Hello everyone. I've recently realized that all power builds are mostly around 20th level. This makes them hard to run in a campaign. Does anyone know of builds that are strong throughout all levels?
There are a ton of builds that "come online" throughout the 20-level curve, some earlier than others. The thing is, they all can do different things well. What are you looking to do? Nova damage (single turn dump of damage), consistently damage, HP tanking, mitigation tanking, skill monkey, any of the above?
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
There are a ton of builds that "come online" throughout the 20-level curve, some earlier than others. The thing is, they all can do different things well. What are you looking to do? Nova damage (single turn dump of damage), consistently damage, HP tanking, mitigation tanking, skill monkey, any of the above?
Hello everyone. I've recently realized that all power builds are mostly around 20th level. This makes them hard to run in a campaign. Does anyone know of builds that are strong throughout all levels?
Most builds come online in tier 2 (level 5-10). Anything lower level than that is best off being single classed.
I think the generally accepted "most overpowered" build is the coffeelock. Warlock 3/sorcerer X. Comes online at level 5. The idea is you use warlock pact slots and sorcerer font of magic to recover 4 sorcery points per short rest, never sleep, take 8 short rests instead of a long rest (thus coffee), and make infinite spell slots over time with font of magic.
I feel a number of base classes are decent builds for what you're talking about, too. Paladin, Fighter, Rogue, Ranger, Barbarian all deal relatively consistent and decent damage and all scale reasonably well as you level. This is the base class I am talking about, with Fighter, Ranger and Paladin leaning into subclasses more to keep scaling properly. Also, subclasses can boost either of your wants with their effects. These, to me, are the simplest classes to play and be consistent in battle. Subclasses and extras open the door for potential nova strikes through smites, sneak attack, spells boosts to attacks and more.
The above likely outperforms any of my suggestions but may be subject to saves or resistances slowing/hindering damage more so than melee does. Of course the flip side is that the nova damage tends to be notably higher, so it all sorts in the end, just depends on what you prefer.
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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.
Doesn't the build come online at level 6 (Warlock 3/Sorcerer 3) where you have access to Metamagic. Giving you the ability to become a eldritch gattling gun?
Futhermore you have to take into account the 'new' exhaustion rules where you need to take long rests in order to not suffer from exhaustion or be a higher level Divine Soul Sorcerer to get access to Greater Restoration. Even when taking Aspect of the Moon invocation technically still take a long rest, resting your sorcery points to 3.
Doesn't the build come online at level 6 (Warlock 3/Sorcerer 3) where you have access to Metamagic. Giving you the ability to become a eldritch gattling gun?
Futhermore you have to take into account the 'new' exhaustion rules where you need to take long rests in order to not suffer from exhaustion or be a higher level Divine Soul Sorcerer to get access to Greater Restoration. Even when taking Aspect of the Moon invocation technically still take a long rest, resting your sorcery points to 3.
Coffeelock doesn't necessarily need metamagic, but will have it. The first main feature is the unlimited spell slots.
And the *new* exhaustion rules aren't official yet. The build is for 5e. DMs can use optional rules or house rules to shut it down easily (and probably should), but that isn't considered in white room theory crafting.
I feel a number of base classes are decent builds for what you're talking about, too. Paladin, Fighter, Rogue, Ranger, Barbarian all deal relatively consistent and decent damage and all scale reasonably well as you level. This is the base class I am talking about, with Fighter, Ranger and Paladin leaning into subclasses more to keep scaling properly. Also, subclasses can boost either of your wants with their effects. These, to me, are the simplest classes to play and be consistent in battle. Subclasses and extras open the door for potential nova strikes through smites, sneak attack, spells boosts to attacks and more.
The above likely outperforms any of my suggestions but may be subject to saves or resistances slowing/hindering damage more so than melee does. Of course the flip side is that the nova damage tends to be notably higher, so it all sorts in the end, just depends on what you prefer.
I agree with this, but I'll have to recommend swashbuckler to turn that nova sneak attack damage into a consistent source. At 3rd level this is 3d6 damage a turn with one scimitar attack, and if you wish you could retreat and then hide. Basically consistent damage, easy escaping, and easy hiding. Great for dividing enemies especially when you get Panache.
Hexblade Warlock gets strong quite early. With Custom Lineage you can start with 18 CHA at level 1. By level 3 you are guaranteed a +1 weapon with the invocation Improved Pact Weapon. By you level 5 you have extra attack with 20 CHA and if your DM allows it you can summon a Double Bladed Scimitar as your weapon in order to attack with your Bonus Action as well. All this also comes packaged with the best attacking cantrip in the game in the form of Eldritch Blast boosted by the Agonizing Blast invocation.
This was also discussed in another thread, but just being a kobold rogue with magic initiate (find familiar) is great; you can just place your familiar in your pocket and boom! Advantage! Plus, you could use your rat familiar for scouting or something, and a bird for scouting as well.
The Bear Totem Barbarian / Swashbuckler Rogue gives you a lot of staying power and damage. Reckless Attack to trigger sneak always coupled with BA disengage so they have to chase you down. Evasion coupled with Danger Sense means your Dex saves are out of this world. Rage bonus to Str attacks plus sneak attack from a finesse (NOT DEX ONLY) weapon means you can have a decent AC with Unarmored Defense + Shield while forcefully stabbing people with your rapier.
If you have ranks in Swashbuckler you don't even need to disengage so you can use that Bonus Action for other things.
The Bear Totem Barbarian / Swashbuckler Rogue gives you a lot of staying power and damage. Reckless Attack to trigger sneak always coupled with BA disengage so they have to chase you down. Evasion coupled with Danger Sense means your Dex saves are out of this world. Rage bonus to Str attacks plus sneak attack from a finesse (NOT DEX ONLY) weapon means you can have a decent AC with Unarmored Defense + Shield while forcefully stabbing people with your rapier.
If you have ranks in Swashbuckler you don't even need to disengage so you can use that Bonus Action for other things.
Like Dashing so they have to chase you even further. That is really a great build, even if it looks weird when you imagine an image of it.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Hello everyone. I've recently realized that all power builds are mostly around 20th level. This makes them hard to run in a campaign. Does anyone know of builds that are strong throughout all levels?
No, I don't have too many weapons.
Homebrew: Spells, Magic Items, Feats
There are a ton of builds that "come online" throughout the 20-level curve, some earlier than others. The thing is, they all can do different things well. What are you looking to do? Nova damage (single turn dump of damage), consistently damage, HP tanking, mitigation tanking, skill monkey, any of the above?
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Nova Damage or consistent damage
No, I don't have too many weapons.
Homebrew: Spells, Magic Items, Feats
Most builds come online in tier 2 (level 5-10). Anything lower level than that is best off being single classed.
I think the generally accepted "most overpowered" build is the coffeelock. Warlock 3/sorcerer X. Comes online at level 5. The idea is you use warlock pact slots and sorcerer font of magic to recover 4 sorcery points per short rest, never sleep, take 8 short rests instead of a long rest (thus coffee), and make infinite spell slots over time with font of magic.
I feel a number of base classes are decent builds for what you're talking about, too. Paladin, Fighter, Rogue, Ranger, Barbarian all deal relatively consistent and decent damage and all scale reasonably well as you level. This is the base class I am talking about, with Fighter, Ranger and Paladin leaning into subclasses more to keep scaling properly. Also, subclasses can boost either of your wants with their effects. These, to me, are the simplest classes to play and be consistent in battle. Subclasses and extras open the door for potential nova strikes through smites, sneak attack, spells boosts to attacks and more.
The above likely outperforms any of my suggestions but may be subject to saves or resistances slowing/hindering damage more so than melee does. Of course the flip side is that the nova damage tends to be notably higher, so it all sorts in the end, just depends on what you prefer.
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.
Doesn't the build come online at level 6 (Warlock 3/Sorcerer 3) where you have access to Metamagic. Giving you the ability to become a eldritch gattling gun?
Futhermore you have to take into account the 'new' exhaustion rules where you need to take long rests in order to not suffer from exhaustion or be a higher level Divine Soul Sorcerer to get access to Greater Restoration. Even when taking Aspect of the Moon invocation technically still take a long rest, resting your sorcery points to 3.
Coffeelock doesn't necessarily need metamagic, but will have it. The first main feature is the unlimited spell slots.
And the *new* exhaustion rules aren't official yet. The build is for 5e. DMs can use optional rules or house rules to shut it down easily (and probably should), but that isn't considered in white room theory crafting.
I agree with this, but I'll have to recommend swashbuckler to turn that nova sneak attack damage into a consistent source. At 3rd level this is 3d6 damage a turn with one scimitar attack, and if you wish you could retreat and then hide. Basically consistent damage, easy escaping, and easy hiding. Great for dividing enemies especially when you get Panache.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Hexblade Warlock gets strong quite early. With Custom Lineage you can start with 18 CHA at level 1. By level 3 you are guaranteed a +1 weapon with the invocation Improved Pact Weapon. By you level 5 you have extra attack with 20 CHA and if your DM allows it you can summon a Double Bladed Scimitar as your weapon in order to attack with your Bonus Action as well. All this also comes packaged with the best attacking cantrip in the game in the form of Eldritch Blast boosted by the Agonizing Blast invocation.
fair, I guess.
This was also discussed in another thread, but just being a kobold rogue with magic initiate (find familiar) is great; you can just place your familiar in your pocket and boom! Advantage! Plus, you could use your rat familiar for scouting or something, and a bird for scouting as well.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
If you have ranks in Swashbuckler you don't even need to disengage so you can use that Bonus Action for other things.
Like Dashing so they have to chase you even further. That is really a great build, even if it looks weird when you imagine an image of it.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
All builds are powerful depending on how the player runs them.