Fighter, Barbarian or Rogue then. Nothing else will really fit well in low magic settings, though Ranger and Monk can kind of keep up. If some magic is permitted (Paladin Smites) then they are a decent option too. In a truly low magic setting, I think I would go for Barbarian, then Monk. Both offer a fair number of magic-like resistances without relying on spells and such. Rogues will do damage pretty consistently and don't lean on Magic either, so would work well enough.
Depending on HOW limited magic is, casters can still be viable, though. If you'll be allowed your standard spell slots, but a very stripped back version of a spell list, you will simply have to be VERY careful in picking spells.
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With very limited magic I’d suggest a rogue for sustained damage. They get sneak attack damage on almost every attack that hits and they can be completely magic free.
Even for things like clerics or pallys that don’t learn spells that way?
Because for a pally in particular, not being able to cast spells won’t matter much, as you’ll want to use the vast majority your slots for smiting instead of casting. So if you can be a paladin, they can really go nova without casting anything.
yes no starting spells and limited spell options an all spells have to be learned from other party members or copied from scroll
If the DM isn't restricting magic beyond simply making it more difficult to initially obtain/know then you could ultimately choose casters and such, just with the knowledge that you might have to work harder to get the spells and the spells you know could be limited to what you discover rather than available to hand pick. Most spellcaster builds tend to be considered the most powerful compared to non-arcane players anyway, so depending on how strict they are, it might only bring a caster more in line with others.
Honestly if you're an experienced player and think you might enjoy a more detailed workout to build up a magic character that requires more roleplaying and/or adventures to uncover magic then go for it. However if the DM's vision for the game is more around keeping magic to a minimum rather than simply asking more effort to get it, then you'd be better off avoiding it because the DM will resist if they want a more realistic world.
A few notes: Only wizards and maybe a few sub-classes really learn and discover spells. Warlocks are granted them from their patron, Sorcerer's just have a natural knack and figure it out and Clerics act a lot like Warlocks, asking their deity to grant them power and kind of being aware of everything they could ask of their deity.
So you might need to question your DM on how each class learns or figures out new powers. I'm not saying the others will or should be unrestricted compared to the wizard, merely that the method your DM uses to restrict their magical progression might be different from a wizard's and make one or another caster more appealing.
Would an artificer count? They are specifically made to be inventors rather than spell casters, and they can easily be flavored to use little to no magic.
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Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Rogue, scout/Ranger(1 llevel) or Fighter (3 level, scout if possible, if not allowed[if AL] bm) (start as 3 rogue imho)
Fighter, 19/barbarian (1) (any fighter) (start as 1 barb, 2 fighter, you can even build a braweler with this build, if 1 level barb is there as 2xrages a day often is better than an extra attack that comes much later in game)(you can make a tavern brawler, guild artisan/brewer, brute like barbarian, while cliche is always fun imho)
Kensei/samurai always works i suppose, i'd prefer 3 level fighter rest monk perhaps. (Starting either as a Kensei or Samurai works)
Xbow builds are there, and you probably know them. Bm warrior (if not al Monster Hunter perhaps) and Assasin if it suits your theme.
Rogue swashbuckler coupled with either bm warrior or paladin(3 levels only, crown might be fun for interesting roleplay, knightly swashbuckler)
Fighter Cavalier is always an option, everyone should accept it is the best late game sentinel with a correct build.
Best dps build is probably xbow builds followed by, kensei/samurai, highest survivability builds, scout then xbow builds. The other two builds kinda feel more fun though... Good Luck, hope my 2 cents help...
So assuming all casters will be severely limited in what magic they will have access to, I would go entirely non-magic reliant. Personal preference would be Barbarian, in low magic any path will do fine, I like Ancient as a protector of the group, but most are pretty straightforward. As basic as it gets in combat, Rage > Hit with big weapon until dead. Reckless as needed for advantage and you'll be dealing solid damage and depending on subclass, offering control of the battlefield to an extent.
Rogue, as was mentioned, works just as well under the same premise. There's no magic involved in their abilities, just hitting an enemy either really hard or in JUST the right spot for big damage. Monk might be good too, Open Hand offers a few ways to work the field again, without relying on any magic. Fighters land here, too, though my experience is they are a tiny bit behind Barbarians at least (in our group) but not enough to make them a bad option. A good Fighter deals solid damage and most subclasses offer a bunch of helpful tools for battle as well.
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I would like some help building the best nova/sustained damage build without or very limited magic/spells
Fighter, Barbarian or Rogue then. Nothing else will really fit well in low magic settings, though Ranger and Monk can kind of keep up. If some magic is permitted (Paladin Smites) then they are a decent option too. In a truly low magic setting, I think I would go for Barbarian, then Monk. Both offer a fair number of magic-like resistances without relying on spells and such. Rogues will do damage pretty consistently and don't lean on Magic either, so would work well enough.
Depending on HOW limited magic is, casters can still be viable, though. If you'll be allowed your standard spell slots, but a very stripped back version of a spell list, you will simply have to be VERY careful in picking spells.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
With very limited magic I’d suggest a rogue for sustained damage. They get sneak attack damage on almost every attack that hits and they can be completely magic free.
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There’s also the good ol’ Fighter with GWM and PAM.
But, like others said, can you define low magic? It can mean lots of things. Few casters, few magic items, no casters, no magic items. More.
yes no starting spells and limited spell options an all spells have to be learned from other party members or copied from scroll
so the gist of it is magic is hard to obtain in this campaign setting
Even for things like clerics or pallys that don’t learn spells that way?
Because for a pally in particular, not being able to cast spells won’t matter much, as you’ll want to use the vast majority your slots for smiting instead of casting. So if you can be a paladin, they can really go nova without casting anything.
If the DM isn't restricting magic beyond simply making it more difficult to initially obtain/know then you could ultimately choose casters and such, just with the knowledge that you might have to work harder to get the spells and the spells you know could be limited to what you discover rather than available to hand pick. Most spellcaster builds tend to be considered the most powerful compared to non-arcane players anyway, so depending on how strict they are, it might only bring a caster more in line with others.
Honestly if you're an experienced player and think you might enjoy a more detailed workout to build up a magic character that requires more roleplaying and/or adventures to uncover magic then go for it. However if the DM's vision for the game is more around keeping magic to a minimum rather than simply asking more effort to get it, then you'd be better off avoiding it because the DM will resist if they want a more realistic world.
A few notes: Only wizards and maybe a few sub-classes really learn and discover spells. Warlocks are granted them from their patron, Sorcerer's just have a natural knack and figure it out and Clerics act a lot like Warlocks, asking their deity to grant them power and kind of being aware of everything they could ask of their deity.
So you might need to question your DM on how each class learns or figures out new powers. I'm not saying the others will or should be unrestricted compared to the wizard, merely that the method your DM uses to restrict their magical progression might be different from a wizard's and make one or another caster more appealing.
Would an artificer count? They are specifically made to be inventors rather than spell casters, and they can easily be flavored to use little to no magic.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Rogue, scout/Ranger(1 llevel) or Fighter (3 level, scout if possible, if not allowed[if AL] bm) (start as 3 rogue imho)
Fighter, 19/barbarian (1) (any fighter) (start as 1 barb, 2 fighter, you can even build a braweler with this build, if 1 level barb is there as 2xrages a day often is better than an extra attack that comes much later in game)(you can make a tavern brawler, guild artisan/brewer, brute like barbarian, while cliche is always fun imho)
Kensei/samurai always works i suppose, i'd prefer 3 level fighter rest monk perhaps. (Starting either as a Kensei or Samurai works)
Xbow builds are there, and you probably know them. Bm warrior (if not al Monster Hunter perhaps) and Assasin if it suits your theme.
Rogue swashbuckler coupled with either bm warrior or paladin(3 levels only, crown might be fun for interesting roleplay, knightly swashbuckler)
Fighter Cavalier is always an option, everyone should accept it is the best late game sentinel with a correct build.
Best dps build is probably xbow builds followed by, kensei/samurai, highest survivability builds, scout then xbow builds. The other two builds kinda feel more fun though... Good Luck, hope my 2 cents help...
So assuming all casters will be severely limited in what magic they will have access to, I would go entirely non-magic reliant. Personal preference would be Barbarian, in low magic any path will do fine, I like Ancient as a protector of the group, but most are pretty straightforward. As basic as it gets in combat, Rage > Hit with big weapon until dead. Reckless as needed for advantage and you'll be dealing solid damage and depending on subclass, offering control of the battlefield to an extent.
Rogue, as was mentioned, works just as well under the same premise. There's no magic involved in their abilities, just hitting an enemy either really hard or in JUST the right spot for big damage. Monk might be good too, Open Hand offers a few ways to work the field again, without relying on any magic. Fighters land here, too, though my experience is they are a tiny bit behind Barbarians at least (in our group) but not enough to make them a bad option. A good Fighter deals solid damage and most subclasses offer a bunch of helpful tools for battle as well.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.