new to D&D and playing with a group of two other new pc's and a new dm. its slow going and we still learning as we go, starting with mines of phandelver then move on to others. our idea is to play out these characters through multiple campaign till 20 then hopefully will have better understanding of game. My issue is i want to play an archer with longbows since im an avid recurve archery shooter IRL but the other two im with are a barbarian and a druid. im concerned with only one person having any kind of heal for those tough fights and how we would get back up if knocked out. we are okay using some of the added subclasses but knowledge is lacking. My idea was a 4/kinsei 4/gloomstalker 12/fighter. i really like the idea of kinsei and the focus on my weapon being a part of me and the added bonus action damage, then gloomstalker i can take healing hand and with high wisdom it should be decent healing if needed, rest in fighter for the extra stats and attacks and battlemaster. Would this be a decent build or any other options that would just all out be better? its a long read and not well writen but any feedback would be greatly appreciated
So if this is your first time playing I would recommend waiting to play your character a bit before committing to multiclassing, especially into three classes. There is a lot you will be giving up by multiclassing into two new classes and if you are going to use this character up to level 20 then you want to make sure it is the right choice for your character. If you are confident you want to multiclass then there are some things to consider. Which class are you going to be starting as? look at each class' abilities and proficiencies to decide what is going to work best for you from the start. Remember that your stats need to meet both class requirements but given that they are wisdom and dex for these three you should be fine.
If your primary motivation for multiclassing is healing, this may not get the results you want. Depending on when you choose to take levels in ranger, you could only get access to healing much later as you need two levels in ranger before you get spells. With four levels in ranger, you will only have three 1st level spells per long rest. Given that rangers really only have one healing spell in cure wounds (two if you count goodberry) this only gives you the ability to heal with a touch range three times per long rest assuming you don't use any other spells like hunter's mark or disguise self which you would get from being a gloomstalker. So your ability to heal others will be very limited, particularly compared to your druid who will get access to healing word which can be used at range. Still its not a bad idea to have a backup healer should the druid go down or is using best shape more often.
Now your idea is to dip 4 levels into monk and ranger and then the other twelve in fighter. I do not know if this is a correct assumption but it seems like you want 4 levels in each class to get their ability score improvements. If that's the case then consider if those improvements are worth giving up something in another class. Also if you are only going into ranger for healing spells, consider if two spells is all you need to satisfy that role. Gloomstalker is a great class for sneaking and scouting through the dark, but if that isn't something your party is doing very often then its low level benefits may not be worth sacrificing levels in other classes. You like the flavor of your weapon being a part of you so it definitely sounds like you want to get at least three levels in monk. That fourth level will get you another ASI and slow fall which can certainly be useful (and very fun) but is also more situational than the benefits many other classes get. Some other class combos to think of if you want these three classes could be 3/Monk 2/Ranger 15/Fighter or 4/Monk 2/Ranger/ 14/Fighter.
So my recommendation before you plan out all 20 levels of your character is to consider a few things: What class will you start as? LMoP starts you at level 1 and takes you through level 5 if I remember correctly. So you won't be able to make a lot of progress in that module but it will give you a good chance to feel out your character and your party. Based on how you handle combat, roleplaying, storytelling, etc. will help you determine what you think is best for your character. And remember to talk to your DM about these decisions, what feels right for your characters, what to expect from the combat encounters, storytelling, etc. Talk with your group about what your expectations are. If you guys are all about the combat then these combinations for extra damage and combat options are great. But if you guys are more about storytelling then at some point you may feel that these combinations are not what fit your character best. Either option is perfectly fine for how you want to play.
Hope any of this rambling has helped or at least given you some options to consider. Have fun!
it was helpful thank you! we rolled for stats and i got some really good rolls with 18,18,14,13,10,7 so i figured i could throw the 7 into cha and make him very poor at talking with people and very awkward, mostly prefering to talk with his own weapon. nobody knows if the weapon talks back or not. just trying to build a well rounded character around that, fighter isnt a must if something fit better really i just figured 11th level fighter for 3 attacks is hard to pass on an archer.
While the 3 attacks from fighter are nice, remember that fighter 6 gives an extra ASI that you can use to replace the ASI you would be missing out on if you only go for a 2-3 level dip instead of all the way to 4 in one of the other classes.
Otherwise, consider going heavier into ranger with some druid or cleric levels for heavier healing options.
Could always go life domain cleric. Just 3 levels will get you pretty good healing bonuses. I think life cleric 4/ gloomstalker ranger 5/arcane archer 11 would be a good combo down that path (clerics get spiritual weapon for bonus action damage, ranger gets healing spirit for big heals, cleric gets the rest of the healing spells).
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new to D&D and playing with a group of two other new pc's and a new dm. its slow going and we still learning as we go, starting with mines of phandelver then move on to others. our idea is to play out these characters through multiple campaign till 20 then hopefully will have better understanding of game. My issue is i want to play an archer with longbows since im an avid recurve archery shooter IRL but the other two im with are a barbarian and a druid. im concerned with only one person having any kind of heal for those tough fights and how we would get back up if knocked out. we are okay using some of the added subclasses but knowledge is lacking. My idea was a 4/kinsei 4/gloomstalker 12/fighter. i really like the idea of kinsei and the focus on my weapon being a part of me and the added bonus action damage, then gloomstalker i can take healing hand and with high wisdom it should be decent healing if needed, rest in fighter for the extra stats and attacks and battlemaster. Would this be a decent build or any other options that would just all out be better? its a long read and not well writen but any feedback would be greatly appreciated
So if this is your first time playing I would recommend waiting to play your character a bit before committing to multiclassing, especially into three classes. There is a lot you will be giving up by multiclassing into two new classes and if you are going to use this character up to level 20 then you want to make sure it is the right choice for your character. If you are confident you want to multiclass then there are some things to consider. Which class are you going to be starting as? look at each class' abilities and proficiencies to decide what is going to work best for you from the start. Remember that your stats need to meet both class requirements but given that they are wisdom and dex for these three you should be fine.
If your primary motivation for multiclassing is healing, this may not get the results you want. Depending on when you choose to take levels in ranger, you could only get access to healing much later as you need two levels in ranger before you get spells. With four levels in ranger, you will only have three 1st level spells per long rest. Given that rangers really only have one healing spell in cure wounds (two if you count goodberry) this only gives you the ability to heal with a touch range three times per long rest assuming you don't use any other spells like hunter's mark or disguise self which you would get from being a gloomstalker. So your ability to heal others will be very limited, particularly compared to your druid who will get access to healing word which can be used at range. Still its not a bad idea to have a backup healer should the druid go down or is using best shape more often.
Now your idea is to dip 4 levels into monk and ranger and then the other twelve in fighter. I do not know if this is a correct assumption but it seems like you want 4 levels in each class to get their ability score improvements. If that's the case then consider if those improvements are worth giving up something in another class. Also if you are only going into ranger for healing spells, consider if two spells is all you need to satisfy that role. Gloomstalker is a great class for sneaking and scouting through the dark, but if that isn't something your party is doing very often then its low level benefits may not be worth sacrificing levels in other classes. You like the flavor of your weapon being a part of you so it definitely sounds like you want to get at least three levels in monk. That fourth level will get you another ASI and slow fall which can certainly be useful (and very fun) but is also more situational than the benefits many other classes get. Some other class combos to think of if you want these three classes could be 3/Monk 2/Ranger 15/Fighter or 4/Monk 2/Ranger/ 14/Fighter.
So my recommendation before you plan out all 20 levels of your character is to consider a few things: What class will you start as? LMoP starts you at level 1 and takes you through level 5 if I remember correctly. So you won't be able to make a lot of progress in that module but it will give you a good chance to feel out your character and your party. Based on how you handle combat, roleplaying, storytelling, etc. will help you determine what you think is best for your character. And remember to talk to your DM about these decisions, what feels right for your characters, what to expect from the combat encounters, storytelling, etc. Talk with your group about what your expectations are. If you guys are all about the combat then these combinations for extra damage and combat options are great. But if you guys are more about storytelling then at some point you may feel that these combinations are not what fit your character best. Either option is perfectly fine for how you want to play.
Hope any of this rambling has helped or at least given you some options to consider. Have fun!
it was helpful thank you! we rolled for stats and i got some really good rolls with 18,18,14,13,10,7 so i figured i could throw the 7 into cha and make him very poor at talking with people and very awkward, mostly prefering to talk with his own weapon. nobody knows if the weapon talks back or not. just trying to build a well rounded character around that, fighter isnt a must if something fit better really i just figured 11th level fighter for 3 attacks is hard to pass on an archer.
While the 3 attacks from fighter are nice, remember that fighter 6 gives an extra ASI that you can use to replace the ASI you would be missing out on if you only go for a 2-3 level dip instead of all the way to 4 in one of the other classes.
Otherwise, consider going heavier into ranger with some druid or cleric levels for heavier healing options.
Could always go life domain cleric. Just 3 levels will get you pretty good healing bonuses. I think life cleric 4/ gloomstalker ranger 5/arcane archer 11 would be a good combo down that path (clerics get spiritual weapon for bonus action damage, ranger gets healing spirit for big heals, cleric gets the rest of the healing spells).