to give myself 40 feet of movement. With Distant Strike, my character has 70' of movement per round... and I will be moving within 30' to use Planar Warrior after the 1st round (bonus action). My plan is to stay 45 to 50 feet away from the melee fighters... and have a 15' ring of difficult terrain surrounding me thanks to Guardian of Nature. If a melee enemy so chooses to dash up to me, I will forgo my Planar Warrior that round to use Misty Step or Ethereal Step to get out of melee before firing my arrows (maintain advantage on attacks). If I get hit, I have advantage on CON saves (thanks to Guardian of Nature) in addition to my +8 CON save. So even if I take a 3rd/5th level Fireball (assuming I fail DEX save despite +10), I would have a 90%+/80%+ chance to maintain concentration on Guardian of Nature.
All that said, beyond level 13, there isn't much reason to stay pure Ranger. A Battle Master Fighter for 3/4 levels would give me additional ways to turn misses to hits with Precision, and Action Surge once per short rest to attack another 3 times in a round (+1 AC with defense). I've also considered going into War Cleric which gives me another 4th level spell slot right away. War Priest and Guided Strike are useful, but very limited # of uses. War Priest would only be useful when I can't get within 30' for Planar Warrior. Out of combat, useful cantrips and spells to add to my Ranger's limited list. No longer need to use Ranger's spells known for healing spells. A druid would be the other option to add to my spell slots and would also thematically work well... just not sure how useful it would be as compared to the Fighter and Cleric options. Rogue seems to be a natural fit with sneak attack every round that Guardian of Nature is up... however, you would need 3 levels just to get 2d6 per turn... Swashbuckler seems to be the best fit. Dipping 5 levels here means Uncanny Dodge to help maintain concentration, and 3d6 for sneak attack... gives you 2 levels for the Fighter's Action Surge or stick with Rogue for evasion. I think you almost have to dip at least 1 level in a spell casting class to give yourself 2 uses of Guardian of Nature per day.
Finally, I will likely dip 3 levels in Cleric... giving me 5 uses per day of Guardian of Nature (versus 1 use), or the same number of uses of Banishment! Two of these uses can target 2 creatures to be banished. This is another fantastic reason that people should stick with Horizon Walker until Level 13. I will also dip 3 levels in Battle Master Fighter... for Action Surge and Precision. I will use my last 1 level for more cleric (spell slots + feat or stats), or maybe 1 level in Rogue (unlikely). Any thoughts or other considerations I missed. I don't have the Charisma or Intelligence to multi-class into other caster domains (I could get Intelligence to 13 at level 12, but likely not worth it).
First, that seems like a waste unless you almost always get into combat quickly, longstrider only last an hour.
Second as for general comments I would say Cleric and Fighter offer the most, though you may want to look at Eldritch Knight as a possibility for the Fighter.
I often overlook the EK... great idea! It would potentially help with many combat and non-combat spells... perhaps the Shield spell.
As for Longstrider, thanks for the clarification. I want to say that I saw it in some materials as 8 hrs, or I just copied it down wrong on my character sheet. If it was 8 hours with no concentration, it would be fantastic. As a 1 hour spell, It becomes much more limited in use. As a Ranger, most spells are concentration, so I am always looking for a few good low-level spells that don't require concentration... another reason Cleric and EK could work well.