I know you said you weren't really looking to multiclass but I have to say the Diviner would fit right in with your concept. Lucky Feat, Bountiful luck would absolutely be a great fit for the theme as well. Maybe a couple levels in wizard just for the diviner subclass and then Arcane Trickster for the rest. Maybe take wizard to 4 at some point just for the feat but that is a choice for you, would also give you some more spell selection/slots at the cost of your rogue progression.
You could always go with a Bard, possibly one of the more martial subclasses to be able to give damage to your teammates with Colege of Valor, or something along those lines, but I would put that at second tier.
Halfling, get Bountiful luck feat first so you can help teammates, an then lucky second is also my suggestion.
"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."
Don't forget the the cantrip Shillelagh isn't a "historical" Shillelagh. The spell allows you to do 1d8 + wis(probably) bludgeoning damage (that is magical) with a club/quarterstaff/etc weilded in one hand. If you want to go full rogue, for example, and dont have a problem reskinning a rapier into a thorny, gnarled twist of briar that does 1d8 + dex piercing damage (not magical) you can avoid multi-classing or taking the Magic Initiate feat. This being said, if you want to be a melee fighter with access to druidic magic theres also the Ranger...
Don't forget the the cantrip Shillelagh isn't a "historical" Shillelagh. The spell allows you to do 1d8 + wis bludgeoning damage (that is magical) with a club/quarterstaff/etc weilded in one hand. If you want to go full rogue, for example, and dont have a problem reskinning a [weapon]rapier[/weapon] into a thorny, gnarled twist of briar that does 1d8 + dex piercing damage (not magical) you can avoid multi-classing or taking the Magic Initiate feat. This being said, if you want to be a melee fighter with access to druidic magic theres also the Ranger...
This is spot on. My leprechaun build would be forest gnome, arcane trickster rogue. Using reskinned rapier for big melee damage.
Well after thinking about it for a few days I think just taking the wizard route with a shillelagh cantrip is the best option after all. I guess I dont have to actully multiclass into rogue to be able to sneak and dodge lol.
Actually the arcane trickster also looks very doable as well, its basically what I wanted to multiclass withought multiclassing. I may very well go with that
I made a leprechaun character and i did two levels in Wizard Diviner and the rest in bard. I like the idea that you're changing people's luck by granting them inspiration, reflavoring the bard a little but still having the portent abilitiy and access to a few Wizard spells that suit the flavour. I think it works pretty well! You dont get Shillelagh though, which is a little bummer, but not the worst
I just recently took a stab at making a Leprechaun-esque character and im already having so much fun with it.
I did a Forest Gnome Swarmkeeper Ranger. I wanted to be ranged but also meddle in nature/fey spells. When i chose my fighting style i chose Druidic Warrior which allows you to take 2 druid cantrips. I obviously took Shillelagh and then i took Guidance.. although that may become irrelevant later on. So at that point ill just take something cool.. like Primal Savagery.. making him a gremlin leprechaun of nightmares.
Eventually i might dual class as an Archfey Warlock or Arcane Trickster Rogue but the latter benefits of Swarmkeeper are too cool to stop progression right now.
So now im pretty much this little leprechaun fellow that shoots arrows, controls a fairy swarm, and whacks people with a magic club.
... with an Irish accent, red close cropped hair and a meticulous groomed beard,
a green top hat with a clover, well tailored clothes, an instrument and a beautiful tenor voice.
A kind word and fanciful saying appropriate to the moment such as "Ah, such a bright summer's day, with the men all a workin' an' gettin' thing done, makes the wive all so happy, and the pub masters too!"
But I think Bards are the most fun, so most of my characters are going to be Bards.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Simply put. This = god of fortune (or the closest thing to it as a character build). You may also consider bountiful luck or second chance feats.
There are multiclasses you can take to lean into your luck and sneakiness themes. Trickster cleric, druid, wild or divine sorcerer. But they use different abilities than Wizard.
Incorrect. The god of luck is a halfling divination wizard 2/ long death monk 14/ bard 2/ divine soul sorcerer 1. oBviously with a level 6 paladin friend, and high level bard. Both eirther concentrating on guidance and resistance. You get proficiencies in all saves- includong death- can reroll 1s, spend a ki point to reroll, spend a ki point to succeed, reroll with lucky, use portent, and add 2d4. Obviously he adds 5 and 1d4 from auras and resistance cantrip, and d12 from bardic inspiration. Checks, he is half proficient, can add a d12, d4, reroll, use lucky or portent. For a death save, you could get +11+3d4+1d12, oe a minimum of 16 rolled. But you can spend a ki point to reroll/ suceed, use portent to predetermine, reroll because you rolled a 1, or use a luck point.
Simply put. This = god of fortune (or the closest thing to it as a character build). You may also consider bountiful luck or second chance feats.
There are multiclasses you can take to lean into your luck and sneakiness themes. Trickster cleric, druid, wild or divine sorcerer. But they use different abilities than Wizard.
Incorrect. The god of luck is a halfling divination wizard 2/ long death monk 14/ bard 2/ divine soul sorcerer 1. oBviously with a level 6 paladin friend, and high level bard. Both eirther concentrating on guidance and resistance. You get proficiencies in all saves- includong death- can reroll 1s, spend a ki point to reroll, spend a ki point to succeed, reroll with lucky, use portent, and add 2d4. Obviously he adds 5 and 1d4 from auras and resistance cantrip, and d12 from bardic inspiration. Checks, he is half proficient, can add a d12, d4, reroll, use lucky or portent. For a death save, you could get +11+3d4+1d12, oe a minimum of 16 rolled. But you can spend a ki point to reroll/ suceed, use portent to predetermine, reroll because you rolled a 1, or use a luck point.
This adds almost no roll manipulation I didn't already mention last year (just the level 14 monk feature for saves). And obviously you can't force your party into certain classes when making your character. And this build is horribly MAD, you can't even get a single 20 without rolling high stats or skipping feats. I don't think this build works outside of theory. And we clearly have different ideas of what a god of fortune is (mine is of being able to change outcomes of any roll, not just pass every check/save).
And you didn't even show your work on your math, I'm not going to build a level 20 character just to see were all those bonuses are coming from.
Anyway, welcome to DDB, try not to argue with year old posts.
I know you said you weren't really looking to multiclass but I have to say the Diviner would fit right in with your concept. Lucky Feat, Bountiful luck would absolutely be a great fit for the theme as well. Maybe a couple levels in wizard just for the diviner subclass and then Arcane Trickster for the rest. Maybe take wizard to 4 at some point just for the feat but that is a choice for you, would also give you some more spell selection/slots at the cost of your rogue progression.
You could always go with a Bard, possibly one of the more martial subclasses to be able to give damage to your teammates with Colege of Valor, or something along those lines, but I would put that at second tier.
Halfling, get Bountiful luck feat first so you can help teammates, an then lucky second is also my suggestion.
"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."
Don't forget the the cantrip Shillelagh isn't a "historical" Shillelagh. The spell allows you to do 1d8 + wis(probably) bludgeoning damage (that is magical) with a club/quarterstaff/etc weilded in one hand. If you want to go full rogue, for example, and dont have a problem reskinning a rapier into a thorny, gnarled twist of briar that does 1d8 + dex piercing damage (not magical) you can avoid multi-classing or taking the Magic Initiate feat. This being said, if you want to be a melee fighter with access to druidic magic theres also the Ranger...
This is spot on. My leprechaun build would be forest gnome, arcane trickster rogue. Using reskinned rapier for big melee damage.
Well after thinking about it for a few days I think just taking the wizard route with a shillelagh cantrip is the best option after all. I guess I dont have to actully multiclass into rogue to be able to sneak and dodge lol.
Actually the arcane trickster also looks very doable as well, its basically what I wanted to multiclass withought multiclassing. I may very well go with that
I made a leprechaun character and i did two levels in Wizard Diviner and the rest in bard. I like the idea that you're changing people's luck by granting them inspiration, reflavoring the bard a little but still having the portent abilitiy and access to a few Wizard spells that suit the flavour. I think it works pretty well! You dont get Shillelagh though, which is a little bummer, but not the worst
Love this thread.
I just recently took a stab at making a Leprechaun-esque character and im already having so much fun with it.
I did a Forest Gnome Swarmkeeper Ranger. I wanted to be ranged but also meddle in nature/fey spells. When i chose my fighting style i chose Druidic Warrior which allows you to take 2 druid cantrips. I obviously took Shillelagh and then i took Guidance.. although that may become irrelevant later on. So at that point ill just take something cool.. like Primal Savagery.. making him a gremlin leprechaun of nightmares.
Eventually i might dual class as an Archfey Warlock or Arcane Trickster Rogue but the latter benefits of Swarmkeeper are too cool to stop progression right now.
So now im pretty much this little leprechaun fellow that shoots arrows, controls a fairy swarm, and whacks people with a magic club.
I would go with Forest Gnome Lore Bard.
... with an Irish accent, red close cropped hair and a meticulous groomed beard,
a green top hat with a clover, well tailored clothes, an instrument and a beautiful tenor voice.
A kind word and fanciful saying appropriate to the moment such as "Ah, such a bright summer's day, with the men all a workin' an' gettin' thing done, makes the wive all so happy, and the pub masters too!"
But I think Bards are the most fun, so most of my characters are going to be Bards.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
How about a firbolg? Just change the sixe to small
Incorrect. The god of luck is a halfling divination wizard 2/ long death monk 14/ bard 2/ divine soul sorcerer 1. oBviously with a level 6 paladin friend, and high level bard. Both eirther concentrating on guidance and resistance. You get proficiencies in all saves- includong death- can reroll 1s, spend a ki point to reroll, spend a ki point to succeed, reroll with lucky, use portent, and add 2d4. Obviously he adds 5 and 1d4 from auras and resistance cantrip, and d12 from bardic inspiration. Checks, he is half proficient, can add a d12, d4, reroll, use lucky or portent. For a death save, you could get +11+3d4+1d12, oe a minimum of 16 rolled. But you can spend a ki point to reroll/ suceed, use portent to predetermine, reroll because you rolled a 1, or use a luck point.
This adds almost no roll manipulation I didn't already mention last year (just the level 14 monk feature for saves). And obviously you can't force your party into certain classes when making your character. And this build is horribly MAD, you can't even get a single 20 without rolling high stats or skipping feats. I don't think this build works outside of theory. And we clearly have different ideas of what a god of fortune is (mine is of being able to change outcomes of any roll, not just pass every check/save).
And you didn't even show your work on your math, I'm not going to build a level 20 character just to see were all those bonuses are coming from.
Anyway, welcome to DDB, try not to argue with year old posts.
Good thing too, cause the character would not be very functional and will probably be rolling these a lot!
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Hi I was struggeling with this and the solution you came up with is genius and helps me a lot! Thanks :)