Hello, so I have joined an ongoing campaign a few months back, when I began we were level 9 and we just reached level 11. I went with a chaotic food halfling arcane trickster with a newfound gambling addiction (most fun role playing character ever lol). The setting is very magic item friendly, these guys are stacked with powerful homebrew items, and I just got my first magic item. Did something quirky and prayed to this forgotten goddess in a dungeon and the DM asked me to roll a d100, I rolled a critical success (rolled a 100)so he rewarded me with this coin, that can reroll a d20, heads is a natural 20 and tails is a natural 1. Pretty cool right? So I am already halfling and can roll natural 1s (not including the coin that would he OP), have silvery barbs to cause some rerolls, and now have this awesome coin to cause some rerolls. So I was thinking, what if I also took the lucky feat at level 12, then took two levels of wizard and got Portent with divination wizard? Seems on point with theme but just wandering is this overkill? Would I get more out of just sticking with rogue? Or maybe go the divination/portent route but instead of taking the lucky feat take sharpshooter (I’m a crossbow expert feat rogue)?
Just looking for friendly feedback, have not found any articles on this particular multi class/subclass options.
Normally I would say that multiclassing into Wizard on an Arcane Trickster can be a mixed bag, but you're at a level where you've already got a lot of your best Rogue features so it may be less of an issue for you. It'll get you a load more cantrips and a few extra 1st-level spells, as well as access to full ritual casting (and the ability to get even more 1st-level spells by copying them into your spellbook).
I think Divination Wizard does sound very on theme, and with Lucky as well that's going to be a lot of re-roll potential; that said there is also a lot of overlap.
Keep in mind, for official rules they usually include language such as "you must use the second result" or similar, so you can't usually re-roll more than once, this means that while you have a lot of re-rolling options already, you're already in a situation where you may not use some of them. For example, if you roll a natural 1 you can re-roll it with your Halfling's luck, or you can use your coin (not sure how your DM has worded this exactly though) but the choice here is what type of chance you wish to take; one is a regular roll, so with a good modifier a pretty good chance of a normal success, while the other is a 50/50 at best to either get the same result (natural 1) or the best possible success.
Divination will give you the option of simply swapping the dice for a result you already know, making it not really a gamble as such; if you get high rolls for these dice you can save them for yourself, or on low rolls safe them for enemies to force misses or failed saves. You'll probably use these first a lot of the time, though you do only get two, so it's not that overpowered; it's great for when you've got a save-or-suck spell you'd like to force your target to fail, and for yourself it can almost be like having an auto-hit (or even an auto-crit if you roll a 20) or legendary resistance (burn a high dice to pass a save).
Lucky will allow you to make a form of regular re-roll on any result, but only three times per day. It's a good feat, but not nearly as strong as some people claim as three uses per long rest isn't a lot, so IMO it's actually quite balanced.
I don't know if I'd say that taking all of this is overpowered; certainly a lot of re-rolling potential, but really all that will mean most of the time is fewer wasted turns, or fewer failed saves etc. You might also consider the Xanathar's Guide Bountiful Luck feat as an option, if you'd like to make your Halfling luck usable for nearby allies.
I'd say you already have enough luck manipulation to suit your theme if you're not sure about taking more, so there's no requirement to go into Diviniation, but if you think it sounds fun and like what else multiclassing with give you (cantrips, more spells, Arcane Recovery if you take a 2nd-level etc.) then I say go for it, though discuss it with your DM first.
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Hello, so I have joined an ongoing campaign a few months back, when I began we were level 9 and we just reached level 11. I went with a chaotic food halfling arcane trickster with a newfound gambling addiction (most fun role playing character ever lol). The setting is very magic item friendly, these guys are stacked with powerful homebrew items, and I just got my first magic item. Did something quirky and prayed to this forgotten goddess in a dungeon and the DM asked me to roll a d100, I rolled a critical success (rolled a 100)so he rewarded me with this coin, that can reroll a d20, heads is a natural 20 and tails is a natural 1. Pretty cool right? So I am already halfling and can roll natural 1s (not including the coin that would he OP), have silvery barbs to cause some rerolls, and now have this awesome coin to cause some rerolls. So I was thinking, what if I also took the lucky feat at level 12, then took two levels of wizard and got Portent with divination wizard? Seems on point with theme but just wandering is this overkill? Would I get more out of just sticking with rogue? Or maybe go the divination/portent route but instead of taking the lucky feat take sharpshooter (I’m a crossbow expert feat rogue)?
Just looking for friendly feedback, have not found any articles on this particular multi class/subclass options.
Normally I would say that multiclassing into Wizard on an Arcane Trickster can be a mixed bag, but you're at a level where you've already got a lot of your best Rogue features so it may be less of an issue for you. It'll get you a load more cantrips and a few extra 1st-level spells, as well as access to full ritual casting (and the ability to get even more 1st-level spells by copying them into your spellbook).
I think Divination Wizard does sound very on theme, and with Lucky as well that's going to be a lot of re-roll potential; that said there is also a lot of overlap.
Keep in mind, for official rules they usually include language such as "you must use the second result" or similar, so you can't usually re-roll more than once, this means that while you have a lot of re-rolling options already, you're already in a situation where you may not use some of them. For example, if you roll a natural 1 you can re-roll it with your Halfling's luck, or you can use your coin (not sure how your DM has worded this exactly though) but the choice here is what type of chance you wish to take; one is a regular roll, so with a good modifier a pretty good chance of a normal success, while the other is a 50/50 at best to either get the same result (natural 1) or the best possible success.
Divination will give you the option of simply swapping the dice for a result you already know, making it not really a gamble as such; if you get high rolls for these dice you can save them for yourself, or on low rolls safe them for enemies to force misses or failed saves. You'll probably use these first a lot of the time, though you do only get two, so it's not that overpowered; it's great for when you've got a save-or-suck spell you'd like to force your target to fail, and for yourself it can almost be like having an auto-hit (or even an auto-crit if you roll a 20) or legendary resistance (burn a high dice to pass a save).
Lucky will allow you to make a form of regular re-roll on any result, but only three times per day. It's a good feat, but not nearly as strong as some people claim as three uses per long rest isn't a lot, so IMO it's actually quite balanced.
I don't know if I'd say that taking all of this is overpowered; certainly a lot of re-rolling potential, but really all that will mean most of the time is fewer wasted turns, or fewer failed saves etc. You might also consider the Xanathar's Guide Bountiful Luck feat as an option, if you'd like to make your Halfling luck usable for nearby allies.
I'd say you already have enough luck manipulation to suit your theme if you're not sure about taking more, so there's no requirement to go into Diviniation, but if you think it sounds fun and like what else multiclassing with give you (cantrips, more spells, Arcane Recovery if you take a 2nd-level etc.) then I say go for it, though discuss it with your DM first.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.