It's true it can be harder starting at 1. Certain levels are big peaks in power such as Extra Attack or another level of spells, and certain classes are punished harder than others for delaying them.
Still, I think most can still contribute well enough until they've 'caught up'. Unless the campaign is super difficult.
I'm not one for the "slippery slope" type of talk, but unless it's a one shot, I fear that starting ahead in levels and tasting that power sooner would cause some to want to say "Why not just start at 20 and play ALL the adventures".
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"Anything is possible if you don't know what you're talking about." - My Granddad
I'm a fan of Fighter(Battlemaster) 17/ Bearbarian 3. Or just about any melee class with 3 levels of Barb w/Bear Totem, turns almost any class into an insta-tank.
I am trying out 9 swashbuckler ua/ 11 gun fighter (Matthew Mercer's homebrew) which gives me +16init (add dex, cha, and prof)and I can do some nice damage and charm enemies, it is looking to be really fun and quite powerful. Lots of things to do with my action and bonus actions, giving me some strong versatility. I usually either take one stab and two shots before backing off, or the inverse(two stabs or slashes and one shot then run and hide or use a bonus action to dash or hide)
Lvl. 1 is the best place to start because you can see the road ahead and get to enjoy hitting those milestones.
After 3 or 4 starts at one, I prefer start at 3-5. But I never reach 15+ (only one shot) anyway.
There is some nice concepts that I would like to try, but they really don't work very well if you start at lvl 1. Like Eldritch Knight 11/sorcerer9. You have 3 attacks, can cast spells with bonus action (just cast a booming blade and that justify the 4th attack you miss at fighter 20), any spell you cast enemies save with desadvantage (If you had attacked they this turn or in the last one). But to do that, you need to dump Intelligence and bump Cha, the build only really start to work at level 14, if you start at lvl 1, 60% of the campaing you will play a "meh" character.
In fact, when you play an EK, you regreat every minute that you didn't do a Battle Master until you reach level 7. lol
Things can be worse if you mix 3+ classes. I like to think in character builds, but can't apply many of them. Like assassin3/pactock5/battleaster3/sorcerer9, human variant with sharpshooter. A.K.A. Ranged Damager. You can attack with longbow, archery, nice skills, devil's sight, superiority dice, extra attack and metamagic. You have enough spellslots to convert in Sorcerer Points to quick eldritch blast all day. With assassinate and hex, you can make a nova round with 8d8+20d6+8d10+76 and save the superiority dice for later, but your damage any turn is 2d8+8d6+4d10+46. But I never play with that, and probably will not starting at low levels, better keep to sorlock for that.
Warlock and Bard has been my favourite multiclass, 9 levels of Warlock and 3 levels of Bard. I started out at War, played till 3rd level then took a Bard level, then went to Warlock 5 before continuing Bard to 3 then I continued as a Warlock. The combo was really fun and enabled my character to cover several support roles, Arcanist, Face, Healer, Scout and Rogue (Criminal/Spy Background).
I want to try a Rogue Warlock (Infiltration/Avoidance and Escape Specialist) and something that I was thinking about today, an avatar of luck (a barbarian tribe shamans apprentice)- Lore Bard 3, Wizard (Diviner) 2, Cleric (War/Light) 1 and then Monk
I have also contemplated either Fighter(Eldritch Knight) and Wizard (Abjurer, Diviner, Evoker or Conjurer) or Fighter (Battle Master) and Warlock Blade Pact
My favorite so far as been Fighter (Eldritch Knight) and Warlock (Undying Light). He was the only human in the group, so getting the magical Darksight was worthwhile. It also happened that Green Flame Blade plus an extra attack is pretty damn powerful. Able to recharge a Protection from Good & Evil on a short rest means I became the defacto tank of the group (ironic since we did actually have a Paladin). He's also going to gain 3 levels of Rogue (Inquisitive) towards the end. Mostly for RP, but being able to do an extra bit of damage is worth it too.
But a two-dip into Warlock for any spellcaster is really sort of worth it. That short-rest recharge is amazing.
I know it seems redundant, but Bard/Rogue amplifies the non-magical broad utility of the Rogue with the magical broad utility of the Bard so nicely. I don't know if it's my fave, but I keep returning to different archetype blends and tinkering with the idea, it's good stuff for the party face/jack of all trades.
Rogue(Mastermind)/Ranger(Beastmaster). And you have advantage. And YOU have advantage! EVERYONE HAS ADVANTAGE!
Yeah, I know, not exactly. But it's still fun to give advantage on attacks out like candy in most situations, like getting you and pet in position for two allies, plus the Mastermind features.
I'm in 2 campaigns. The first is our initial foray into D&D 5E and I have a 6th-level half-orc wizard.
Second campaign sees me with a 3rd-level Monk (Way of the Four Elements)/1st-level Cleric (War Priest). I find myself liking the extra weapon attack (bonus action) from the cleric side when I run out of Ki, especially since we are running through Out of the Abyss and short rests are spotty. Next level will see me back at Monk so I can get the Mobility feat.
Invincible Druid of the Moon/Barbarian Totem Warrior
Resistant to most damage while raging with massive HP added each time you shift, plus regenerate health with spell slots as a bonus action even though you can't cast magic from those slots while raging.
My Monk/Cleric is doing pretty great, though there were some early hiccups where others (players and DM alike) were assuming cleric spells I hadn’t actually leveled into yet. It’s a big party and the DM has a bit of a deadly reputation, so Tranquility (UA) and Life Domain give me a couple of extra healing pools to throw around.
I also just started a Warlock, with planned Sorcerer levels, that I’ve got a good feeling about. Hexblade and Shadow, baby.
We finished our 3.5 campaign and only started 5e campaigns early last year. Having not read through the PHB, I created a half-orc wizard with high strength. Looking at the multi-class rules later, my choices for doing so left me at rogue and fighter, two things I didn't want to multi-class in. It's all good, my half-orc is sturdy enough to take some hits and now with fireball. My second character I am playing a Way of the Four Elements Monk, who has multi-classed into Cleric of War. I like having the added War Priest bonus actions to offset using up my ki and the spells add a new dimension. I took Mobility which is an awesome addition to any monk.
What's your constitution, where barbarian is useful for AC? A one level dip in Cleric can put you in any armor you like and gives you additional spell slots and options. Just having Warlock levels gives you light (or medium) armor proficiency.
It's true it can be harder starting at 1. Certain levels are big peaks in power such as Extra Attack or another level of spells, and certain classes are punished harder than others for delaying them.
Still, I think most can still contribute well enough until they've 'caught up'. Unless the campaign is super difficult.
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My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
I'm not one for the "slippery slope" type of talk, but unless it's a one shot, I fear that starting ahead in levels and tasting that power sooner would cause some to want to say "Why not just start at 20 and play ALL the adventures".
"Anything is possible if you don't know what you're talking about." - My Granddad
I'm a fan of Fighter(Battlemaster) 17/ Bearbarian 3. Or just about any melee class with 3 levels of Barb w/Bear Totem, turns almost any class into an insta-tank.
I am trying out 9 swashbuckler ua/ 11 gun fighter (Matthew Mercer's homebrew) which gives me +16init (add dex, cha, and prof)and I can do some nice damage and charm enemies, it is looking to be really fun and quite powerful. Lots of things to do with my action and bonus actions, giving me some strong versatility. I usually either take one stab and two shots before backing off, or the inverse(two stabs or slashes and one shot then run and hide or use a bonus action to dash or hide)
Warlock and Bard has been my favourite multiclass, 9 levels of Warlock and 3 levels of Bard. I started out at War, played till 3rd level then took a Bard level, then went to Warlock 5 before continuing Bard to 3 then I continued as a Warlock. The combo was really fun and enabled my character to cover several support roles, Arcanist, Face, Healer, Scout and Rogue (Criminal/Spy Background).
I want to try a Rogue Warlock (Infiltration/Avoidance and Escape Specialist) and something that I was thinking about today, an avatar of luck (a barbarian tribe shamans apprentice)- Lore Bard 3, Wizard (Diviner) 2, Cleric (War/Light) 1 and then Monk
I have also contemplated either Fighter(Eldritch Knight) and Wizard (Abjurer, Diviner, Evoker or Conjurer) or Fighter (Battle Master) and Warlock Blade Pact
My favorite so far as been Fighter (Eldritch Knight) and Warlock (Undying Light). He was the only human in the group, so getting the magical Darksight was worthwhile. It also happened that Green Flame Blade plus an extra attack is pretty damn powerful. Able to recharge a Protection from Good & Evil on a short rest means I became the defacto tank of the group (ironic since we did actually have a Paladin). He's also going to gain 3 levels of Rogue (Inquisitive) towards the end. Mostly for RP, but being able to do an extra bit of damage is worth it too.
But a two-dip into Warlock for any spellcaster is really sort of worth it. That short-rest recharge is amazing.
I know it seems redundant, but Bard/Rogue amplifies the non-magical broad utility of the Rogue with the magical broad utility of the Bard so nicely. I don't know if it's my fave, but I keep returning to different archetype blends and tinkering with the idea, it's good stuff for the party face/jack of all trades.
Rogue(Mastermind)/Ranger(Beastmaster). And you have advantage. And YOU have advantage! EVERYONE HAS ADVANTAGE!
Yeah, I know, not exactly. But it's still fun to give advantage on attacks out like candy in most situations, like getting you and pet in position for two allies, plus the Mastermind features.
I'm in 2 campaigns. The first is our initial foray into D&D 5E and I have a 6th-level half-orc wizard.
Second campaign sees me with a 3rd-level Monk (Way of the Four Elements)/1st-level Cleric (War Priest). I find myself liking the extra weapon attack (bonus action) from the cleric side when I run out of Ki, especially since we are running through Out of the Abyss and short rests are spotty. Next level will see me back at Monk so I can get the Mobility feat.
paladin/ dargon sorcerer makes an ultrapowerful paladin (paladin 6/ then sorcerer) and yes dexterity based instead of strength
Can't twin eldritch blast, BUT you can quicken it!
Invincible Druid of the Moon/Barbarian Totem Warrior
Resistant to most damage while raging with massive HP added each time you shift, plus regenerate health with spell slots as a bonus action even though you can't cast magic from those slots while raging.
Extended Signature
My Monk/Cleric is doing pretty great, though there were some early hiccups where others (players and DM alike) were assuming cleric spells I hadn’t actually leveled into yet. It’s a big party and the DM has a bit of a deadly reputation, so Tranquility (UA) and Life Domain give me a couple of extra healing pools to throw around.
I also just started a Warlock, with planned Sorcerer levels, that I’ve got a good feeling about. Hexblade and Shadow, baby.
We finished our 3.5 campaign and only started 5e campaigns early last year. Having not read through the PHB, I created a half-orc wizard with high strength. Looking at the multi-class rules later, my choices for doing so left me at rogue and fighter, two things I didn't want to multi-class in. It's all good, my half-orc is sturdy enough to take some hits and now with fireball. My second character I am playing a Way of the Four Elements Monk, who has multi-classed into Cleric of War. I like having the added War Priest bonus actions to offset using up my ki and the spells add a new dimension. I took Mobility which is an awesome addition to any monk.
Right now I'm lvl 11 I took half and half warlock and sorcerer with one lvl of barbarian
That's an odd choice. You won't be able to cast spells while enraged.
Extended Signature
Its for ac and when I use up my spell slots sorc\ warlock
What's your constitution, where barbarian is useful for AC? A one level dip in Cleric can put you in any armor you like and gives you additional spell slots and options. Just having Warlock levels gives you light (or medium) armor proficiency.
Extended Signature