This is for any weird and fun character builds that you can post and see, in case you want to play a quirky character.
Here's mine:
A Changeling Bard, maxed deception, Shiftweave, Actor feat, no one knows who this person is at any given time. Imagine infiltrating a fortress or something and being able to change from noble to servant to guard, and being able to mimic voices and all to perfectly be another person.
If you have builds, throw them on here, but please don't ridicule and be cruel or rude to people.
Needs college of whispers. So that if you kill someone, you can actually know something about them. Like: 'It's me, Val the guard. You know me, we had beers together down a Smothry's just last week!'
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
This is only adjacently related but I've always wanted to really play with multiclasses that are less obvious. Bardlock and Anything/Fighter usually work but the scaling gets messy, doesn't it? I guess a DM could make concessions (like a Dex-based monk that doesn't need to futz around with a high Wisdom score). I've always wanted a Bard subclass attached to anything just to have a Barbarian that can reliably use a lute or whatever.
As with all things I guess it would depend on the DM and the difficulty of the adventure. I'm also new to the game and I'm not entirely sure how scaling works. I'm at level 4 and other than a beefy sneak attack I'm wondering where all that damage comes from, I've seen rogues on Critial Role hit for like 120 or something. 6d6 in a high level rogue only has a maximum of 36 extra damage. I dunno man I'm just liveblogging here at this point.
As with all things I guess it would depend on the DM and the difficulty of the adventure. I'm also new to the game and I'm not entirely sure how scaling works. I'm at level 4 and other than a beefy sneak attack I'm wondering where all that damage comes from, I've seen rogues on Critial Role hit for like 120 or something. 6d6 in a high level rogue only has a maximum of 36 extra damage. I dunno man I'm just liveblogging here at this point.
If an upper tier 2 Rogue (10) is using a magic weapon that adds damage, Sneak Attacks, then crits, the dice can look like :
2d8 weapon + 2d6 bonus + 10d6 sneak + stat
There are also a lot of tables that use an alternate crit system which would look like:
A Paladin struggling with depression, aka. breaking his oath and becoming an oath breaker(depression), then getting out of depression and do a different oath. If you did this, you could experiment with all the sub classes, and role-playing would be pretty interesting.
How about a Pact of the Chain Warlock with ALL invocations related to familiars, who is blind, deaf, and mute.
They speak only through their familiar, and know a TON of touch-range spells for their familiar to channel.
As for their voice? Eh, make it like an angel's. And then give them the personality of a devil or demon. Or vice versa!
Only problem with this is that as soon as you start adding extra people to the board, it clogs up really quick and gets quite annoying.
Except that's why the character is blind, deaf, and mute. They don't act in combat; only their familiar does. Their turn is basically just the familiar getting an extra one.
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Life Advice: If someone annoys you, just cast Prestidigitation on them and soil their pants.
Can't believe this isn't more obvious in the 2024 ruleset, but apparently it is...
Dwarven Sharpshooter
Dwarf Thief/Wizard with MI:Wizard using Int as a primary stat. True Strike for attacking. MC Wizard at level 8 for 1 level to get access to True Strike Scrolls early. 2x Shield is also handy. Get Scribe with Skilled Origin Feat to pick up three Int skills on the cheap.
Sharpshooter at level 4 so you can shoot from 320 feet away and at point blank range.
Keen Mind at level 9 to get Study as a bonus action. Study enemies with all your Int skills so you know exactly what you're up against. Reliable Talent plus Expertise means you don't fail your CR+10 DC rolls.
Get Poisoner Kit proficiency so you can use your Nature Expertise to harvest poisons from monsters you fight. DC 20 for extraction. Advantage on the roll because you have Nature prof and Poisoner Kit Proficiency.
Dwarf for the 120' Darkvision. Handy in dungeons and when hunting at night. Middling Stealth with Reliable Talent should be enough to sneak to within 120 feet of most animals, then Steady Aim + Sneak Attack for the kill.
Level 1 Spell Scrolls are listed as a Common Magic Item in the standard Equipment list. Always check for availability. Purchase when available. Do NOT use the purchased scroll. Copy it into your Spellbook. Make new Spell Scrolls during Downtime for half the price. The Rituals are particularly tasty pickups for a Wizard, but having one or two Featherfall Scrolls on you for mishaps is nice.
BA True Strike + Readied Action True Strike is already a known combo; but that can get pricey at 25 gp per round or 100-150 gp per combat encounter. Consider BA Witchbolt for the guaranteed +1d12 damage per round in close combat (within 60 foot range). Fast Hands lets you use a Witchbolt Spell Scroll as a Bonus Action.
Steady Aim + spells gives you additional kit. If you absolutely must Poison something because its attacks are too destructive, Advantage on a Ray of Sickness from a scroll is clutch. No save. You just need to hit. Your own Poisoned Cunning Strike provides a save. Low cost, but risky.
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This is for any weird and fun character builds that you can post and see, in case you want to play a quirky character.
Here's mine:
A Changeling Bard, maxed deception, Shiftweave, Actor feat, no one knows who this person is at any given time. Imagine infiltrating a fortress or something and being able to change from noble to servant to guard, and being able to mimic voices and all to perfectly be another person.
If you have builds, throw them on here, but please don't ridicule and be cruel or rude to people.
How about a Pact of the Chain Warlock with ALL invocations related to familiars, who is blind, deaf, and mute.
They speak only through their familiar, and know a TON of touch-range spells for their familiar to channel.
As for their voice? Eh, make it like an angel's. And then give them the personality of a devil or demon. Or vice versa!
Life Advice: If someone annoys you, just cast Prestidigitation on them and soil their pants.
Goobertio is my hired goon (probably paid), and this is my extended signature: (^v^)
I'm a narcissist who's Baalzeboop-given titles are "Precious" and "Hit List Celebrity". Let's see how weird that gets.
Needs college of whispers. So that if you kill someone, you can actually know something about them. Like: 'It's me, Val the guard. You know me, we had beers together down a Smothry's just last week!'
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Only problem with this is that as soon as you start adding extra people to the board, it clogs up really quick and gets quite annoying.
This is only adjacently related but I've always wanted to really play with multiclasses that are less obvious. Bardlock and Anything/Fighter usually work but the scaling gets messy, doesn't it? I guess a DM could make concessions (like a Dex-based monk that doesn't need to futz around with a high Wisdom score). I've always wanted a Bard subclass attached to anything just to have a Barbarian that can reliably use a lute or whatever.
As with all things I guess it would depend on the DM and the difficulty of the adventure. I'm also new to the game and I'm not entirely sure how scaling works. I'm at level 4 and other than a beefy sneak attack I'm wondering where all that damage comes from, I've seen rogues on Critial Role hit for like 120 or something. 6d6 in a high level rogue only has a maximum of 36 extra damage. I dunno man I'm just liveblogging here at this point.
If an upper tier 2 Rogue (10) is using a magic weapon that adds damage, Sneak Attacks, then crits, the dice can look like :
2d8 weapon + 2d6 bonus + 10d6 sneak + stat
There are also a lot of tables that use an alternate crit system which would look like:
1d8 + 1d6 + 5d6 +5 + 44
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
A Paladin struggling with depression, aka. breaking his oath and becoming an oath breaker(depression), then getting out of depression and do a different oath. If you did this, you could experiment with all the sub classes, and role-playing would be pretty interesting.
Except that's why the character is blind, deaf, and mute. They don't act in combat; only their familiar does. Their turn is basically just the familiar getting an extra one.
Life Advice: If someone annoys you, just cast Prestidigitation on them and soil their pants.
Goobertio is my hired goon (probably paid), and this is my extended signature: (^v^)
I'm a narcissist who's Baalzeboop-given titles are "Precious" and "Hit List Celebrity". Let's see how weird that gets.
Can't believe this isn't more obvious in the 2024 ruleset, but apparently it is...
Dwarven Sharpshooter
Dwarf Thief/Wizard with MI:Wizard using Int as a primary stat. True Strike for attacking. MC Wizard at level 8 for 1 level to get access to True Strike Scrolls early. 2x Shield is also handy. Get Scribe with Skilled Origin Feat to pick up three Int skills on the cheap.
Sharpshooter at level 4 so you can shoot from 320 feet away and at point blank range.
Keen Mind at level 9 to get Study as a bonus action. Study enemies with all your Int skills so you know exactly what you're up against. Reliable Talent plus Expertise means you don't fail your CR+10 DC rolls.
Get Poisoner Kit proficiency so you can use your Nature Expertise to harvest poisons from monsters you fight. DC 20 for extraction. Advantage on the roll because you have Nature prof and Poisoner Kit Proficiency.
Dwarf for the 120' Darkvision. Handy in dungeons and when hunting at night. Middling Stealth with Reliable Talent should be enough to sneak to within 120 feet of most animals, then Steady Aim + Sneak Attack for the kill.
Level 1 Spell Scrolls are listed as a Common Magic Item in the standard Equipment list. Always check for availability. Purchase when available. Do NOT use the purchased scroll. Copy it into your Spellbook. Make new Spell Scrolls during Downtime for half the price. The Rituals are particularly tasty pickups for a Wizard, but having one or two Featherfall Scrolls on you for mishaps is nice.
BA True Strike + Readied Action True Strike is already a known combo; but that can get pricey at 25 gp per round or 100-150 gp per combat encounter. Consider BA Witchbolt for the guaranteed +1d12 damage per round in close combat (within 60 foot range). Fast Hands lets you use a Witchbolt Spell Scroll as a Bonus Action.
Steady Aim + spells gives you additional kit. If you absolutely must Poison something because its attacks are too destructive, Advantage on a Ray of Sickness from a scroll is clutch. No save. You just need to hit. Your own Poisoned Cunning Strike provides a save. Low cost, but risky.