I've been playing a Dragonborn, lvl 10 total with 8 Paladin and 2 fighter and he's been consistently putting up 70-100 or so damage by combining the divine smite with the action surge. If he hits all four attacks it's 16 d8+24 with all the equipment and proficiency bonuses. His AC is at 24 using a one handed weapon with a shield and plate armour. I chose the defense and protection fighting style along with the heavy armour master feat making him incredibly tough and a great bodyguard to the squishier party members. Also pretty good diplomacy so he's great out of combat as well.
Same worked for a Goliath lvl 8 fighter lvl 2 Barbarian with the tavern brawler and grappler feats. He flies into a rage and uses anything as weapon, combine this with the heavy build racial feat and 20 STR you can now pick up and swing/throw objects much bigger than normally possible. This let me throw boulders, logs, furniture, even dead opponents and allies for some good damage (100lb boulder did something like 12d6 at 15 ft?) AND awesome story telling. Also really good at breaking stuff if you take the bear totem Barb.
For me if I want to multiclass or use spells I'll go Bard (college of lore) and Warlock (the fiend). For this multiclass I'll take 6 levels in bard and then dip 2 in Warlock before continuing the rest of the way as a bard. I have a lot of fun with this class being excellent in any role-play scenario while also being a decent blaster. This class scales very well as it continues leveling up with its spells (magical secrets :)) and even higher ability checks ;).
If I want to do single class or be melee I'll go Fighter (as a battle master variant human selecting polearm master and sentinel feats asap). I have a lot of fun wil this class because I absolutely crush when enemies try closing in and I'm defending the party. I get sooooo many free attacks on the enemy plus I can move them around and move my team mates around if I want. Also since I'm a fighter, it's pretty hard for them to land a hit on me in the first place. Good luck XD. This class scales very well as it levels up just because of all the additional perks it gains along with damage output and combat shenanigans.
I took Fighter for level 1, gaining 10hp and defensive style for +1 AC and Heavy Armor proficiency. I then War Caster Wizard. Full plate +1 AC goodness.
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Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption
He's an Oath of Devotion Paladin, which is great for buffing allies but if you want to focus on doing more damage Oath of Vengeance is the way to go.
The fighter is a Samurai which lets you give yourself advantage on attacks for the turn plus 5 temp hit points so between that and reckless attack he almost always has advantage.
A character I've built but yet to play is a Fighter 3 (battlemaster)/Rogue 3 (Inquisitive), to then just go for disabling and sneak attacking the opponent, or just harrasing them with disarms etc.
I'm about to start playing a Rogue Swashbuckler / Warlock Hexblade multi-class character. I think he should be fun to RP and using booming blade to up damage until I hit level 5 in warlock and can get two attacks.
I'm planning on multiclassing my Rogue Scout with Ranger Shadow Stalker, and it's looking like it'll be a pretty powerful combo. I gotta get my Wisdom up to do that so it won't be for another 4-5 levels, but I've been play-testing in Adventurer's League games with a similarly built character to get a feel for the mechanics.
I also really hope the Warlock of the Raven Queen UA class becomes official, because I played that once and my goodness it's awesome! If anyone kills your raven (spirit sent by the RQ), you get advantage on all attacks against them for the next 24 hrs. The bird can be summoned right back after a short or long rest, though :P if the oneshot I played in hadn't run 2.5 hrs over, I could've made everyone laugh at the end by just whistling after a short rest and the raven's back. I went to town on the dragon that killed it lol
For me if I want to multiclass or use spells I'll go Bard (college of lore) and Warlock (the fiend). For this multiclass I'll take 6 levels in bard and then dip 2 in Warlock before continuing the rest of the way as a bard. I have a lot of fun with this class being excellent in any role-play scenario while also being a decent blaster. This class scales very well as it continues leveling up with its spells (magical secrets :)) and even higher ability checks ;).
If I want to do single class or be melee I'll go Fighter (as a battle master variant human selecting polearm master and sentinel feats asap). I have a lot of fun wil this class because I absolutely crush when enemies try closing in and I'm defending the party. I get sooooo many free attacks on the enemy plus I can move them around and move my team mates around if I want. Also since I'm a fighter, it's pretty hard for them to land a hit on me in the first place. Good luck XD. This class scales very well as it levels up just because of all the additional perks it gains along with damage output and combat shenanigans.
Doing something similar but flipped; playing a Fiend Pact Warlock/Bard, and, presuming we go all the way up, I'm planning on going Warlock 17/Bard 3. It's not super-efficient, but I kind of like the roleplaying aspect of somebody who wants to be a bard but really just isn't that good at it, and keeps taking the easy way by taking Warlock levels instead. Three levels of Lore Bard gives me just enough skills where I can keep being enough of a skill monkey to be very useful outside of combat, and in combat, well, just the usual Eldritch Blast spam. Still, fun guy to play.
Running a ranger 3 (gloom stalker) / Monk 11 (long death) in an evil mini-campaign. Great fun when fighting in darkness and the mobs cannot see you to hit you.
Rogue (Mastermind) 3/Bard (Lore) 17. You got Proficiency in almost every skill (and half-proficiency in the rest), Expertise in four skills of your choice, and if you pick a background like Cloistered Scholar and go with a Half-Elf, you get like six or more languages too. Mastermind is a total support powerhouse, and if you grab Find Familiar (i.e. owl) you can be granting two people advantage per round AND still get an action to do what you want. Just stick to the back and sling spells and support people!
Another fun combination is Rogue (Arcane Trickster) 12, Fighter (Battlemaster) 3, Wizard (Bladesinger) 5. I've found the combination to be very viable in terms of solo-play, as the character is very well-rounded. Keep the spells to defensive/utility and you'll be golden in most any situation!
These are my favorites so far, I've played most of them. But I like to theorycraft so some Im saving for later. The first ones are the ones that have ALOT of synergy and are not too MAD.
Shadow Monk 17/Swashbuckler Rogue 3 - Pirate Ninja = boss! seriously though this build is your battlefield harasser, shadow step in to gain advantage and smack, fancy footwork out, rinse and repeat
Whisper Bard 14/Archfey Warlock 6- Ultimate "Face" character, the out of combat abilities and charm effects are OP, the spells are just a bonus
Hexblade Warlock 18/Fighter 2- I built this for 2 weapon fighting, but can be done with GWM as well. Use spells like Thunder Step for the oh shit moment, rock Shadow of Moil and Cloak of Flies and wade in to the fray! "Once more into the breach!"
Vengeance Paladin 12/Dragon Sorcerer 8 - Sorcadin, need I say more
Battlemaster Fighter 12/Open hand Monk 8- Battle controller, between the battlemaster abilities and the Open Hand tricks, you can lock down opponents
*any* Barbarian 17/Brute Fighter 3 - Just gives you another rage damage, and the benefits of fighter
The next ones are very situational, but have some very cool themes, they can be a bit MAD however
Open Hand Monk 13/Eldritch Knight 7 - I built this one to mimic the "Lancer" Character from the fate series, Use a long spear, summon it to you
Berserker Barbarian X/Conquest Paladin X- Havent fleshed this one out all the way, but you can Smite while raging so it sorta works
Open Hand Monk X/Vengeance Paladin X- Basically this is Iron Fist, would work with sun soul monk as well i think
I have only used this build once in a one shot and have never found a GM that would use it in an actual campaign because it's rather game breaking. That being said it does have some severe downsides, as well as some fun role play opportunities built in.
Devine Soul Sorcerer 9/Warlock 9 (any subclass but I prefer the Hexblade because of the Hex Warrior feature.)/ 2 levels in any class. Needs the Greater Restoration spell and at least one healing spell from the Sorcerer, the Pact of the Tome and Aspect of the Moon eldritch invocation* from the Warlock. Basically, it lets you store extra spell slots indefinitely. Stop taking long rests and instead take multiple short rests; using the Greater Restoration spell to remove the level of exhaustion you will get from not taking long rests. Then convert sorcery points onto spell slots, convert warlock spell slots into sorcery points and take short rests to restore your warlock spell slots. Rinse and repeat.
Upsides:
Has potentially hundreds of spell slots.
Has access to the spell lists of the Sorcerer, Cleric and Warlock classes.
Downsides:
Only has up to 5 th level spell slots which can make some encounters difficult.
Has a substantial daily gold requirement in spell components.
Needs to use spells to heal because your health and hit dice aren’t restored by long rests.
As for role playing opportunities I would play the extra magic and use of the Grater Restoration spell as an addiction, the spell components for Greater Restoration could be stolen or you could run out and have to find more, also you are basically stealing and hoarding magic from your Warlock Patron and it could get angry and start sending things after you.
*It doesn’t technically need the Pact of the Tome and Aspect of the Moon eldritch invocation. It’s mostly there so the GM can’t say that the character goes crazy from lack of sleep.
I LIke the Hexblade Warlock/Oath of Vengeance Paladin for a nice "Dark Lord of the Sith" feeling
3-4Lvls in Paladin and the rest in Hexblade, takes some of the "xxx Blades" cantrips from Xanathar( booming blade etc), some Charm, Hold Person and Fear, Some Smiths from the paladin that i can use with the Pact Magic Slots, EB of course for the occasional long range attack
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Well I am getting ready to play a Mountain Dwarf Strength build Rogue, that will go scout, with a 2 level dip into Barbarian. Adding Both unarmored defense and reckless attacks. I will not have an issue landing those sneak attacks if I really have to.
I'm currently making a fun shadow build. Swashbuckler/Shadow Monk/Celestial Warlock/Gloom Stalker. Celestial purely for the healing stuff cause I'll be relatively squishy compared to people of the same level
I’ve had this idea floating around of a barbarian/monk build, strength based unarmed fighting, with the tavern brawler feat and make him a grappler. He’s the ultimate wrestling machine
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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?
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I've been playing a Dragonborn, lvl 10 total with 8 Paladin and 2 fighter and he's been consistently putting up 70-100 or so damage by combining the divine smite with the action surge. If he hits all four attacks it's 16 d8+24 with all the equipment and proficiency bonuses. His AC is at 24 using a one handed weapon with a shield and plate armour. I chose the defense and protection fighting style along with the heavy armour master feat making him incredibly tough and a great bodyguard to the squishier party members. Also pretty good diplomacy so he's great out of combat as well.
Same worked for a Goliath lvl 8 fighter lvl 2 Barbarian with the tavern brawler and grappler feats. He flies into a rage and uses anything as weapon, combine this with the heavy build racial feat and 20 STR you can now pick up and swing/throw objects much bigger than normally possible. This let me throw boulders, logs, furniture, even dead opponents and allies for some good damage (100lb boulder did something like 12d6 at 15 ft?) AND awesome story telling. Also really good at breaking stuff if you take the bear totem Barb.
For me if I want to multiclass or use spells I'll go Bard (college of lore) and Warlock (the fiend). For this multiclass I'll take 6 levels in bard and then dip 2 in Warlock before continuing the rest of the way as a bard. I have a lot of fun with this class being excellent in any role-play scenario while also being a decent blaster. This class scales very well as it continues leveling up with its spells (magical secrets :)) and even higher ability checks ;).
If I want to do single class or be melee I'll go Fighter (as a battle master variant human selecting polearm master and sentinel feats asap). I have a lot of fun wil this class because I absolutely crush when enemies try closing in and I'm defending the party. I get sooooo many free attacks on the enemy plus I can move them around and move my team mates around if I want. Also since I'm a fighter, it's pretty hard for them to land a hit on me in the first place. Good luck XD. This class scales very well as it levels up just because of all the additional perks it gains along with damage output and combat shenanigans.
Monk/Barb? Feels like a good idea but I'm not sure.
I took Fighter for level 1, gaining 10hp and defensive style for +1 AC and Heavy Armor proficiency. I then War Caster Wizard. Full plate +1 AC goodness.
Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption
DM while dabbing in NPC levels :P
- Loswaith
Which subclass did you choose for the paladin and the fighter?
He's an Oath of Devotion Paladin, which is great for buffing allies but if you want to focus on doing more damage Oath of Vengeance is the way to go.
The fighter is a Samurai which lets you give yourself advantage on attacks for the turn plus 5 temp hit points so between that and reckless attack he almost always has advantage.
A character I've built but yet to play is a Fighter 3 (battlemaster)/Rogue 3 (Inquisitive), to then just go for disabling and sneak attacking the opponent, or just harrasing them with disarms etc.
I'm about to start playing a Rogue Swashbuckler / Warlock Hexblade multi-class character. I think he should be fun to RP and using booming blade to up damage until I hit level 5 in warlock and can get two attacks.
I'm planning on multiclassing my Rogue Scout with Ranger Shadow Stalker, and it's looking like it'll be a pretty powerful combo. I gotta get my Wisdom up to do that so it won't be for another 4-5 levels, but I've been play-testing in Adventurer's League games with a similarly built character to get a feel for the mechanics.
I also really hope the Warlock of the Raven Queen UA class becomes official, because I played that once and my goodness it's awesome! If anyone kills your raven (spirit sent by the RQ), you get advantage on all attacks against them for the next 24 hrs. The bird can be summoned right back after a short or long rest, though :P if the oneshot I played in hadn't run 2.5 hrs over, I could've made everyone laugh at the end by just whistling after a short rest and the raven's back. I went to town on the dragon that killed it lol
Running a ranger 3 (gloom stalker) / Monk 11 (long death) in an evil mini-campaign. Great fun when fighting in darkness and the mobs cannot see you to hit you.
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Rogue (Mastermind) 3/Bard (Lore) 17. You got Proficiency in almost every skill (and half-proficiency in the rest), Expertise in four skills of your choice, and if you pick a background like Cloistered Scholar and go with a Half-Elf, you get like six or more languages too. Mastermind is a total support powerhouse, and if you grab Find Familiar (i.e. owl) you can be granting two people advantage per round AND still get an action to do what you want. Just stick to the back and sling spells and support people!
Another fun combination is Rogue (Arcane Trickster) 12, Fighter (Battlemaster) 3, Wizard (Bladesinger) 5. I've found the combination to be very viable in terms of solo-play, as the character is very well-rounded. Keep the spells to defensive/utility and you'll be golden in most any situation!
These are my favorites so far, I've played most of them. But I like to theorycraft so some Im saving for later. The first ones are the ones that have ALOT of synergy and are not too MAD.
Shadow Monk 17/Swashbuckler Rogue 3 - Pirate Ninja = boss! seriously though this build is your battlefield harasser, shadow step in to gain advantage and smack, fancy footwork out, rinse and repeat
Whisper Bard 14/Archfey Warlock 6- Ultimate "Face" character, the out of combat abilities and charm effects are OP, the spells are just a bonus
Hexblade Warlock 18/Fighter 2- I built this for 2 weapon fighting, but can be done with GWM as well. Use spells like Thunder Step for the oh shit moment, rock Shadow of Moil and Cloak of Flies and wade in to the fray! "Once more into the breach!"
Vengeance Paladin 12/Dragon Sorcerer 8 - Sorcadin, need I say more
Battlemaster Fighter 12/Open hand Monk 8- Battle controller, between the battlemaster abilities and the Open Hand tricks, you can lock down opponents
*any* Barbarian 17/Brute Fighter 3 - Just gives you another rage damage, and the benefits of fighter
The next ones are very situational, but have some very cool themes, they can be a bit MAD however
Open Hand Monk 13/Eldritch Knight 7 - I built this one to mimic the "Lancer" Character from the fate series, Use a long spear, summon it to you
Berserker Barbarian X/Conquest Paladin X- Havent fleshed this one out all the way, but you can Smite while raging so it sorta works
Open Hand Monk X/Vengeance Paladin X- Basically this is Iron Fist, would work with sun soul monk as well i think
I have only used this build once in a one shot and have never found a GM that would use it in an actual campaign because it's rather game breaking. That being said it does have some severe downsides, as well as some fun role play opportunities built in.
Devine Soul Sorcerer 9/Warlock 9 (any subclass but I prefer the Hexblade because of the Hex Warrior feature.)/ 2 levels in any class. Needs the Greater Restoration spell and at least one healing spell from the Sorcerer, the Pact of the Tome and Aspect of the Moon eldritch invocation* from the Warlock. Basically, it lets you store extra spell slots indefinitely. Stop taking long rests and instead take multiple short rests; using the Greater Restoration spell to remove the level of exhaustion you will get from not taking long rests. Then convert sorcery points onto spell slots, convert warlock spell slots into sorcery points and take short rests to restore your warlock spell slots. Rinse and repeat.
Upsides:
Downsides:
As for role playing opportunities I would play the extra magic and use of the Grater Restoration spell as an addiction, the spell components for Greater Restoration could be stolen or you could run out and have to find more, also you are basically stealing and hoarding magic from your Warlock Patron and it could get angry and start sending things after you.
*It doesn’t technically need the Pact of the Tome and Aspect of the Moon eldritch invocation. It’s mostly there so the GM can’t say that the character goes crazy from lack of sleep.
I LIke the Hexblade Warlock/Oath of Vengeance Paladin for a nice "Dark Lord of the Sith" feeling
3-4Lvls in Paladin and the rest in Hexblade, takes some of the "xxx Blades" cantrips from Xanathar( booming blade etc), some Charm, Hold Person and Fear, Some Smiths from the paladin that i can use with the Pact Magic Slots, EB of course for the occasional long range attack
"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)
Well I am getting ready to play a Mountain Dwarf Strength build Rogue, that will go scout, with a 2 level dip into Barbarian. Adding Both unarmored defense and reckless attacks. I will not have an issue landing those sneak attacks if I really have to.
I'm currently making a fun shadow build. Swashbuckler/Shadow Monk/Celestial Warlock/Gloom Stalker. Celestial purely for the healing stuff cause I'll be relatively squishy compared to people of the same level
I’ve had this idea floating around of a barbarian/monk build, strength based unarmed fighting, with the tavern brawler feat and make him a grappler. He’s the ultimate wrestling machine
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?