FEY KNIGHT: start by taking 2 levels in paladin for the heavy armor, then 2 levels in fighter for action surge, then 3 levels warlock taking eldritch smite and thirsting blade invocations. The remaining levels are dedicated to sorcerer. You now have the potential to quicken haste, and give yourself 3 actions in one turn and two attacks per action, dumping spell slots into smite each hit + 1 eldritch smite. The only combat spell I take is Warlock's Armor of Agathys. Pretty fun class
Planning ahead for my current character, we're at level 3 and I'm a Life Cleric. Thinking that after level 6 I'll toss 3 points into Blood Hunter for Order of the Ghostslayer. 6 in Life Cleric lets you heal yourself a little every time you heal someone else, which will offset the self-damage from Bloodhunter's Crimson Rite usage. Crimson Rite also stacks nicely with the Life Cleric's Divine Strike (not unlike Paladin's Smite). And Bloodhunter also gives access to Martial Weapons, so I can use something that hits just a little harder than a Mace. I'd also get the use of one Blood Curse for a utility effect, either an offensive or defensive one.
Not played it yet but I want to try a Cavalier/Beastmaster (Ranger Revised UA) with a small PC. Build up a stable wolves, spiders and maybe even a wolf spider.
I have a Character that is a Tiefling Shadow Sorcerer / Celestial Warlock. The Tiefling has dark thoughts and is trying to get rid of them by making a pact with a Celestial.
Another Character I have just created is a Way of the Shadow Monk / Assassin. The adventure starts a 10th level, so the Shadow Monk will be 6th level. Shadow stepping will give them advantage on attacks which will allow for using Sneak attack frequently.
I've been thinking about the new Artificer UA and mixing 17 Wizard Bladesinger/3 Artificer Battle Smith. You get martial proficiency, two attacks, giant mechanical battle friend, Int as the attack stat, ability to add Int modifier to damage rolls at highest bladesinger levels, access to 9th level spells, plus three infusions, and bladesinger's great AC bump. It has more magic than Eldritch Knight, more melee oomf and tankiness than bladesinger. It also has access to Shadow Blade for 2d8+Int modifier damage each attack and upcast-able and solves the dex vs int split bladesingers suffer from.
" The Shadow Monarch is the ultimate expression of a "One Man Army" even in a team Setting his minions would act as meat shields for the allies while going on the Offensive, maybe in future version I will develop tactics and formations for the minions so the minions and party won't easily be decimated by random monsters or even the character's current enemies."
I've been thinking about the new Artificer UA and mixing 17 Wizard Bladesinger/3 Artificer Battle Smith. You get martial proficiency, two attacks, giant mechanical battle friend, Int as the attack stat, ability to add Int modifier to damage rolls at highest bladesinger levels, access to 9th level spells, plus three infusions, and bladesinger's great AC bump. It has more magic than Eldritch Knight, more melee oomf and tankiness than bladesinger. It also has access to Shadow Blade for 2d8+Int modifier damage each attack and upcast-able and solves the dex vs int split bladesingers suffer from.
This is the first thing I thought when I read the new subclass. Definitely gonna try at some point.
No, you're compounding the stealth, bumping up the Ac and movement, plus the AT's spell casting doesn't have to be completely illusion and escape based, you can go further defense or even offensive range.
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" The Shadow Monarch is the ultimate expression of a "One Man Army" even in a team Setting his minions would act as meat shields for the allies while going on the Offensive, maybe in future version I will develop tactics and formations for the minions so the minions and party won't easily be decimated by random monsters or even the character's current enemies."
I come from the original AD&D days of the late 1970s. Back then a Bard was by definition a multi-class character.
I think the rules for multi-classing were much different back then too.
I had a Cleric / Fighter / Magic User that was the leading player for a low level party. My brother had a Fighter / Thief / Magic User in his party. I think those were the most popular multi-class options back then. The rules required that you have a non-human character I believe, but you could not level the characters beyond a set limit IIRC. I player a half-elf for my C/F/MU which I favored because they had the ability to see in the dark. Fumbling about with torches seemed like a bad idea. Too many things could go wrong, and you'd probably have a time fighting with a shield. The game is so much different now and I'm still trying to learn about it.
I play druid barbarian. Druid lvl 3 for wild shapes and Barbarian lvl 5. rage and beast shape work wonders. i maxed Con fast so my base character has 146 Hp, if raging i can "technically tank 296. I have 3 beast shapes, each can be about 40 hp. while raging the potential is 80 HP/best shape. X3 shape slots, means potential of 240 HP plus your base 296. totaling a potential tanking of 536 HP at lvl 8. pretty amazing tank multi class.
Actually, I enjoy support characters, and I've found out that fighter(BM) / Rogue(MM) multiclass has awesome perks, and a lot of bonus action economy that can be given to allies or yourself. Lots of adv to party members, maybe some temp HP if you want to, and a consistent att.roll (if you are ranged and get archery style) with a pretty decent dmg. You ain't the highest damage dealer, but you allow your dps to dish it out every turn. Anyway, this has become my favorite multiclass for the moment.
Also, read about Paladin/Sorcerer, and that seems amazing as well. Will hafta try that shit out soon enough.
Just developing a Level 10 Yuan-ti Hexadin for a new campaign next week here.
Plate Armour, poison and disease immunity, and the addition of advantage on saves against spells and magical effects, and +CHA bonus to all these saves too.
Good God, the synergy is incredible. So bloody hard to hit.
I have really enjoyed reading about dnd and making characters for fun because I really want to play but have not gotten to play at all yet. The other day I made a 5th level character for fun and he's a Warforged Forge Cleric (1) / Abjuration Wizard (4) and the basic background is that he was a being created by the gods and thats why he starts off as a Forge Cleric so that way he could basically fit in any setting and not just the eberron setting. As a warforged you don't have to wear armor you just need proficiencies and as a forge cleric you get heavy armor proficiency and at level 5 your AC is 19 and at level 20 your AC would be 24 so you basically become this wizard with a high AC and don't have to waist a known spell/spell slot on mage armor.
Another character I designed is an Inquisitive Rogue (4) / Monk (1) as a variant human with the observant feat and the only reason for one level of monk is for the AC because of the eventual max Wisdom and max Dex and his expertise are in Insight and Perception both being a plus 10 and because of inquisitive rogue the lowest for an insight check he can role is an 18 and his current passive perception is a 25 so he can see so much and at level 20 it will be 32.
This are the two characters that I've made that i truly want to play and they are only a 1 level dip into a single class and I think they work out amazingly.
I feel (never have played this) that a rouge assassin and a ranger (only to level 2)with the + 2 in archery would be amazing though you would have to do a lot of sniping.
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The 6 most hated words in all of d&d history: make me a dex saving throw .
Technically sound and both classes offer DEX and INT for this build so MAD is not an issue (obviously CON is always great to have but not necessarily needed). I love it because the common complaint is that there are not enough arcane shots for the AA, which I don't necessarily agree with, but just in case it is you now have access to the wizard spell list if you run out of shots in combat. I have reskinned the spells (fireball, ice knife, magic missals etc.) to be shot from my bow in the form of arrows so you get more of the classic arcane archer feel.
The Arcane trickster sub-class grants me a lot of utility that blends well with the Archer in and out of combat. For example, I have a Raven familiar that can scout out areas ahead of our party and perform some recon when needed on nearby enemies. Not to mention you can stack your damage with sneak attack and gain awesome proficiency with the rogue class.
Mage hand to steal magic items, arrows and spell scrolls has been fun to play out as well.
I think i'm addicted to making characters..... latest is a Lore Bard 12 / Divine Sorcerer 5 / Goo Blaster Warlock 3 with invisible imp familiar.
Lots of blasting, Conjured animals for damage and restraining, Spiritual Weapon for Bonus Action damage, FLYING Griffon as a steed and an extra bit of damage in battle.... and Magic Circle / Conjure Elemental / Planar Binding to give me a concentration-free water elemental minion for more hurt.
Also with Awakened Mind, Actor Feat, and Voice of the Chain Master, I CAN TALK TO PEOPLE FROM ANY POINT IN THE ROOM, OR WITHIN THEIR OWN HEAD, IN THEIR OWN VOICE..
Bit late to the Party but Bard/Pally is imo one of the best combo's in the game. Both are CHR based classes so MAD is not an issue.
A bard who dips just two levels of paladin gets a fantastic boost to his melee damage output potential via smite. Taking Paladin first for a heavy armor str build reduces any MADness of the MC and helps make it a solid front liner. Smite with any cha based full caster is a recipe for gold, and bard is no different.
Eldritch Knight with a 2 level dip into Wizard for bladesinger. The two levels in wizards gives you the bladesong and the spell slots you’ll need to reliably be able to cast shield. Very tanky and mobile build.
Grab a lot of utility cantrips and rituals for a versatile play style that doesn’t lose out in power.
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FEY KNIGHT: start by taking 2 levels in paladin for the heavy armor, then 2 levels in fighter for action surge, then 3 levels warlock taking eldritch smite and thirsting blade invocations. The remaining levels are dedicated to sorcerer. You now have the potential to quicken haste, and give yourself 3 actions in one turn and two attacks per action, dumping spell slots into smite each hit + 1 eldritch smite. The only combat spell I take is Warlock's Armor of Agathys. Pretty fun class
Planning ahead for my current character, we're at level 3 and I'm a Life Cleric. Thinking that after level 6 I'll toss 3 points into Blood Hunter for Order of the Ghostslayer. 6 in Life Cleric lets you heal yourself a little every time you heal someone else, which will offset the self-damage from Bloodhunter's Crimson Rite usage. Crimson Rite also stacks nicely with the Life Cleric's Divine Strike (not unlike Paladin's Smite). And Bloodhunter also gives access to Martial Weapons, so I can use something that hits just a little harder than a Mace. I'd also get the use of one Blood Curse for a utility effect, either an offensive or defensive one.
Not played it yet but I want to try a Cavalier/Beastmaster (Ranger Revised UA) with a small PC. Build up a stable wolves, spiders and maybe even a wolf spider.
I have a Character that is a Tiefling Shadow Sorcerer / Celestial Warlock. The Tiefling has dark thoughts and is trying to get rid of them by making a pact with a Celestial.
Another Character I have just created is a Way of the Shadow Monk / Assassin. The adventure starts a 10th level, so the Shadow Monk will be 6th level. Shadow stepping will give them advantage on attacks which will allow for using Sneak attack frequently.
I've been thinking about the new Artificer UA and mixing 17 Wizard Bladesinger/3 Artificer Battle Smith. You get martial proficiency, two attacks, giant mechanical battle friend, Int as the attack stat, ability to add Int modifier to damage rolls at highest bladesinger levels, access to 9th level spells, plus three infusions, and bladesinger's great AC bump. It has more magic than Eldritch Knight, more melee oomf and tankiness than bladesinger. It also has access to Shadow Blade for 2d8+Int modifier damage each attack and upcast-able and solves the dex vs int split bladesingers suffer from.
Rogue (Arcane Trickster)/Monk of The Open hand
This is the first thing I thought when I read the new subclass. Definitely gonna try at some point.
No, you're compounding the stealth, bumping up the Ac and movement, plus the AT's spell casting doesn't have to be completely illusion and escape based, you can go further defense or even offensive range.
I come from the original AD&D days of the late 1970s. Back then a Bard was by definition a multi-class character.
I think the rules for multi-classing were much different back then too.
I had a Cleric / Fighter / Magic User that was the leading player for a low level party. My brother had a Fighter / Thief / Magic User in his party. I think those were the most popular multi-class options back then. The rules required that you have a non-human character I believe, but you could not level the characters beyond a set limit IIRC. I player a half-elf for my C/F/MU which I favored because they had the ability to see in the dark. Fumbling about with torches seemed like a bad idea. Too many things could go wrong, and you'd probably have a time fighting with a shield. The game is so much different now and I'm still trying to learn about it.
I play druid barbarian. Druid lvl 3 for wild shapes and Barbarian lvl 5. rage and beast shape work wonders. i maxed Con fast so my base character has 146 Hp, if raging i can "technically tank 296. I have 3 beast shapes, each can be about 40 hp. while raging the potential is 80 HP/best shape. X3 shape slots, means potential of 240 HP plus your base 296. totaling a potential tanking of 536 HP at lvl 8. pretty amazing tank multi class.
Actually, I enjoy support characters, and I've found out that fighter(BM) / Rogue(MM) multiclass has awesome perks, and a lot of bonus action economy that can be given to allies or yourself. Lots of adv to party members, maybe some temp HP if you want to, and a consistent att.roll (if you are ranged and get archery style) with a pretty decent dmg. You ain't the highest damage dealer, but you allow your dps to dish it out every turn. Anyway, this has become my favorite multiclass for the moment.
Also, read about Paladin/Sorcerer, and that seems amazing as well. Will hafta try that shit out soon enough.
Just developing a Level 10 Yuan-ti Hexadin for a new campaign next week here.
Plate Armour, poison and disease immunity, and the addition of advantage on saves against spells and magical effects, and +CHA bonus to all these saves too.
Good God, the synergy is incredible. So bloody hard to hit.
I have really enjoyed reading about dnd and making characters for fun because I really want to play but have not gotten to play at all yet. The other day I made a 5th level character for fun and he's a Warforged Forge Cleric (1) / Abjuration Wizard (4) and the basic background is that he was a being created by the gods and thats why he starts off as a Forge Cleric so that way he could basically fit in any setting and not just the eberron setting. As a warforged you don't have to wear armor you just need proficiencies and as a forge cleric you get heavy armor proficiency and at level 5 your AC is 19 and at level 20 your AC would be 24 so you basically become this wizard with a high AC and don't have to waist a known spell/spell slot on mage armor.
Another character I designed is an Inquisitive Rogue (4) / Monk (1) as a variant human with the observant feat and the only reason for one level of monk is for the AC because of the eventual max Wisdom and max Dex and his expertise are in Insight and Perception both being a plus 10 and because of inquisitive rogue the lowest for an insight check he can role is an 18 and his current passive perception is a 25 so he can see so much and at level 20 it will be 32.
This are the two characters that I've made that i truly want to play and they are only a 1 level dip into a single class and I think they work out amazingly.
I feel (never have played this) that a rouge assassin and a ranger (only to level 2)with the + 2 in archery would be amazing though you would have to do a lot of sniping.
The 6 most hated words in all of d&d history: make me a dex saving throw .
I am playing an Arcane Archer/Arcane Trickster.
Technically sound and both classes offer DEX and INT for this build so MAD is not an issue (obviously CON is always great to have but not necessarily needed). I love it because the common complaint is that there are not enough arcane shots for the AA, which I don't necessarily agree with, but just in case it is you now have access to the wizard spell list if you run out of shots in combat. I have reskinned the spells (fireball, ice knife, magic missals etc.) to be shot from my bow in the form of arrows so you get more of the classic arcane archer feel.
The Arcane trickster sub-class grants me a lot of utility that blends well with the Archer in and out of combat. For example, I have a Raven familiar that can scout out areas ahead of our party and perform some recon when needed on nearby enemies. Not to mention you can stack your damage with sneak attack and gain awesome proficiency with the rogue class.
Mage hand to steal magic items, arrows and spell scrolls has been fun to play out as well.
I think i'm addicted to making characters..... latest is a Lore Bard 12 / Divine Sorcerer 5 / Goo Blaster Warlock 3 with invisible imp familiar.
Lots of blasting, Conjured animals for damage and restraining, Spiritual Weapon for Bonus Action damage, FLYING Griffon as a steed and an extra bit of damage in battle.... and Magic Circle / Conjure Elemental / Planar Binding to give me a concentration-free water elemental minion for more hurt.
Also with Awakened Mind, Actor Feat, and Voice of the Chain Master, I CAN TALK TO PEOPLE FROM ANY POINT IN THE ROOM, OR WITHIN THEIR OWN HEAD, IN THEIR OWN VOICE..
I'm gonna f*ck shit up. :)
Bit late to the Party but Bard/Pally is imo one of the best combo's in the game. Both are CHR based classes so MAD is not an issue.
A bard who dips just two levels of paladin gets a fantastic boost to his melee damage output potential via smite. Taking Paladin first for a heavy armor str build reduces any MADness of the MC and helps make it a solid front liner. Smite with any cha based full caster is a recipe for gold, and bard is no different.
The character I just created is a fighter-rogue mix who specializes in swordplay.
https://www.dndbeyond.com/profile/FE_Myrmidon/characters/14238726
Eldritch Knight with a 2 level dip into Wizard for bladesinger. The two levels in wizards gives you the bladesong and the spell slots you’ll need to reliably be able to cast shield. Very tanky and mobile build.
Grab a lot of utility cantrips and rituals for a versatile play style that doesn’t lose out in power.