I ran a Paladin 2, Life Cleric 1, Ranger 2, Draconic Sorcerer 15 as a human variant with Polearm Master. Requires 13 Strength (max ASAP), 13 Dexterity, 13 Wisdom and 13 Charisma.1 ASI goes to Warcaster.
21 AC from plate + shield with Defense fighting style, 1st and 2nd level spell slots for days due to Font of Magic (mostly for smites, Shield, Goodberry and Misty Step), Life Cleric + Goodberry combo for insane OoC healing, Twinned Spell and Quickened Spell to spam Booming Blade with a quarterstaff for 1d6+3d8+Xd8+7 per hit (from Dueling fighting style from Ranger). Warcaster allows BB as a reaction upon being approached. Most spells prepared or known were buffs or involved weapon attack rolls.
My last character was a 10th level totem warrior barbarian, and the I switched to wizard (with the help of the headband of intellect)
Just curious... but how exactly did you do that? Was your Intelligence already >= 13? Is your DM not using the multi-class prerequisites (which is fine)? By default, temporary ability boosts--which includes magical equipment, spell effects, potions, curses, etc... anything but your character's natural (or permanently altered) ability scores--do not count toward fulfilling MC requirements.
Also worth noting that you can't cast or concentrate on spells while raging. Plenty of ways to effectively play a barbarian spellcaster when not raging; just wanted to make sure you were aware.
I ran a Paladin 2, Life Cleric 1, Ranger 2, Draconic Sorcerer 15 as a human variant with Polearm Master. Requires 20 Strength, 13 Dexterity, 13 Wisdom and 13 Charisma. 2 ASIs go to Strength, 1 for Warcaster.
21 AC from plate + shield with Defense fighting style, 1st and 2nd level spell slots for days due to Font of Magic (mostly for smites, Shield, Goodberry and Misty Step), Life Cleric + Goodberry combo for insane OoC healing, Twinned Spell and Quickened Spell to spam Booming Blade with a quarterstaff for 1d6+3d8+Xd8+7 per hit (from Dueling fighting style from Ranger). Warcaster allows BB as a reaction upon being approached. Most spells prepared or known were buffs or involved weapon attack rolls.
That's an interesting build that I've seen variations of, though I do wonder about some of the choices you've made. The Goodberry Disciple of Life combo is, frankly, over-hyped. Sure, it's AMAZINGLY good for Tier 1 play, but once you're at Tier 2 it becomes a rather poor investment. You've dipped 3 levels for what others accomplish via 1 level (Life Cleric) and a feat (Magic Initiate).
I would actually recommend not dipping Ranger at all. You could take 1 level of Fighter to get your 2nd fighting style (+ second wind), and 1 more level of Sorcerer gives you an extra sorcery point and ASI/feat (to pick up Goodberry, but honestly there are far more "insane" options you could pick up with that extra ASI/feat). You could also just put both those levels in Paladin; take a subclass, become immune to disease, larger Lay on Hands pool, and get that extra ASI/feat. Your spell slots would remain exactly the same.
Why Draconic Bloodline? The only real benefit Draconic has for your build is the +1 HP. You can't benefit from the unarmored defense feature of Draconic Resilience while wearing armor, and there is no options for Draconic Ancestry that are applicable to [Booming Blade. Divine Soul provides the same benefits as Draconic Bloodline (except the HP), and Empowered Healing combos very well with your dip to Cleric for Disciple of Life (sooo much better than Goodberry nonsense). Shadow Magic is straight-up murder-machine-madness. If you want to focus on BB, smiting, and crit-fishing, Shadow Magic is the absolute end-all-be-all Sorcerer subclass for that purpose. Hound of Ill Omen + Hold Person or Hold Monster = automatic critical hits against that target. Gods weep for mercy at your feet.
The last thing I wonder about is your Ability Score distribution. Looks like you're either point-buy or rolled? I'm assuming point-buy since you have so many 13's. What if I told you that you didn't need Strength to be your main ability? What if I told you that you could use a single ability score for all of your attack/damage rolls AND your spell-casting? Behold, the Hexblade Warlock! If you take ONE level of Warlock (Hexblade), you can use Charisma instead of Strength for your melee attacks with the Quarterstaff. What's the spell-casting ability for Paladin, Sorcerer, and Warlock (Bard too)? Charisma!
You still need 15 Strength for Plate, so it's still not a dump stat, but having Charisma as the primarystat for all of your attacks & spells is HUGE. You can start with 15 Strength and 16 Charisma (14 & 15, then +1 to each from racial bonus), a decent Constitution, and a couple points left to put wherever you want. Use the 2 ASI's you already planned on Charisma instead of Strength. Same investment; better yield. You'll still need a 13 Wisdom if you want to dip that level of Cleric, but you may not even care going this route.
What I would recommend for you would be Paladin (Vengeance) 3, Warlock (Hexblade) 1, Fighter 1, Sorcerer (Divine Soul or Shadow Magic) 15
In short: Paladin 2, Warlock (Hexblade) 1, Sorcerer (Any) 14+ will get you where you want to go with 3 levels to toy around with (if you still want DoL Goodberry and/or the Dueling Fighting Style).
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
@Sigred I personally used this before picking up any supplements outside SCAG, my first. Posted my build as-is from what it was, PHB+SCAG. Throwing in XGtE opens up a ton of new options that I forgot to consider.
For the Goodberry combo, I avoided the Magic Initiate route because it would only yield 40 hit points per long rest, where having Ranger 2 lets me do it repeatedly. Druid also works, but that cripples my AC.
Pretty sure this is why AL bans multiple extra books, they synergize so well that the game's challenges crumble. Even so, thanks for the input, I'll give it a try!
In addition, Paladin 2 Hexblade Warlock 1 Sorcerer 17 allows Wish shenanigans. Bringing a simulacrum of yourself can double your DPR, among many other things you can think of.
For the Goodberry combo, I avoided the Magic Initiate route because it would only yield 40 hit points per long rest, where having Ranger 2 lets me do it repeatedly.
That's what I mean about "Clericberry" being over-hyped. Sure, you can blow every single spell slot you have on it if you want, but by the time you reach character level 5 you have so many better options for out-of-combat healing, without going out of your way for one spell. Goodberry does not scale to the spell slot used. While you would get an extra 10HP per spell level from Disciple of Life, it's generally a waste to go any higher than your 1st level slots to get that baseline +30HP. It's not like the combo doesn't work, isn't good, isn't legal (it is), etc. It's GREAT up to level 5, at which point "pure" casters have 3rd level spells/slots, and multi-classed or half-casters should 2nd level spells/slots. Out-of-combat healing is typically negligible at this point as everyone can use their hit die to recover HP with a short rest, and everyone should have at least one way to recover some HP without depending on others.
You (when you were playing that character) wanted to focus on using your spell slots to Smite, right? Every use of Goodberry to heal out-of-combat is one less slot to Smite with. Your spells don't replenish on a short rest, but a lot of the common features good for out-of-combat healing (that your party members probably have) do replenish on short rests! Drop a precious spell slot on a large heal to save someone from death when it really matters (BBEG), and just Spare the Dying to stabilize when it doesn't; they'll walk it off!😂
Divine Soul Sorcerer is almost absurdly good for the type of build you had. Even without taking the 1 level dip to Cleric, you would have access to the entire Cleric and Sorcerer spell lists, using Charisma for all of them. The dip for Disciple of Life & Bless is icing on the cake. Between Disciple of Life (Life Cleric) and Empowered Healing (Divine Soul Sorcerer), I'm sure you'll find that your healing capability (when you want to heal) is vastly superior to Clericberry, and you take no hits to your damage output potential either. 😁
Best part of Empowered Healing? You don't even need to be the one casting the spell!
Empowered Healing
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
@Sigred Truth be told, I often dumped my remaining spell slots from an adventuring day into Clericberry, since they last for 24 hours. I'd smite to my heart's content, then recycle the leftovers.
At level 11, if the party could spend a day for preparations, I would bring along 200 4-hp and 30 5-hp berries (rearranging slots with Font of Magic, and Disciple of Life scales with slot level). That's 950 hit points in my back pocket! And I'd have all my slots available for smiting!
All of your points are things I'm going to have to consider for my next build. I also completely missed that detail on Empowered Healing. Thanks for all the advice! 😄
You know how wish is probably the best spell in the game, depending on your DM? You know how Meteor Swarm causes insane amounts of damage? You know how some magic items cause you to almost instantly die from damage? Yeah, you get to resist any and all damage coming from those with the Shadar-Kai, and you don’t even need to get a class level for it or spend a spell slot. Even the squishiest of classes can suddenly tank a delayed blast fireball with this!
My last character was a 10th level totem warrior barbarian, and the I switched to wizard (with the help of the headband of intellect)
Just curious... but how exactly did you do that? Was your Intelligence already >= 13? Is your DM not using the multi-class prerequisites (which is fine)? By default, temporary ability boosts--which includes magical equipment, spell effects, potions, curses, etc... anything but your character's natural (or permanently altered) ability scores--do not count toward fulfilling MC requirements.
Also worth noting that you can't cast or concentrate on spells while raging. Plenty of ways to effectively play a barbarian spellcaster when not raging; just wanted to make sure you were aware.
My DM ignored the prerequisite.
I was aware that I couldn't cast spells while raging. I usually cast spells first, then raged.
Since casting 1st and 2nd level damage spell at a monster meant to challenge 15th level characters was lame, I focused on buffs and battlefield control spells. (My OP was incorrect. I switched at 12th level, and the campaign ended at 15th)
WHy does it matter anyhow if your intellect comes from a headband or not? I don't see anything in multiclassing prerequisites that precludes a headband being enough....
RAW there's nothing stopping you from using a temporary stat to multiclass. However, a Sage Advice from 2016 (I think) has a generally-agreed-upon ruling on this subject.
The PHB describes the ability to multiclass being dependent on the character's natural aptitude for the new class, while a headband of intellect provides an unnaturally enhanced ability.
One of the most overpowered things i have created was an orc rouge, let me explain. if you get a critical, you can do 3d8(rapier) plus a sneak attack 2d6 if the conditions met.
So you swear an oath to a deity to be their Paladin, get 2 levels then forget it, or 1 level of cleric and just forget about either to focus on something else. Have to wonder which deity this is an ok with this. Sounds like no RP opportunities take at all by the DM.
And that 1 level of Hexblade... what is that being that you made the pack with thinking when you aren't advancing it's gifts? This would take some serious RP finagling with a Diety the Shadowfel and its subordinates, and even then just blowing off any future levels would be a slap in the face and I could see that planar being pushing for you to give in to what power it grants you for whatever price it is being given for even if it is a subordinate of your deity. More missed opportunities from a DM if they don't use that.
Rogues, Fighters, Barbarians (not all - depends on where their power is coming from), monks all have some flexibility outside of needing to train with someone. but when you are mixing deities and planar packs. They aren't going to just let you go that easy.
Far enough. To me, you're either smarter, with all the benefits that brings, or you're not.
So what happens when the headband is knocked off, taken off? Just temporarily losing the knowledge until you put it back on seems like some major rule cheese.
If you want to get technical about the RAW ability score requirements:
Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.
This can logically be interpreted as requiring your base ability scores be above the minimum for the class. As has been mentioned, the RAI is definitely your base scores.
This is all a bit of a moot point since being able to multi-class at all--and whether they will use ability score prerequisites--is solely the DM's decision to begin with.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
This may be minor, but Warforged (Envoy/Skirmisher) pairs really well with rogues when the focus is more on RP then combat. Most rogues don't have abilities that require any short or long rest to reset so when you pair that with their ability to never sleep and not suffer exhaustion makes for a great rogue. Work with party during the day, do rogue stuff at night.
Far enough. To me, you're either smarter, with all the benefits that brings, or you're not.
So what happens when the headband is knocked off, taken off? Just temporarily losing the knowledge until you put it back on seems like some major rule cheese.
Your stat drops, and if that means you'd no longre be ble to normally MC into that class, you less all spells and abilities until you get the headband back. Big risk.
Maybe not the most broken the most ridiculous i saw.
In 4th, one of the books allowed to play a Pixie as PC...
One of our guys had made a Pixie Barbarian..., since Pixies are tiny creature, they can occupy the same spot as another creature, so the Pixie only needed to be at 5ft away to Charge( in 4th there was a minimum move distance of 10ft), be inside the creatures square, attack, make a crit, than attack/charge again the next creature...
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
I once made a Gnome Barbarian called Nug Nug Gnobleman. He was a very rick Gnome that happened to be a nobleman that wielded a battle axe which led to some very funny encounters. [Redacted]
I'm sure they could have a lot of fun with some of these characters listed
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My last character was a 10th level totem warrior barbarian, and the I switched to wizard (with the help of the headband of intellect)
Not the strongest build ever, but very versatile.
I ran a Paladin 2, Life Cleric 1, Ranger 2, Draconic Sorcerer 15 as a human variant with Polearm Master. Requires 13 Strength (max ASAP), 13 Dexterity, 13 Wisdom and 13 Charisma.1 ASI goes to Warcaster.
21 AC from plate + shield with Defense fighting style, 1st and 2nd level spell slots for days due to Font of Magic (mostly for smites, Shield, Goodberry and Misty Step), Life Cleric + Goodberry combo for insane OoC healing, Twinned Spell and Quickened Spell to spam Booming Blade with a quarterstaff for 1d6+3d8+Xd8+7 per hit (from Dueling fighting style from Ranger). Warcaster allows BB as a reaction upon being approached. Most spells prepared or known were buffs or involved weapon attack rolls.
Just curious... but how exactly did you do that? Was your Intelligence already >= 13? Is your DM not using the multi-class prerequisites (which is fine)? By default, temporary ability boosts--which includes magical equipment, spell effects, potions, curses, etc... anything but your character's natural (or permanently altered) ability scores--do not count toward fulfilling MC requirements.
Also worth noting that you can't cast or concentrate on spells while raging. Plenty of ways to effectively play a barbarian spellcaster when not raging; just wanted to make sure you were aware.
That's an interesting build that I've seen variations of, though I do wonder about some of the choices you've made. The Goodberry Disciple of Life combo is, frankly, over-hyped. Sure, it's AMAZINGLY good for Tier 1 play, but once you're at Tier 2 it becomes a rather poor investment. You've dipped 3 levels for what others accomplish via 1 level (Life Cleric) and a feat (Magic Initiate).
I would actually recommend not dipping Ranger at all. You could take 1 level of Fighter to get your 2nd fighting style (+ second wind), and 1 more level of Sorcerer gives you an extra sorcery point and ASI/feat (to pick up Goodberry, but honestly there are far more "insane" options you could pick up with that extra ASI/feat). You could also just put both those levels in Paladin; take a subclass, become immune to disease, larger Lay on Hands pool, and get that extra ASI/feat. Your spell slots would remain exactly the same.
Why Draconic Bloodline? The only real benefit Draconic has for your build is the +1 HP. You can't benefit from the unarmored defense feature of Draconic Resilience while wearing armor, and there is no options for Draconic Ancestry that are applicable to [Booming Blade. Divine Soul provides the same benefits as Draconic Bloodline (except the HP), and Empowered Healing combos very well with your dip to Cleric for Disciple of Life (sooo much better than Goodberry nonsense). Shadow Magic is straight-up murder-machine-madness. If you want to focus on BB, smiting, and crit-fishing, Shadow Magic is the absolute end-all-be-all Sorcerer subclass for that purpose. Hound of Ill Omen + Hold Person or Hold Monster = automatic critical hits against that target. Gods weep for mercy at your feet.
The last thing I wonder about is your Ability Score distribution. Looks like you're either point-buy or rolled? I'm assuming point-buy since you have so many 13's. What if I told you that you didn't need Strength to be your main ability? What if I told you that you could use a single ability score for all of your attack/damage rolls AND your spell-casting? Behold, the Hexblade Warlock! If you take ONE level of Warlock (Hexblade), you can use Charisma instead of Strength for your melee attacks with the Quarterstaff. What's the spell-casting ability for Paladin, Sorcerer, and Warlock (Bard too)? Charisma!
You still need 15 Strength for Plate, so it's still not a dump stat, but having Charisma as the primary stat for all of your attacks & spells is HUGE. You can start with 15 Strength and 16 Charisma (14 & 15, then +1 to each from racial bonus), a decent Constitution, and a couple points left to put wherever you want. Use the 2 ASI's you already planned on Charisma instead of Strength. Same investment; better yield. You'll still need a 13 Wisdom if you want to dip that level of Cleric, but you may not even care going this route.
What I would recommend for you would be Paladin (Vengeance) 3, Warlock (Hexblade) 1, Fighter 1, Sorcerer (Divine Soul or Shadow Magic) 15
In short: Paladin 2, Warlock (Hexblade) 1, Sorcerer (Any) 14+ will get you where you want to go with 3 levels to toy around with (if you still want DoL Goodberry and/or the Dueling Fighting Style).
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
@Sigred I personally used this before picking up any supplements outside SCAG, my first. Posted my build as-is from what it was, PHB+SCAG. Throwing in XGtE opens up a ton of new options that I forgot to consider.
For the Goodberry combo, I avoided the Magic Initiate route because it would only yield 40 hit points per long rest, where having Ranger 2 lets me do it repeatedly. Druid also works, but that cripples my AC.
Pretty sure this is why AL bans multiple extra books, they synergize so well that the game's challenges crumble. Even so, thanks for the input, I'll give it a try!
In addition, Paladin 2 Hexblade Warlock 1 Sorcerer 17 allows Wish shenanigans. Bringing a simulacrum of yourself can double your DPR, among many other things you can think of.
Happy to help! Makes more sense knowing you were restricted to just PHB+SCAG.
That's what I mean about "Clericberry" being over-hyped. Sure, you can blow every single spell slot you have on it if you want, but by the time you reach character level 5 you have so many better options for out-of-combat healing, without going out of your way for one spell. Goodberry does not scale to the spell slot used. While you would get an extra 10HP per spell level from Disciple of Life, it's generally a waste to go any higher than your 1st level slots to get that baseline +30HP. It's not like the combo doesn't work, isn't good, isn't legal (it is), etc. It's GREAT up to level 5, at which point "pure" casters have 3rd level spells/slots, and multi-classed or half-casters should 2nd level spells/slots. Out-of-combat healing is typically negligible at this point as everyone can use their hit die to recover HP with a short rest, and everyone should have at least one way to recover some HP without depending on others.
You (when you were playing that character) wanted to focus on using your spell slots to Smite, right? Every use of Goodberry to heal out-of-combat is one less slot to Smite with. Your spells don't replenish on a short rest, but a lot of the common features good for out-of-combat healing (that your party members probably have) do replenish on short rests! Drop a precious spell slot on a large heal to save someone from death when it really matters (BBEG), and just Spare the Dying to stabilize when it doesn't; they'll walk it off!😂
Divine Soul Sorcerer is almost absurdly good for the type of build you had. Even without taking the 1 level dip to Cleric, you would have access to the entire Cleric and Sorcerer spell lists, using Charisma for all of them. The dip for Disciple of Life & Bless is icing on the cake. Between Disciple of Life (Life Cleric) and Empowered Healing (Divine Soul Sorcerer), I'm sure you'll find that your healing capability (when you want to heal) is vastly superior to Clericberry, and you take no hits to your damage output potential either. 😁
Best part of Empowered Healing? You don't even need to be the one casting the spell!
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
@Sigred Truth be told, I often dumped my remaining spell slots from an adventuring day into Clericberry, since they last for 24 hours. I'd smite to my heart's content, then recycle the leftovers.
At level 11, if the party could spend a day for preparations, I would bring along 200 4-hp and 30 5-hp berries (rearranging slots with Font of Magic, and Disciple of Life scales with slot level). That's 950 hit points in my back pocket! And I'd have all my slots available for smiting!
All of your points are things I'm going to have to consider for my next build. I also completely missed that detail on Empowered Healing. Thanks for all the advice! 😄
You know how wish is probably the best spell in the game, depending on your DM? You know how Meteor Swarm causes insane amounts of damage? You know how some magic items cause you to almost instantly die from damage? Yeah, you get to resist any and all damage coming from those with the Shadar-Kai, and you don’t even need to get a class level for it or spend a spell slot. Even the squishiest of classes can suddenly tank a delayed blast fireball with this!
Sonic
My DM ignored the prerequisite.
I was aware that I couldn't cast spells while raging. I usually cast spells first, then raged.
Since casting 1st and 2nd level damage spell at a monster meant to challenge 15th level characters was lame, I focused on buffs and battlefield control spells. (My OP was incorrect. I switched at 12th level, and the campaign ended at 15th)
WHy does it matter anyhow if your intellect comes from a headband or not? I don't see anything in multiclassing prerequisites that precludes a headband being enough....
RAW there's nothing stopping you from using a temporary stat to multiclass. However, a Sage Advice from 2016 (I think) has a generally-agreed-upon ruling on this subject.
The PHB describes the ability to multiclass being dependent on the character's natural aptitude for the new class, while a headband of intellect provides an unnaturally enhanced ability.
Far enough. To me, you're either smarter, with all the benefits that brings, or you're not.
One of the most overpowered things i have created was an orc rouge, let me explain. if you get a critical, you can do 3d8(rapier) plus a sneak attack 2d6 if the conditions met.
So you swear an oath to a deity to be their Paladin, get 2 levels then forget it, or 1 level of cleric and just forget about either to focus on something else. Have to wonder which deity this is an ok with this. Sounds like no RP opportunities take at all by the DM.
And that 1 level of Hexblade... what is that being that you made the pack with thinking when you aren't advancing it's gifts? This would take some serious RP finagling with a Diety the Shadowfel and its subordinates, and even then just blowing off any future levels would be a slap in the face and I could see that planar being pushing for you to give in to what power it grants you for whatever price it is being given for even if it is a subordinate of your deity. More missed opportunities from a DM if they don't use that.
Rogues, Fighters, Barbarians (not all - depends on where their power is coming from), monks all have some flexibility outside of needing to train with someone. but when you are mixing deities and planar packs. They aren't going to just let you go that easy.
So what happens when the headband is knocked off, taken off? Just temporarily losing the knowledge until you put it back on seems like some major rule cheese.
If you want to get technical about the RAW ability score requirements:
This can logically be interpreted as requiring your base ability scores be above the minimum for the class. As has been mentioned, the RAI is definitely your base scores.
This is all a bit of a moot point since being able to multi-class at all--and whether they will use ability score prerequisites--is solely the DM's decision to begin with.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
This may be minor, but Warforged (Envoy/Skirmisher) pairs really well with rogues when the focus is more on RP then combat. Most rogues don't have abilities that require any short or long rest to reset so when you pair that with their ability to never sleep and not suffer exhaustion makes for a great rogue. Work with party during the day, do rogue stuff at night.
Your stat drops, and if that means you'd no longre be ble to normally MC into that class, you less all spells and abilities until you get the headband back. Big risk.
Maybe not the most broken the most ridiculous i saw.
In 4th, one of the books allowed to play a Pixie as PC...
One of our guys had made a Pixie Barbarian..., since Pixies are tiny creature, they can occupy the same spot as another creature, so the Pixie only needed to be at 5ft away to Charge( in 4th there was a minimum move distance of 10ft), be inside the creatures square, attack, make a crit, than attack/charge again the next creature...
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
I once made a Gnome Barbarian called Nug Nug Gnobleman. He was a very rick Gnome that happened to be a nobleman that wielded a battle axe which led to some very funny encounters. [Redacted]
I'm sure they could have a lot of fun with some of these characters listed