Wait. Sorry, I’ve only been a dm for a couple of months, but you can have 2 classes???!!!
Multiclassing is an optional rule so only if the DM allows it. Though I think most tend to?
There are also some rules behind multiclassing where you need to meet certain stat requirements. But basically, when you level up instead of advancing your first class you can take al level in another.
Playing a Stout Halfling Arcane Trickster/Eldritch Knight in Curse of Strahd who's currently 4/4. Lots of cantrips and a good mix of low level spells. He'll never get the elite features or higher level spells of either class, but he's pretty well rounded. He fights with the Two Weapon Fighting style, and the DM gave him Dual Wielder feat as a freebie. He uses Mage Armor instead of armor, and with his DW feat his base AC is 19. He has Shield spell if he needs it, and an owl familiar for Help. He's also got the Squat Nimbleness feat. He's Neutral Good, but with Lawful Good tendencies, trying to protect the weak and punish evil. He usually moves up into the front in battle. His magic items are two shortswords and a Hat of Disguise. Str 10, Con 16, Dex 20, Int 14, Wis 14, Chr 14.
His father is a Halfling Guardian for their shire (see Dragon Magazine #129 for details), but he wants to adventure some before he settles down.
Playing my first Rogue ever for my group's homebrew campaign at the start of next month; I decided to go with the Inquisitive subclass to help my party better succeed at Perception/Investigations outside of combat, plus to help notice and call out changes to the situation or environment during combat.
My character is a Lvl 3 Half-Elf Inquisitive Rogue with the Urban Bounty Hunter background; he excels at locating missing and wanted persons and having a keen sense for detail and making deductions. He fights with a rapier and hand crossbow - with two daggers, one of them magical and concealed on his person - and I was able to get upgraded studded leather armor to make his AC 17. His current proficiencies include Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth - I was absolutely amazed by the number of skill proficiences you get with the Rogue lol - with current Expertise in Acrobatics and Investigation. I'm still deciding between Insight, Perception and Stealth for my other two Expertise skills for Lvl 6, though I might stick with the former two since I have Boots of Elvenkind to help me get advantage on Stealth checks. I plan on having him take the Observant feat at Lvl 4 and then take Mobile and Crossbow Expert at the next ability score improvements before going back to raising the rest of my ability scores, which are currently: Str 10, Dex 16, Con 15, Int 15 and Chr 15.
If you guys have any recommendations or stuff to look out for in game, let me know! Really excited to play this character, RP with him is gonna be great too!
I play a Phantom Rogue who after 9 levels may have gone a little bit too dark as he just got a level of Death Cleric. Crazy Bob was a child of the brothels of Luskan. A natural survivor Bob found ways to provide for himself, and eventually became an emergency medic (custom lineage healer ft). Be it the streets, the cathouses, or the never ending wounds to patch Bob's life was touched by death from an early age. A touch that lingered and grew.
On a routine trip from Waterdeep to Luskan working as a ship's doctor he was shipwrecked and joined his fellow castaways in a life of piracy/privateering, bar owning, occasional heroism, and the most often stabbing things.
Crazy Bob loves daggers and will take one off of just about any body that has one. Made of coral, stolen from a rich man, rusty, doesn't matter. He has both a Cloak of the Manta Ray, and Broom of Flying giving him amazing movement. As a dagger user he likes to get in close dipping into combat and then positioning behind the very large Sentinel Rune Knight he works with on the frontline. People have tried to get him to use longer range weapons, but so far its daggers.
I have a backup character that I play in our current campaign. Drow arcane Trickster named Meli Moonglow. She was groomed to be a wizard in the underdark, but torture at the hands of the Illithid ruined that path, and she fled to the surface to avoid the drow giving her a merciful death; being deemed "without purpose".
At level 5 and with the Drow High Magic Feat, Meli is an ideal utility caster for our group. She has expertise in Arcana, and has the Identify spell. She plays alot like Evie in The Mummy; a nerdy bookworm who is fascinated in trivial details of history and lore. Socially, her naive nature of the surface and the general distrust of drow has her avoiding social dealings with most, and casting Disguise Self when needed.
In combat, Meli is a gish. Booming Blade sets up rapier attacks, and preferably Meli looks to disengage after Sneak Attack. Her fighting style is graceful like a bladesinger. I expect Shadow Blade will be an enhancement when she gains 2nd level spells.
In a group of 5 PC's, Meli fits multiple roles well. A solid scout, a capable blitz striker in combat, and covers most of the utility casting needs a tier 1-2 party would need. Yeah, the sunlight sensitivity is a hinderance. But it has yet to make me regret the build.
I have played several different ways, but the basic is an Arcane Trickster with as high a Charisma as I can manage after maxing intlligence and dexterity. Then I get expertise in Deception and Athletics.
As far as multiclass either fighter (Arcane Archer or Eldritch Knight) or Wizard (Bladesinger). Then the character is highly reliant on trickery.
I think for my Inquisitive Rogue I'm contemplating either taking a few feats or if anything taking a few levels of Battle Master Fighter. I just love the idea of playing a character that isn't a spellcaster and just has a lot of skills and resources to rely upon instead. Hoping it makes for some good RP as well!
Playing Call of the Netherdeep, usually 4 or 5 characters (Fighter/Cavalier, Wizard/Chrono, Druid/Moon, Cleric/Twi) so wanted a “jack of many trades/utility plus good offence/defence” character. We are now L10 and over 6 months playtime, recently arrived in Ank’Harel and really enjoying it. We plan to finish on L20 (with the DM “upgrading the content” as needed).
I usually multi-class, so went with the idea of a “protector of the forest” with the Feylost background (flowers bloom). Hates cities/buildings, can summon own food & water, track, sneak, talk to & change into animals, and do some basic healing & utility spells, good skills etc.
Multiclassing, esp. for a Rogue looses 1d6 on Sneak Attack every 2 levels, plus the base/sub abilities, so it’s really got to be worth it. I could have not taken either of the other two classes, but I felt finishing on Rogue 13 to get the Soulknife invis was a good place to stop, and then the 4/3 sub’s make up for the 7 levels rogue not taken. An ASI on resilient makes up for the WIS save, and also gets +1 WIS.
Aasimar (new) - Radiant Soul ; STR 8, DEX 15 (+2), CON 14, INT 10, WIS 13 (+1), CHA 12
Radiant Soul 1x/L gives me flying (40’ if with Longstrider, insane with Zephyr Strike up) & +damage, then the one off heal & light cantrip top off an excellent racial package.
Levels so far;
Rogue 1-3 : Soulknife
Druid 1-2 - Circle of Moon
Rogue 4-5 - ASI - Skill Expert (DEX, Persuasion, Persuasion)
Ranger 1 - Deft Explorer (Athletics)
Ranger 2 - Fstyle (Archery if your DM allows with “daggers”, else ThownWF)
The 3 Ranger levels mostly makes up for the loss of 3 levels of Rogue by giving the +1d4 via Favoured Foe with zero action economy loss, and the 1d6 from Gathered Swarm, neither of which need the “sneak attack” conditions to ”activate”, and even work with Thorn Whip. I can also use one of the Gathered Swarm effects on a hit; 1d6 damage, move-self 5’ to “back away” without having to use my Bonus Action to disengage, shove” (ie, into Spike Growth), still leaving my BA for a 2nd attack and then back off without granting an AoO. The “swarm” is a cloud of leaves that changes in speed/density depending on what I am doing. Zephyr Strike for guaranteed single hit Adv and “escapes”. Absorb Elements if not covered via a DEX save. Hunters Mark if I get lead-in time and can spare the concentration, so replacing the 1d4 with 1d6.
The 2 Druid levels looses me 1d6 sneak, but gives me Guidance, Thorn Whip, Healing Word, Long Strider etc, as well as the 2 shape changes (/or 2 Familiars) for an hour Duration each, so I can change into a spider/cat for stealth, Bear for attack, Moorbounder for travel. The Fighter (Cavalier) has an instant mount if needed. If using the Familiar I can summon a spider on the other side of a wall to sneak/spy, or have my Owl for “help/adv” during combat, without worrying about the 10gp and re-summon time if killed.
THEN add in the Soulknife abilities… My DM allows Attacks of Opp with Soulknife (1d4), else all is RAW. Telepathy with the party in any form (so no worry talking with them if I am a spider) with a long range which we use ALL the time, and +1d6/8/10 to proficient skills I have if needed to “boost” a skill check, two thrown ”daggers” from 60’ range without worrying about ammo.. Passive Perc is 20, Perception is +10, Stealth +12.. Even Athletics (with 8 STR) is +7 !. And then add in 1d10 SBKnack, 1d4 (Guidance) if I can/want-to, and it’s rare I fail on any skill I am proficient in.
From 11+ I think I will take 2 more levels of druid (ASI: +2 DEX) and L2 spells (Heat Metal, Pass w/o Trace, Spike Growth etc), swim form, then Rogue to 13 to get the sweet Soulknife “special” invis. (L10 ASI: Fey Touched/WIS/Silvery Barbs / L12 ASI: Resilient WIS).
Change into an ape that can swing in the trees & throws glowing daggers
Running at 240’/r as a Moorbounder (Longstrider & move/dash/BA dash)
BA:Zephyr Strike, Soulknife (at Adv +10 to hit) 1d6+4, Sneak 3d6, activate ZS 1d8 force, drop ZS concen for FF (+concen) 1d4, Swarm 1d6 for a total 1d8+5d6+1d4+4=29 avg.. (with the 60’ move on that round, and no AoO prior to ZS dropping). Rinse repeat using a “charge” of ZS & FF per round.
and the pierce-de-resistance
The glowing winged flying pig that has a healing touch.
To top it off, I got the Jewel of Three Prayers so; Invisibility, help others with their saves, and +2 AC (AC 18 currently, expect 21 ish by the end with 20 DEX, Jo3P, and I hope to get some magical Studded Leather +1 at some point).
Weakness is long range attacks, as I decided to swap out Hand Crossbow for a Whip at the start, so 60’ is my max + movement.. which is ok, as I want to stay close to people so I can use my utility spells/skills to help the party anyway.
I play as a level 8 swashbuckler rouge who has a plus 5 in dex and a plus 14 in sleight of hand. He steals everything but not for the items but for the sport.
I play as a level 8 swashbuckler rouge who has a plus 5 in dex and a plus 14 in sleight of hand. He steals everything but not for the items but for the sport.
What did he do to get the extra +1 in Sleight of Hand? A lvl 8 character should have a +13.
I play as a level 8 swashbuckler rouge who has a plus 5 in dex and a plus 14 in sleight of hand. He steals everything but not for the items but for the sport.
What did he do to get the extra +1 in Sleight of Hand? A lvl 8 character should have a +13.
I have played a half-Elf who is dual class. Garmorn is an Inquisitive Rogue/Undying Warlock. He was a Rogue only for quite a while. He comes from a family who, by day, are merchants & caravans (side hustle). Their real deal...most are either spies or assassins (along the lines of the Medici, but in some says much more clean, and other ways a bit more dirty). They have money, connections and power, most of which they hide behind their facade.
On our first adventure, we ran into a small town with a tavern that was in shambles. We decided to buy the place from the old lady. A couple of rolls later and some sweet talk, it was my character's parents who fronted us the money.
At this stage of the game (level 15) he owns several businesses in various towns, and has some trade routes. In every adventure, he looks for long lasting profit, and a trade route or business opportunity that would be beneficial not only to the locals, but his own pockets as well. One of my favorite moments was when we were travelling, and a snotty restaurant owner greeted 2 of us (a human and myself). But when the half-orc, goblin and silver dragonborn came later, he wouldn't let them in. He called them filthy, and really went in on the goblin (who was rescued and adopted as a little brother by the group). We all left, and Garmorn went to the caravans and told them NOT to do any business in that restaurant. He also sent word to his family, who sent word out as well. Fast forward several months later, the owner was desperate to sell, and Garmorn brought the place cheap. Now it is open to anyone who is willing to dine and pay.
Garmorn loves shiny things and the thrill of taking things(hence why he is a thief), but he also loves knowledge. At level 12, he visited the home of his old mentor who had died decades ago to find some ancient scrolls, old dungeon maps or blueprints of towns, hoping to find secret passages to sneak in and out of or to use as a base of operations. As he opened the secret chamber, his mentor appeared as a lynch. He told Garmorn that he had been murdered (which Garmorn knew), but the murder was an inside job. He asked him to find out who was involved, and to be his eyes and ears in the world. He granted him powers. Hence how Garmorn became a warlock.
Publicly, he is seen by many as a womanizer, shrewd, self-serving, very charismatic and greedy. He loves his image, it hides the fact that he has a heart of gold. Secretly, he has helped a widow with two children whose husband died before they could rescue him. He also helped a young woman regain her family heirloom so she wouldn't be penniless. Garmorn has a soft spot for widows, orphans and young adventurers who are trying to make their way into this lifestyle, as well as underdogs in general. He is very sneaky, and if you are on his good side, he will secretly help you. But if one gets on his bad side, one will suffer long after one has forgotten about him. He plays the long game, and as a half-elf undying warlock, he can afford to play it.
He still loves adventuring, more so for the challenge of it. Due to the trade deals and businesses, he can live in the lap of luxury. However, he still lies at home of his parents in the family's stronghold. He also manages the group's money, and they are all rich. The human bard now travels up and down the Sword coast, telling their various adventures. Garmorn doesn't like the publicity, so when he leaves the compound, he is always wearing a disguise of some sort.
The great Silver Dragon Lord of the Sky, Second in Command of the Dragon Cult, Warlock of Cyno, and Cultist of Jeff. I have a lot of allegiances… Anyways HI! I’m Bananer, pronouns He/Him, andddddd yeah. Bye, ig.
Also my Rogue is pretty simple because he was my first character, a wood elf thief with a pet rat, deer, and frog. He’s got a few magic items, but not many. In fights, he prefers to hide and not take any damage, but still hit, but occasionally when the enemy seems smart, he starts insulting them, causing a huge insult-while fighting battle that usually ends with him getting nearly all his hit points taken. He’s also kinda self sacrificial, sometimes doing stupid things like jumping off of an over 500-foot tall tower to rescue a person, and bring up reinforcements. He’s very confident in his rogue skills, with really good dex modifiers for his level. He can come up with plans easily under pressure.
Rollback Post to RevisionRollBack
The great Silver Dragon Lord of the Sky, Second in Command of the Dragon Cult, Warlock of Cyno, and Cultist of Jeff. I have a lot of allegiances… Anyways HI! I’m Bananer, pronouns He/Him, andddddd yeah. Bye, ig.
Wait. Sorry, I’ve only been a dm for a couple of months, but you can have 2 classes???!!!
Multiclassing is an optional rule so only if the DM allows it. Though I think most tend to?
There are also some rules behind multiclassing where you need to meet certain stat requirements. But basically, when you level up instead of advancing your first class you can take al level in another.
Thank you
I find the dungeon dudes to be the most helpful to newer players an DM's
here is their multiclassing video
https://www.youtube.com/watch?v=BfVBW6EN2k8&t=185s
Jesus Saves!... Everyone else takes damage.
Playing a Stout Halfling Arcane Trickster/Eldritch Knight in Curse of Strahd who's currently 4/4. Lots of cantrips and a good mix of low level spells. He'll never get the elite features or higher level spells of either class, but he's pretty well rounded. He fights with the Two Weapon Fighting style, and the DM gave him Dual Wielder feat as a freebie. He uses Mage Armor instead of armor, and with his DW feat his base AC is 19. He has Shield spell if he needs it, and an owl familiar for Help. He's also got the Squat Nimbleness feat. He's Neutral Good, but with Lawful Good tendencies, trying to protect the weak and punish evil. He usually moves up into the front in battle. His magic items are two shortswords and a Hat of Disguise. Str 10, Con 16, Dex 20, Int 14, Wis 14, Chr 14.
His father is a Halfling Guardian for their shire (see Dragon Magazine #129 for details), but he wants to adventure some before he settles down.
Playing my first Rogue ever for my group's homebrew campaign at the start of next month; I decided to go with the Inquisitive subclass to help my party better succeed at Perception/Investigations outside of combat, plus to help notice and call out changes to the situation or environment during combat.
My character is a Lvl 3 Half-Elf Inquisitive Rogue with the Urban Bounty Hunter background; he excels at locating missing and wanted persons and having a keen sense for detail and making deductions. He fights with a rapier and hand crossbow - with two daggers, one of them magical and concealed on his person - and I was able to get upgraded studded leather armor to make his AC 17.
His current proficiencies include Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth - I was absolutely amazed by the number of skill proficiences you get with the Rogue lol - with current Expertise in Acrobatics and Investigation. I'm still deciding between Insight, Perception and Stealth for my other two Expertise skills for Lvl 6, though I might stick with the former two since I have Boots of Elvenkind to help me get advantage on Stealth checks.
I plan on having him take the Observant feat at Lvl 4 and then take Mobile and Crossbow Expert at the next ability score improvements before going back to raising the rest of my ability scores, which are currently:
Str 10, Dex 16, Con 15, Int 15 and Chr 15.
If you guys have any recommendations or stuff to look out for in game, let me know! Really excited to play this character, RP with him is gonna be great too!
I play a Phantom Rogue who after 9 levels may have gone a little bit too dark as he just got a level of Death Cleric. Crazy Bob was a child of the brothels of Luskan. A natural survivor Bob found ways to provide for himself, and eventually became an emergency medic (custom lineage healer ft). Be it the streets, the cathouses, or the never ending wounds to patch Bob's life was touched by death from an early age. A touch that lingered and grew.
On a routine trip from Waterdeep to Luskan working as a ship's doctor he was shipwrecked and joined his fellow castaways in a life of piracy/privateering, bar owning, occasional heroism, and the most often stabbing things.
Crazy Bob loves daggers and will take one off of just about any body that has one. Made of coral, stolen from a rich man, rusty, doesn't matter. He has both a Cloak of the Manta Ray, and Broom of Flying giving him amazing movement. As a dagger user he likes to get in close dipping into combat and then positioning behind the very large Sentinel Rune Knight he works with on the frontline. People have tried to get him to use longer range weapons, but so far its daggers.
I have a backup character that I play in our current campaign. Drow arcane Trickster named Meli Moonglow. She was groomed to be a wizard in the underdark, but torture at the hands of the Illithid ruined that path, and she fled to the surface to avoid the drow giving her a merciful death; being deemed "without purpose".
At level 5 and with the Drow High Magic Feat, Meli is an ideal utility caster for our group. She has expertise in Arcana, and has the Identify spell. She plays alot like Evie in The Mummy; a nerdy bookworm who is fascinated in trivial details of history and lore. Socially, her naive nature of the surface and the general distrust of drow has her avoiding social dealings with most, and casting Disguise Self when needed.
In combat, Meli is a gish. Booming Blade sets up rapier attacks, and preferably Meli looks to disengage after Sneak Attack. Her fighting style is graceful like a bladesinger. I expect Shadow Blade will be an enhancement when she gains 2nd level spells.
In a group of 5 PC's, Meli fits multiple roles well. A solid scout, a capable blitz striker in combat, and covers most of the utility casting needs a tier 1-2 party would need. Yeah, the sunlight sensitivity is a hinderance. But it has yet to make me regret the build.
I have played several different ways, but the basic is an Arcane Trickster with as high a Charisma as I can manage after maxing intlligence and dexterity. Then I get expertise in Deception and Athletics.
As far as multiclass either fighter (Arcane Archer or Eldritch Knight) or Wizard (Bladesinger). Then the character is highly reliant on trickery.
That is my basic build.
I think for my Inquisitive Rogue I'm contemplating either taking a few feats or if anything taking a few levels of Battle Master Fighter. I just love the idea of playing a character that isn't a spellcaster and just has a lot of skills and resources to rely upon instead. Hoping it makes for some good RP as well!
Soulknife Rogue (m/c Druid/Ranger)
Playing Call of the Netherdeep, usually 4 or 5 characters (Fighter/Cavalier, Wizard/Chrono, Druid/Moon, Cleric/Twi) so wanted a “jack of many trades/utility plus good offence/defence” character. We are now L10 and over 6 months playtime, recently arrived in Ank’Harel and really enjoying it. We plan to finish on L20 (with the DM “upgrading the content” as needed).
I usually multi-class, so went with the idea of a “protector of the forest” with the Feylost background (flowers bloom). Hates cities/buildings, can summon own food & water, track, sneak, talk to & change into animals, and do some basic healing & utility spells, good skills etc.
Multiclassing, esp. for a Rogue looses 1d6 on Sneak Attack every 2 levels, plus the base/sub abilities, so it’s really got to be worth it. I could have not taken either of the other two classes, but I felt finishing on Rogue 13 to get the Soulknife invis was a good place to stop, and then the 4/3 sub’s make up for the 7 levels rogue not taken. An ASI on resilient makes up for the WIS save, and also gets +1 WIS.
Aasimar (new) - Radiant Soul ; STR 8, DEX 15 (+2), CON 14, INT 10, WIS 13 (+1), CHA 12
Radiant Soul 1x/L gives me flying (40’ if with Longstrider, insane with Zephyr Strike up) & +damage, then the one off heal & light cantrip top off an excellent racial package.
Levels so far;
Rogue 1-3 : Soulknife
Druid 1-2 - Circle of Moon
Rogue 4-5 - ASI - Skill Expert (DEX, Persuasion, Persuasion)
Ranger 1 - Deft Explorer (Athletics)
Ranger 2 - Fstyle (Archery if your DM allows with “daggers”, else ThownWF)
Ranger 3 - Swarmkeeper; (Zephyr Strike, Absorb Elements, Hunters Mark)
The 3 Ranger levels mostly makes up for the loss of 3 levels of Rogue by giving the +1d4 via Favoured Foe with zero action economy loss, and the 1d6 from Gathered Swarm, neither of which need the “sneak attack” conditions to ”activate”, and even work with Thorn Whip. I can also use one of the Gathered Swarm effects on a hit; 1d6 damage, move-self 5’ to “back away” without having to use my Bonus Action to disengage, shove” (ie, into Spike Growth), still leaving my BA for a 2nd attack and then back off without granting an AoO. The “swarm” is a cloud of leaves that changes in speed/density depending on what I am doing. Zephyr Strike for guaranteed single hit Adv and “escapes”. Absorb Elements if not covered via a DEX save. Hunters Mark if I get lead-in time and can spare the concentration, so replacing the 1d4 with 1d6.
The 2 Druid levels looses me 1d6 sneak, but gives me Guidance, Thorn Whip, Healing Word, Long Strider etc, as well as the 2 shape changes (/or 2 Familiars) for an hour Duration each, so I can change into a spider/cat for stealth, Bear for attack, Moorbounder for travel. The Fighter (Cavalier) has an instant mount if needed. If using the Familiar I can summon a spider on the other side of a wall to sneak/spy, or have my Owl for “help/adv” during combat, without worrying about the 10gp and re-summon time if killed.
THEN add in the Soulknife abilities… My DM allows Attacks of Opp with Soulknife (1d4), else all is RAW. Telepathy with the party in any form (so no worry talking with them if I am a spider) with a long range which we use ALL the time, and +1d6/8/10 to proficient skills I have if needed to “boost” a skill check, two thrown ”daggers” from 60’ range without worrying about ammo.. Passive Perc is 20, Perception is +10, Stealth +12.. Even Athletics (with 8 STR) is +7 !. And then add in 1d10 SBKnack, 1d4 (Guidance) if I can/want-to, and it’s rare I fail on any skill I am proficient in.
From 11+ I think I will take 2 more levels of druid (ASI: +2 DEX) and L2 spells (Heat Metal, Pass w/o Trace, Spike Growth etc), swim form, then Rogue to 13 to get the sweet Soulknife “special” invis. (L10 ASI: Fey Touched/WIS/Silvery Barbs / L12 ASI: Resilient WIS).
L20 m/c = L13 rogue (soulknife), L4 druid (moon), L3 ranger (swarm)
Cool combo’s include;
and the pierce-de-resistance
To top it off, I got the Jewel of Three Prayers so; Invisibility, help others with their saves, and +2 AC (AC 18 currently, expect 21 ish by the end with 20 DEX, Jo3P, and I hope to get some magical Studded Leather +1 at some point).
Weakness is long range attacks, as I decided to swap out Hand Crossbow for a Whip at the start, so 60’ is my max + movement.. which is ok, as I want to stay close to people so I can use my utility spells/skills to help the party anyway.
I play as a level 8 swashbuckler rouge who has a plus 5 in dex and a plus 14 in sleight of hand. He steals everything but not for the items but for the sport.
What did he do to get the extra +1 in Sleight of Hand? A lvl 8 character should have a +13.
Could be https://www.dndbeyond.com/magic-items/4773-stone-of-good-luck-luckstone ...
But I like the idea of stealing for sport/the thrill of it :D
Hyrkali
Full DNDBeyond.com in Dark Mode? Yes please!
Sorry. I should have specified. My character has Harkon's Bite and unfortunately the curse that goes with it.
Hhmmm 🤔
Used point buy for stats and set everything to 12, then use human race and you can have 13 classes.
Upvote these 18 unique mythical weapon materials!
"Be the change you wish to see in the world." - Mahatma Gandhi
I have played a half-Elf who is dual class. Garmorn is an Inquisitive Rogue/Undying Warlock. He was a Rogue only for quite a while. He comes from a family who, by day, are merchants & caravans (side hustle). Their real deal...most are either spies or assassins (along the lines of the Medici, but in some says much more clean, and other ways a bit more dirty). They have money, connections and power, most of which they hide behind their facade.
On our first adventure, we ran into a small town with a tavern that was in shambles. We decided to buy the place from the old lady. A couple of rolls later and some sweet talk, it was my character's parents who fronted us the money.
At this stage of the game (level 15) he owns several businesses in various towns, and has some trade routes. In every adventure, he looks for long lasting profit, and a trade route or business opportunity that would be beneficial not only to the locals, but his own pockets as well. One of my favorite moments was when we were travelling, and a snotty restaurant owner greeted 2 of us (a human and myself). But when the half-orc, goblin and silver dragonborn came later, he wouldn't let them in. He called them filthy, and really went in on the goblin (who was rescued and adopted as a little brother by the group). We all left, and Garmorn went to the caravans and told them NOT to do any business in that restaurant. He also sent word to his family, who sent word out as well. Fast forward several months later, the owner was desperate to sell, and Garmorn brought the place cheap. Now it is open to anyone who is willing to dine and pay.
Garmorn loves shiny things and the thrill of taking things(hence why he is a thief), but he also loves knowledge. At level 12, he visited the home of his old mentor who had died decades ago to find some ancient scrolls, old dungeon maps or blueprints of towns, hoping to find secret passages to sneak in and out of or to use as a base of operations. As he opened the secret chamber, his mentor appeared as a lynch. He told Garmorn that he had been murdered (which Garmorn knew), but the murder was an inside job. He asked him to find out who was involved, and to be his eyes and ears in the world. He granted him powers. Hence how Garmorn became a warlock.
Publicly, he is seen by many as a womanizer, shrewd, self-serving, very charismatic and greedy. He loves his image, it hides the fact that he has a heart of gold. Secretly, he has helped a widow with two children whose husband died before they could rescue him. He also helped a young woman regain her family heirloom so she wouldn't be penniless. Garmorn has a soft spot for widows, orphans and young adventurers who are trying to make their way into this lifestyle, as well as underdogs in general. He is very sneaky, and if you are on his good side, he will secretly help you. But if one gets on his bad side, one will suffer long after one has forgotten about him. He plays the long game, and as a half-elf undying warlock, he can afford to play it.
He still loves adventuring, more so for the challenge of it. Due to the trade deals and businesses, he can live in the lap of luxury. However, he still lies at home of his parents in the family's stronghold. He also manages the group's money, and they are all rich. The human bard now travels up and down the Sword coast, telling their various adventures. Garmorn doesn't like the publicity, so when he leaves the compound, he is always wearing a disguise of some sort.
20’s automatically hit despite the AC.
to the guy who said theirs had an AC 33. A 25 would hit.
The great Silver Dragon Lord of the Sky, Second in Command of the Dragon Cult, Warlock of Cyno, and Cultist of Jeff. I have a lot of allegiances… Anyways HI! I’m Bananer, pronouns He/Him, andddddd yeah. Bye, ig.
Check out my support thread! PRAISE JEFF! Join the DragonClub! #BRINGBACKBUTTONSBEST #SAVETHEDAO
(Most of those were links, click on them!!!)
Also my Rogue is pretty simple because he was my first character, a wood elf thief with a pet rat, deer, and frog. He’s got a few magic items, but not many. In fights, he prefers to hide and not take any damage, but still hit, but occasionally when the enemy seems smart, he starts insulting them, causing a huge insult-while fighting battle that usually ends with him getting nearly all his hit points taken. He’s also kinda self sacrificial, sometimes doing stupid things like jumping off of an over 500-foot tall tower to rescue a person, and bring up reinforcements. He’s very confident in his rogue skills, with really good dex modifiers for his level. He can come up with plans easily under pressure.
The great Silver Dragon Lord of the Sky, Second in Command of the Dragon Cult, Warlock of Cyno, and Cultist of Jeff. I have a lot of allegiances… Anyways HI! I’m Bananer, pronouns He/Him, andddddd yeah. Bye, ig.
Check out my support thread! PRAISE JEFF! Join the DragonClub! #BRINGBACKBUTTONSBEST #SAVETHEDAO
(Most of those were links, click on them!!!)