What are some multiclass combos you love? I personally cannot get enoguh of brute 7/ path of zealot 3. Especially if you are a dual wielder. You can add +1d4 damage to all hits, +1d6+1 necrotic or radiant damage constantly, get great saves, get super high AC without armor and shields and absolutely crush it using feats. Pick up martial adept and tough, and play as a variant human for another martial adept use. You will be godly. The brute is also thematically great with zealot.
I've become rather fond of artificer/wizard combos. There are so many: battle Smith/abjurer defender, battle Smith/war mage gish, artillerist/evoker blaster, alchemist/abjurer support. You could also do theme combos: alchemist/transmuter alchemist, battle smith/conjurer crafter.
What are some multiclass combos you love? I personally cannot get enoguh of brute 7/ path of zealot 3. Especially if you are a dual wielder. You can add +1d4 damage to all hits, +1d6+1 necrotic or radiant damage constantly, get great saves, get super high AC without armor and shields and absolutely crush it using feats. Pick up martial adept and tough, and play as a variant human for another martial adept use. You will be godly. The brute is also thematically great with zealot.
The brute definitely lends itself well to dual wielding since the damage is added to every attack. The Zealot damage works for any weapon type you wield but with dual wielding it becomes more likely to get to use that damage every round which is nice. the part you didn't mention is the +2 damage from the barbarian rage which is also very nice for dual wielding. I will say though that there are a number of handy classes that have a similar extra damage on the first attack that lands, such as Horizon Walker Ranger.
I like Bard Gunslinger as a combo, light on the bard, heavy on the gunslinger. Some useful low level support spells that you don't have to have a high charisma score for them to be useful and the fun attack style of the gunslinger.
I have one I like that is more based around the race, Bugbear Rogue Assassin/Barbarian of any type. Really gets a decent bump to damage if you can get that surprise attack for critical damage while staying just out of melee range with the long arms. The bugbear works exceptionally well in conjunction with another player with sentinel or a similar ability. Could work with Fighter (brute) as well but I like the idea of starting battle with just a ferocious opening attack and then raging immediately afterward. It does require using at least one finesse weapon, but you do not have to use your dex modifier for the attack roll. Probably three levels in the rogue for the assassinate and then more barbarian, eventually pick up one or two extra levels for the ASI and Uncanny Dodge. I think for subclass I would use Ancestral Guardian (although Zealot would work quite well for that extra burst damage on the opener). The ancestral guardian in particular doubles down on someone having sentinel by staying just out of range, and making them deal less damage to anyone else they try to attack that isn't you.
While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Thing I enjoyed. Rogue with wild sorcerer. Then abuse tide of magic for that random d100 roll with sneak attack. Adds plenty of random. Just gotta ask if the dice would be returned as the odds for the chaos and changes to everything could be fun. Especially since there are plenty of table additions out there.
I personally like swashbuckler for this as you get a lot of hit and run without need for disengaging. Though really any archetype is good. Would go for survivability and given some of the things, if you can have some resistance or at least evasion it would be good. Not to mention the ability to add in a feeling of some magic in your blood or suddenly having some strange ability for a few levels is a thing that can be worked in with a bit of awakening later on. Players get powerful at extraordinary rates, maybe it unlocked something. Or they were caught in the crossfire or other magic enough it tainted them.
If your first level is Fighter then you have proficiency in Constitution saving throws. Take the War Caster feat. A War Mage's Arcane Deflection at level 2 can grant +4 to a failed saving throw as a reaction, then at level 10 Durable Magic gives +2 to all saving throws while concentrating on a spell. Finally, a level 9 Fighter has Indomitable allowing you to reroll a failed saving throw.
Since the Fighter can wear Heavy Armor, use a Shield and take the Defense fighting style, you may not get hit in the first place.
When you use the War Mage's Arcane Deflection "you can’t cast spells other than cantrips until the end of your next turn." The Eldritch Knight has War Magic at 7th level, "when you use your action to cast a cantrip, you can make one weapon attack as a bonus action."
All successful weapon attacks, such as the extra one granted by War Magic, allows the level 10 Eldritch Knight to use Eldritch Strike, imposing disadvantage on the next saving throw from a spell you cast before the end of your next turn. Multiclassing 10/10 with War Mage allows you to get up to 5th level spells and 7th level spell slots, useful if you're upcasting spells like cloudkill or cone of cold.
I think most people just do small dips and don’t really progress far into a second class. I for one have a 19 Wizard 1 rogue, Bard 12 Warlock 2, Sorcerer 7 Paladin 2. Basically because the capstone at 20 for the main classes kinda suck. I’d never MC a Druid or a Cleric as you’d lose way too much at 20, probably Barbarian too with the +4 to 2 attributes. The charisma based classes tend to MC the best.
so i need some thoughts on this and a diff point of view. I'm maining blood hunter on my campain, thinkin on takining a 3 lvl dip in shadow sorcerer. the concept is for a shadow wolf only using the spells from the sorcerer to buff maybe take ice knife for the AOE damage. but the main point is the free shadow spell and darkvision of 120ft with the order of lycan fast moving in dim light and darkness and a lot attacking capability. wondering if im missing some downside other than not getting lvl 18 abilites from order of the lycan, no attack spells since cha is a +2
so i need some thoughts on this and a diff point of view. I'm maining blood hunter on my campain, thinkin on takining a 3 lvl dip in shadow sorcerer. the concept is for a shadow wolf only using the spells from the sorcerer to buff maybe take ice knife for the AOE damage. but the main point is the free shadow spell and darkvision of 120ft with the order of lycan fast moving in dim light and darkness and a lot attacking capability. wondering if im missing some downside other than not getting lvl 18 abilites from order of the lycan, no attack spells since cha is a +2
I think MCing into Shadow Sorc is fine but just keep in mind that the Darkness spell can potentially mess with your party. If you're spending sorcery points to cast it, *YOU* can see through it but not your party.
Note that, if you have other spellcasters in your party, there are a lot of spells that will require sight of the target/location and you may be blocking that vision from your teammates.
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What are some multiclass combos you love? I personally cannot get enoguh of brute 7/ path of zealot 3. Especially if you are a dual wielder. You can add +1d4 damage to all hits, +1d6+1 necrotic or radiant damage constantly, get great saves, get super high AC without armor and shields and absolutely crush it using feats. Pick up martial adept and tough, and play as a variant human for another martial adept use. You will be godly. The brute is also thematically great with zealot.
I've become rather fond of artificer/wizard combos. There are so many: battle Smith/abjurer defender, battle Smith/war mage gish, artillerist/evoker blaster, alchemist/abjurer support. You could also do theme combos: alchemist/transmuter alchemist, battle smith/conjurer crafter.
Sounds cool, I'll try one
The brute definitely lends itself well to dual wielding since the damage is added to every attack. The Zealot damage works for any weapon type you wield but with dual wielding it becomes more likely to get to use that damage every round which is nice. the part you didn't mention is the +2 damage from the barbarian rage which is also very nice for dual wielding. I will say though that there are a number of handy classes that have a similar extra damage on the first attack that lands, such as Horizon Walker Ranger.
I like Bard Gunslinger as a combo, light on the bard, heavy on the gunslinger. Some useful low level support spells that you don't have to have a high charisma score for them to be useful and the fun attack style of the gunslinger.
I have one I like that is more based around the race, Bugbear Rogue Assassin/Barbarian of any type. Really gets a decent bump to damage if you can get that surprise attack for critical damage while staying just out of melee range with the long arms. The bugbear works exceptionally well in conjunction with another player with sentinel or a similar ability. Could work with Fighter (brute) as well but I like the idea of starting battle with just a ferocious opening attack and then raging immediately afterward. It does require using at least one finesse weapon, but you do not have to use your dex modifier for the attack roll. Probably three levels in the rogue for the assassinate and then more barbarian, eventually pick up one or two extra levels for the ASI and Uncanny Dodge. I think for subclass I would use Ancestral Guardian (although Zealot would work quite well for that extra burst damage on the opener). The ancestral guardian in particular doubles down on someone having sentinel by staying just out of range, and making them deal less damage to anyone else they try to attack that isn't you.
While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Sounds quite strong
Thing I enjoyed. Rogue with wild sorcerer. Then abuse tide of magic for that random d100 roll with sneak attack. Adds plenty of random. Just gotta ask if the dice would be returned as the odds for the chaos and changes to everything could be fun. Especially since there are plenty of table additions out there.
I personally like swashbuckler for this as you get a lot of hit and run without need for disengaging. Though really any archetype is good. Would go for survivability and given some of the things, if you can have some resistance or at least evasion it would be good. Not to mention the ability to add in a feeling of some magic in your blood or suddenly having some strange ability for a few levels is a thing that can be worked in with a bit of awakening later on. Players get powerful at extraordinary rates, maybe it unlocked something. Or they were caught in the crossfire or other magic enough it tainted them.
Just a fun combo I tried out and kinda enjoyed.
One of the more interesting ideas I've heard, will definitely check out.
Eldritch Knight and War Mage.
If your first level is Fighter then you have proficiency in Constitution saving throws. Take the War Caster feat. A War Mage's Arcane Deflection at level 2 can grant +4 to a failed saving throw as a reaction, then at level 10 Durable Magic gives +2 to all saving throws while concentrating on a spell. Finally, a level 9 Fighter has Indomitable allowing you to reroll a failed saving throw.
Since the Fighter can wear Heavy Armor, use a Shield and take the Defense fighting style, you may not get hit in the first place.
When you use the War Mage's Arcane Deflection "you can’t cast spells other than cantrips until the end of your next turn." The Eldritch Knight has War Magic at 7th level, "when you use your action to cast a cantrip, you can make one weapon attack as a bonus action."
All successful weapon attacks, such as the extra one granted by War Magic, allows the level 10 Eldritch Knight to use Eldritch Strike, imposing disadvantage on the next saving throw from a spell you cast before the end of your next turn. Multiclassing 10/10 with War Mage allows you to get up to 5th level spells and 7th level spell slots, useful if you're upcasting spells like cloudkill or cone of cold.
I think most people just do small dips and don’t really progress far into a second class. I for one have a 19 Wizard 1 rogue, Bard 12 Warlock 2, Sorcerer 7 Paladin 2. Basically because the capstone at 20 for the main classes kinda suck. I’d never MC a Druid or a Cleric as you’d lose way too much at 20, probably Barbarian too with the +4 to 2 attributes. The charisma based classes tend to MC the best.
so i need some thoughts on this and a diff point of view. I'm maining blood hunter on my campain, thinkin on takining a 3 lvl dip in shadow sorcerer. the concept is for a shadow wolf only using the spells from the sorcerer to buff maybe take ice knife for the AOE damage. but the main point is the free shadow spell and darkvision of 120ft with the order of lycan fast moving in dim light and darkness and a lot attacking capability. wondering if im missing some downside other than not getting lvl 18 abilites from order of the lycan, no attack spells since cha is a +2
I think MCing into Shadow Sorc is fine but just keep in mind that the Darkness spell can potentially mess with your party. If you're spending sorcery points to cast it, *YOU* can see through it but not your party.
Note that, if you have other spellcasters in your party, there are a lot of spells that will require sight of the target/location and you may be blocking that vision from your teammates.