Equipment: Charming Sword, which is essentially a short sword that can use Charm, regular short sword, light crossbow, dagger, spiked armor (medium armor), studded leather (light armor)
His chosen Class proficiencies is Insight, Atheltic, and Survival.
What class (and subclass) would you guys suggest be a good multiclass for him?
Honestly? Paladin, would be funny, you can get another fighting style that could be Archery which you can use alongside your Firearms specialist. Also, Crimson Rite plus Divine Smite? Juicy.
Alternatively, Fighter can also work. Same with the Paladin, getting another fighting style for Archery is nice but also a lot of subclasses allows you to add another bonus to your weapons' damage rolls. Gunslinger seems like the obvious choice with Firearms specialist but I will say that Tasha's Psi Warrior, once per turn after you deal damage with a weapon attack, allows you to deal extra damage equal to your Intelligence modifier plus a 1d6/8/10/12 (depending on your level on that class) which is a pretty good incentive to stack Intelligence on a blood hunter
Your stats are pretty damn high, so you should be good in almost any direction. Artificer could be nice for the good old technology/alchemy vibe. On the other hand, a paladin could potentially be fun to roleplay, and fighter is always a good option. I personally recommend just continuing to level 8.
You've got the crazy high Dexterity and Con, and the start of good Intelligence, to be a very good Intelligence-based caster (Wizard or Artificer). At level 7 Mutant, you're now eligible to drink two +3 Stat mutagens (Celerity and Sagacity), suffering little more than disadvantage on Wisdom and Charisma saves. Were I you, I'd consider:
Leave Dex at 19, and don't plan to raise Int beyond 19 either, so that Sagacity and Celerity will give you 22 in Dex and Int. Go ahead and take BH to level 8 for a Feat (Fey Touched or something for +1 Int), which gives you 20 Int with Sagacity up (which is pretty good with BH Curses etc.). Then, multiclass into the Wizard or Artificer subclass of your choice at character level 9, bumping Int up to a raw 19 with a +2 Intelligence ASI at character level 12 (BH 8/Caster 4). At that point, you need no more ASI for AC or Spell Save or Attack progression, and are free to take your choice of +2 Con, Warcaster, or whathaveyou.
As a Bladesinger, right at Wizard 2 (character level 10), you'd have unreasonably great 25 AC in Mage Armor while singing, or 19 when not singing (or one less, in mundane studded leather).
As an Alchemist, you'd heal an unreasonbly high 1d4+6+6 (13-16) amount with every Healing Word, among other healing/fire/acid/necrotic/poison spells.
BE ADVISED: If you want to squeeze in Artificer 11's Spell-Storing Item (12 slot-free uses of a 1st- or 2nd-level spell for you OR your teammate!?!?!), and ALSO want Bladesinger 2, then you need to stop at Bloodhunter 7. You've got the stats to get away with 4 feats over your character's life instead of 5, it just leaves you at an awkward 19 Intelligence for quite a few more levels since you probably go BH 7->Bladesinger 2->Alchemist 4 (character level 13) before you get that +1 Int feat you're putting off.
I think BH (Mutant) 7/Wizard (Bladesinger) 2/Artificer (Alchemist) 11 with 22 Dex and 22 Intelligence is a damn fine character, who would be fun to play at all levels between now and 20. Debatable whether you want to take Bladesinger 2 or Alchemist 4 first, I suppose, but otherwise there's no real "the build hasn't come together yet" phase for it, because your Dex and Int are already so high (with Sagacity and Celerity up).
I'm currently playing a Goblin Blood Hunter(OotM), Artificer (Alchemist). Mostly because I want him to be as playable as an alchemist as possible. He's currently level 10 and has a fair amount of alchemist flavor built in just by being a member of the Order of the Mutant. I love that Goblins have (despite being small creatures) a base walking speed of 30, Darkvision, Fury of the Small for extra damage dealing, and Nimble Escape (without having to dip into rogue!).
Stats are: STR 7, DEX 17, CON 15, INT 18, WIS 14, CHA 9 (rolled stats)
At first level I assigned his +1 to DEX and +2 to INT. While he doesn't get a feat at level 1, I do love the racial traits and the Blood Hunter class features. They're very feat-like and add much to the character. And the immediate choice of Alchemist tools for Blood Hunters is perfect. Personally, I also like Jeweler's tools. So, I choose that with my background. We tend to need things appraised from time to time and our group allows Jeweler's tools to roll for discerning the value of items as well as grant advantage when appraising gemstones.
Obviously with DEX being a high stat, I chose Archery as my fighting style. Hand crossbows at lower levels are nice for damage and light crossbows (with a 4th level Crossbow Expert feat) are nice for plinking at higher levels (add in a Celerity Formula and I'm hitting more times than not).
Level 2: I took Crimson Rite - Rite of the Storm. Lightning damage on every hit from a hand crossbow is very fun. I love the smell of o-zone and bacon in the morning!
Of course, prior to this I took Order of the Mutant to get Formulas and Blood Curses. I'd love to hear why anyone wouldn't Amplify Blood Curses. I'm open to a good reasoned statement on it. However, I don't see any reason to spend Blood Curses without amplifying them. A little wound here, a few drops of blood there and you've got some nice power at low levels to control the battle (Blood Curse of Binding at 1st level was my choice despite my lower WIS.)
Having an Extra Attack plays well into my reasons for using a Crossbow and taking the Crossbow Expert feat. Thwip, Thwip, Thwip!
Strange Metabolism at 7th level gives you a very nice immunity to a moderately common damage type: poison. Can't say I don't love that.
And at 8th level, I'm adding the Fey Touched feat. Do I need to? Perhaps not. But I love me some Misty Step and the +1 to my INT is yet another boost I can use. I also love Tasha's Hideous Laughter. It plays into my Alchemical Savant theme. My spell casting mimics potion creation and then I can throw (cast) a potion of laughing gas at my opponent. We're pretty liberal with our flavor text. Potato/Potahto.
For Artificer as my multi, I'm going to choose alchemist when I hit Artificer level 3. Now I know this isn't necessarily optimized but then again, I'm going for flavor and fun, not optimization. So a few things about Artificer...
1. Loss of D10 for hit die. This is truly only a loss of 2 potential HP but for a Blood Hunter...that lower cap limit will cause me to need to resort to being more elusive (see Fey Touched).
2. EVEN MOAR TOOLS!!! Can a guy have enough tools? Apparently not. Ozzum has become a veritable Swiss Army knife.
3. Magical Tinkering is cute...but it doesn't really fall into the Alchemical Savant theme so much. I'll work on it though. With enough creativity, perhaps there's something there.
But the spellcasting ability of an Artificer...now THIS is what I'm going for. Consider that my spellcasting is really going to be 'alchemy at work' for the sake of flavor. My DM allows me to work in pouring mixtures together, and incanting as part of my verbal and somatic components. I'm pretty much given permission by the rules anyways:
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it).
And that's where my Travel Alchemical Kit comes in (got one from our Acquisitions Incorporated playthrough). It's my spell focus and my mixables all in one.
Here are what I consider the best of the alchemy themed spells. Meaning; they have the flavor of being able to be cast by throwing a vial or can be emitted by Ozzum after he consumes them and breathes the result out of his mouth or splashes a concoction on his foe.
Cantrips:
Close Wound This is a homebrew that allows the target of the spell to spend a hit die to gain back hp if the traget is alert and has 1 hp or more. We allow it when there's a lack of healers in the party.
Guidance:
Who doesn't love them a little bonus to those critical skill rolls?
Level 1 Spells:
Detect Magic:
Creates a harmless cloud of white billowing gas in a room that reveals the magical auras of...well...magical things.
Faerie Fire:
Drink a concoction and spew a cloud of purple gas in an area and watch things start to glow!
Feather Fall:
I like this spell for the sake of the spell. I don't think there's always going to be time to do this alchemically but then again...
Grease:
If there's ever a spell that cries out for an alchemist to mix and spill a concoction deliberately on the floor or an object, this is it!
Tasha's Caustic Brew:
Yep, this says "Drink Me!" and then spew the brew on your enemies. Might not taste great but the effect is pretty awesome for a 1st level spell.
So then there's level 11! Ozzum isn't there yet but when his is, this is where the magic will happen. Ozzum will be a 3rd level Artificer and chooses Alchemist as his Artificer specialty. This is where the Blood Hunter and Artificer offer up some sweet synergy.
At this level, Ozzum gains yet another tool proficiency. Now we choose glassblower's tools because he'll need the glass bottles for throwing and mixing and storing and...and...and...ad nauseum.
Alchemist spell casting (alchemy creating) now gives us spells that are ALWAYS prepared. These are healing word (potion!) and Ray of Sickness. Think projectile vomiting...not to be too gross, but Ozzum tips back a bottle of some nasty brown liquid and proceeds to do the technicolor yawn at his foes. Keep in mind he's a member of the Order of the Mutant...he's immune to poison...but he can control his regurgitation and reveals his mastery of the mixology.
If anyone has any thoughts on how to tweak this to or has any advice on how to create an even better Alchemist, I'd love to hear it.
Hiya folks,
So I am considering multiclassing my character who is a LVL 7 Variant Human, Blood Hunter. This is his character sheet:
https://ddb.ac/characters/25948501/ui6d0z
His order is the Order of the Mutant.
His stats are: 15 STR, 19 DEX, 18 CON, 16 INT, 12 WIS, 13 CHR
Equipment: Charming Sword, which is essentially a short sword that can use Charm, regular short sword, light crossbow, dagger, spiked armor (medium armor), studded leather (light armor)
His chosen Class proficiencies is Insight, Atheltic, and Survival.
What class (and subclass) would you guys suggest be a good multiclass for him?
Honestly? Paladin, would be funny, you can get another fighting style that could be Archery which you can use alongside your Firearms specialist. Also, Crimson Rite plus Divine Smite? Juicy.
Alternatively, Fighter can also work. Same with the Paladin, getting another fighting style for Archery is nice but also a lot of subclasses allows you to add another bonus to your weapons' damage rolls. Gunslinger seems like the obvious choice with Firearms specialist but I will say that Tasha's Psi Warrior, once per turn after you deal damage with a weapon attack, allows you to deal extra damage equal to your Intelligence modifier plus a 1d6/8/10/12 (depending on your level on that class) which is a pretty good incentive to stack Intelligence on a blood hunter
Your stats are pretty damn high, so you should be good in almost any direction. Artificer could be nice for the good old technology/alchemy vibe. On the other hand, a paladin could potentially be fun to roleplay, and fighter is always a good option. I personally recommend just continuing to level 8.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
You've got the crazy high Dexterity and Con, and the start of good Intelligence, to be a very good Intelligence-based caster (Wizard or Artificer). At level 7 Mutant, you're now eligible to drink two +3 Stat mutagens (Celerity and Sagacity), suffering little more than disadvantage on Wisdom and Charisma saves. Were I you, I'd consider:
I think BH (Mutant) 7/Wizard (Bladesinger) 2/Artificer (Alchemist) 11 with 22 Dex and 22 Intelligence is a damn fine character, who would be fun to play at all levels between now and 20. Debatable whether you want to take Bladesinger 2 or Alchemist 4 first, I suppose, but otherwise there's no real "the build hasn't come together yet" phase for it, because your Dex and Int are already so high (with Sagacity and Celerity up).
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I'm currently playing a Goblin Blood Hunter(OotM), Artificer (Alchemist). Mostly because I want him to be as playable as an alchemist as possible. He's currently level 10 and has a fair amount of alchemist flavor built in just by being a member of the Order of the Mutant. I love that Goblins have (despite being small creatures) a base walking speed of 30, Darkvision, Fury of the Small for extra damage dealing, and Nimble Escape (without having to dip into rogue!).
Here's the link: Ozzum: Alchemical Savant (title my own)
Stats are: STR 7, DEX 17, CON 15, INT 18, WIS 14, CHA 9 (rolled stats)
At first level I assigned his +1 to DEX and +2 to INT. While he doesn't get a feat at level 1, I do love the racial traits and the Blood Hunter class features. They're very feat-like and add much to the character. And the immediate choice of Alchemist tools for Blood Hunters is perfect. Personally, I also like Jeweler's tools. So, I choose that with my background. We tend to need things appraised from time to time and our group allows Jeweler's tools to roll for discerning the value of items as well as grant advantage when appraising gemstones.
Obviously with DEX being a high stat, I chose Archery as my fighting style. Hand crossbows at lower levels are nice for damage and light crossbows (with a 4th level Crossbow Expert feat) are nice for plinking at higher levels (add in a Celerity Formula and I'm hitting more times than not).
Level 2: I took Crimson Rite - Rite of the Storm. Lightning damage on every hit from a hand crossbow is very fun. I love the smell of o-zone and bacon in the morning!
Of course, prior to this I took Order of the Mutant to get Formulas and Blood Curses. I'd love to hear why anyone wouldn't Amplify Blood Curses. I'm open to a good reasoned statement on it. However, I don't see any reason to spend Blood Curses without amplifying them. A little wound here, a few drops of blood there and you've got some nice power at low levels to control the battle (Blood Curse of Binding at 1st level was my choice despite my lower WIS.)
Having an Extra Attack plays well into my reasons for using a Crossbow and taking the Crossbow Expert feat. Thwip, Thwip, Thwip!
Strange Metabolism at 7th level gives you a very nice immunity to a moderately common damage type: poison. Can't say I don't love that.
And at 8th level, I'm adding the Fey Touched feat. Do I need to? Perhaps not. But I love me some Misty Step and the +1 to my INT is yet another boost I can use. I also love Tasha's Hideous Laughter. It plays into my Alchemical Savant theme. My spell casting mimics potion creation and then I can throw (cast) a potion of laughing gas at my opponent. We're pretty liberal with our flavor text. Potato/Potahto.
For Artificer as my multi, I'm going to choose alchemist when I hit Artificer level 3. Now I know this isn't necessarily optimized but then again, I'm going for flavor and fun, not optimization. So a few things about Artificer...
1. Loss of D10 for hit die. This is truly only a loss of 2 potential HP but for a Blood Hunter...that lower cap limit will cause me to need to resort to being more elusive (see Fey Touched).
2. EVEN MOAR TOOLS!!! Can a guy have enough tools? Apparently not. Ozzum has become a veritable Swiss Army knife.
3. Magical Tinkering is cute...but it doesn't really fall into the Alchemical Savant theme so much. I'll work on it though. With enough creativity, perhaps there's something there.
But the spellcasting ability of an Artificer...now THIS is what I'm going for. Consider that my spellcasting is really going to be 'alchemy at work' for the sake of flavor. My DM allows me to work in pouring mixtures together, and incanting as part of my verbal and somatic components. I'm pretty much given permission by the rules anyways:
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it).
And that's where my Travel Alchemical Kit comes in (got one from our Acquisitions Incorporated playthrough). It's my spell focus and my mixables all in one.
Here are what I consider the best of the alchemy themed spells. Meaning; they have the flavor of being able to be cast by throwing a vial or can be emitted by Ozzum after he consumes them and breathes the result out of his mouth or splashes a concoction on his foe.
Cantrips:
Close Wound
This is a homebrew that allows the target of the spell to spend a hit die to gain back hp if the traget is alert and has 1 hp or more. We allow it when there's a lack of healers in the party.
Guidance:
Who doesn't love them a little bonus to those critical skill rolls?
Level 1 Spells:
Detect Magic:
Creates a harmless cloud of white billowing gas in a room that reveals the magical auras of...well...magical things.
Faerie Fire:
Drink a concoction and spew a cloud of purple gas in an area and watch things start to glow!
Feather Fall:
I like this spell for the sake of the spell. I don't think there's always going to be time to do this alchemically but then again...
Grease:
If there's ever a spell that cries out for an alchemist to mix and spill a concoction deliberately on the floor or an object, this is it!
Tasha's Caustic Brew:
Yep, this says "Drink Me!" and then spew the brew on your enemies. Might not taste great but the effect is pretty awesome for a 1st level spell.
So then there's level 11! Ozzum isn't there yet but when his is, this is where the magic will happen. Ozzum will be a 3rd level Artificer and chooses Alchemist as his Artificer specialty. This is where the Blood Hunter and Artificer offer up some sweet synergy.
At this level, Ozzum gains yet another tool proficiency. Now we choose glassblower's tools because he'll need the glass bottles for throwing and mixing and storing and...and...and...ad nauseum.
Alchemist spell casting (alchemy creating) now gives us spells that are ALWAYS prepared. These are healing word (potion!) and Ray of Sickness. Think projectile vomiting...not to be too gross, but Ozzum tips back a bottle of some nasty brown liquid and proceeds to do the technicolor yawn at his foes. Keep in mind he's a member of the Order of the Mutant...he's immune to poison...but he can control his regurgitation and reveals his mastery of the mixology.
If anyone has any thoughts on how to tweak this to or has any advice on how to create an even better Alchemist, I'd love to hear it.