I've been playing a Revived Rogue (UA) for several adventures. My GM prefers a focus on RP rather than mechanics, especially when it comes to multi-classing. I took a 1 level dip into Monk because I wanted a slightly more spiritual feel to the character, and to make use of the Unarmoured Defense ability. At the moment, I'm sitting at Rogue (Revived) 5/Monk 1 and about to level up. I don't think we'll be playing a lot longer as we've nearly finished the module, even if we start another I doubt we'll hit level 20. Given how I've been playing up the spiritual connection to the dead, I'm strongly considering another one level dip into Grave Cleric. It looks like this will add a couple of thematically appropriate supernatural abilities and spells. I like the idea of spare the dying and a maxxed Healing Word in case of emergencies. It also looks like an attack cantrip would go well with grave bolt for multiple magic attacks. We do have a cleric, but he tends to attack or buff.
Has anyone tried this combination, or forsee any major redundancies? Appreciate any (related) feedback.
I have a character who is a level 3 scout, level 4 champion, level 6 grave cleric, who end game will be 8 grave, 6 fighter, 3 scout, 3 totem barbarian.
who is the “local Goliath tribe shaman”.
so, it’s similar in that spiritual-ness play style and such. It works a lot more than I thought it would, and there’s a ton of versatility between actions, BAs, and Reactions, on a combat basis. All while not being obsolete non-combat too.
redundancy wise. I don’t foresee anything redundant. Maybe a few complimentary things. Such as grave cleric causing vulnerability as an action, then bonus action make some space, triggering bolts from the grave to deal 2x damage.
That sounds like an interesting mix, I'm going to have to check your break-off points to figure out the synergies better. I think I still have residual 3.5 trauma where incautious multi-classing could leave your character being mediocre across the board. So far 5.0 seems more robust in this area.
The Goliath race has some great associated lore; I've toyed with a couple of builds but haven't had the chance to try them out in play. Guess I should explore the online options while they're so popular. Thanks for your feedback!
That sounds like an interesting mix, I'm going to have to check your break-off points to figure out the synergies better. I think I still have residual 3.5 trauma where incautious multi-classing could leave your character being mediocre across the board. So far 5.0 seems more robust in this area.
The Goliath race has some great associated lore; I've toyed with a couple of builds but haven't had the chance to try them out in play. Guess I should explore the online options while they're so popular. Thanks for your feedback!
Started fighter. Went to 3.
then went cleric 1 level. Before dipping the 3 rogue to get scout stuff. Then took cleric to 6. I’m at fighter 4 now. Next is fighter 5 for 2nd attack.
i then will dip the 2 into barb for reckless. Then Finish off the cleric to 8, the fighter it’s last level (solely for abi/feat) and then level 20 will be the barb 3 dip. That way the totem bear thing will “feel” more like a level 20 capstone for me.
The rogue stuff is so he’s have a little more skills/expertise. So he has more usefulness non-combat, and since I went a non traditional Goliath concept (tribe shaman), still wanted to keep some of the “traditional Goliath” aspects like they are good hunters and such (survival), is scout for best for getting skills, the cunning actions, and staying to the overall concept. Additionally the skirmisher reaction, allows for more flexible moving around the battlefield to heal as needed. The grave cleric to level 8 allows for 2 slots for 4th level spells, the portent cantrips to add wis mod to cantrips for toll of the dead, gives another abi, and as cleric gets the destroy undead.
fighter to 6 is only for abi. Realistically only needed to 5 for 2nd attack. I could just as easily do barb to 4 instead of fighter to 6 and get that d12 instead of d10 hp roll. But i personally wanted the totem effect to “feel” like my level 20 capstone ability. And so that’s why Barbarian only to level 3.
As an update: I ended up taking two levels in Grave Cleric for access to the Channeling option. It fit so well with my character concept that I couldn't resist. I'm also spamming Toll the Dead with Grave Bolt for shenanigans. I hope not to face undead too often. This character will likely stick to Rogue levels for the forseen future. He has Crossbow Expert as a V.Human feat, mostly to allow Grave bolt from short range.
At the completion of our first adventure, our GM granted us an uncommon magical item of our choice (homebrew allowed unless the GM thinks it is OP). Since our campaign has involved a lot of swimming and a Triton as a major villain, I built the following off the Artificer Repeating Shot infusion.
This crossbow is a mottled, deep blue-grey colour. Made by layering the shells of sea creatures over a whalebone base and strung with specially treated kelp, it is clearly the work of an oceanic culture. This magic weapon grants a + 1 bonus to attack and damage rolls when it is used to make a ranged attack, and ignores the loading property. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. This magical ammunition can be fired at long range, even underwater, though it is subject to the usual disadvantage penalty for a long-ranged attack. As a magical construct, the magical ammunition does force damage rather than piercing damage.
[History: It was actually the weapon of a Malenti warrior, a former ally of the Triton villain. When he escaped her control, she killed him and fed his body to the temple guardian. Our Sea Elf Paladin is likely to recognise the materials and craftsmanship as familiar but not the same as the work of her village's artisans.]
I've been playing a Revived Rogue (UA) for several adventures. My GM prefers a focus on RP rather than mechanics, especially when it comes to multi-classing. I took a 1 level dip into Monk because I wanted a slightly more spiritual feel to the character, and to make use of the Unarmoured Defense ability. At the moment, I'm sitting at Rogue (Revived) 5/Monk 1 and about to level up. I don't think we'll be playing a lot longer as we've nearly finished the module, even if we start another I doubt we'll hit level 20. Given how I've been playing up the spiritual connection to the dead, I'm strongly considering another one level dip into Grave Cleric. It looks like this will add a couple of thematically appropriate supernatural abilities and spells. I like the idea of spare the dying and a maxxed Healing Word in case of emergencies. It also looks like an attack cantrip would go well with grave bolt for multiple magic attacks. We do have a cleric, but he tends to attack or buff.
Has anyone tried this combination, or forsee any major redundancies? Appreciate any (related) feedback.
I have a character who is a level 3 scout, level 4 champion, level 6 grave cleric, who end game will be 8 grave, 6 fighter, 3 scout, 3 totem barbarian.
who is the “local Goliath tribe shaman”.
so, it’s similar in that spiritual-ness play style and such. It works a lot more than I thought it would, and there’s a ton of versatility between actions, BAs, and Reactions, on a combat basis. All while not being obsolete non-combat too.
redundancy wise. I don’t foresee anything redundant. Maybe a few complimentary things. Such as grave cleric causing vulnerability as an action, then bonus action make some space, triggering bolts from the grave to deal 2x damage.
Watch me on twitch
That sounds like an interesting mix, I'm going to have to check your break-off points to figure out the synergies better. I think I still have residual 3.5 trauma where incautious multi-classing could leave your character being mediocre across the board. So far 5.0 seems more robust in this area.
The Goliath race has some great associated lore; I've toyed with a couple of builds but haven't had the chance to try them out in play. Guess I should explore the online options while they're so popular. Thanks for your feedback!
Started fighter. Went to 3.
then went cleric 1 level. Before dipping the 3 rogue to get scout stuff. Then took cleric to 6. I’m at fighter 4 now. Next is fighter 5 for 2nd attack.
i then will dip the 2 into barb for reckless. Then Finish off the cleric to 8, the fighter it’s last level (solely for abi/feat) and then level 20 will be the barb 3 dip. That way the totem bear thing will “feel” more like a level 20 capstone for me.
Watch me on twitch
The rogue stuff is so he’s have a little more skills/expertise. So he has more usefulness non-combat, and since I went a non traditional Goliath concept (tribe shaman), still wanted to keep some of the “traditional Goliath” aspects like they are good hunters and such (survival), is scout for best for getting skills, the cunning actions, and staying to the overall concept. Additionally the skirmisher reaction, allows for more flexible moving around the battlefield to heal as needed.
The grave cleric to level 8 allows for 2 slots for 4th level spells, the portent cantrips to add wis mod to cantrips for toll of the dead, gives another abi, and as cleric gets the destroy undead.
fighter to 6 is only for abi. Realistically only needed to 5 for 2nd attack. I could just as easily do barb to 4 instead of fighter to 6 and get that d12 instead of d10 hp roll. But i personally wanted the totem effect to “feel” like my level 20 capstone ability. And so that’s why Barbarian only to level 3.
Watch me on twitch
As an update: I ended up taking two levels in Grave Cleric for access to the Channeling option. It fit so well with my character concept that I couldn't resist. I'm also spamming Toll the Dead with Grave Bolt for shenanigans. I hope not to face undead too often. This character will likely stick to Rogue levels for the forseen future. He has Crossbow Expert as a V.Human feat, mostly to allow Grave bolt from short range.
At the completion of our first adventure, our GM granted us an uncommon magical item of our choice (homebrew allowed unless the GM thinks it is OP). Since our campaign has involved a lot of swimming and a Triton as a major villain, I built the following off the Artificer Repeating Shot infusion.
Endless Tides - Hand Crossbow, Uncommon (requires attunement)
This crossbow is a mottled, deep blue-grey colour. Made by layering the shells of sea creatures over a whalebone base and strung with specially treated kelp, it is clearly the work of an oceanic culture. This magic weapon grants a + 1 bonus to attack and damage rolls when it is used to make a ranged attack, and ignores the loading property. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. This magical ammunition can be fired at long range, even underwater, though it is subject to the usual disadvantage penalty for a long-ranged attack. As a magical construct, the magical ammunition does force damage rather than piercing damage.
[History: It was actually the weapon of a Malenti warrior, a former ally of the Triton villain. When he escaped her control, she killed him and fed his body to the temple guardian. Our Sea Elf Paladin is likely to recognise the materials and craftsmanship as familiar but not the same as the work of her village's artisans.]