I got invited to play in a battle royale style game and like anybody else, I'd like to win. My only problem is that for the past 4 years I've been playing nothing but homebrew so I'm not as familiar as most when it comes to strong 'cannon' builds.
My only requirements are that the character is LvL 8, multiclassing is allowed, 1 rare item of my choosing, and can spend 500gp on other equipment.
Probably level 8 oath of ancients paladin. The magic item can be a flame tongue greatsword, 500 GP is more than enough to buy Splint and several potion of healing (basics are 25gp each). The subclass comes with ensnaring strike which is as good as any smite you could get, a few other spells to consider are bless (to make attacks land), command (to make enemy drop weapon or focus), heroism (to go on defensive), lesser restoration (just in case), and hex or hunter's mark (if you can for more damage), mostly you should use your slots on divine smite.
Your 2 auras should give you an extra +3 (aim for 16 CHA) to all your saves, and half damage from spells. With defense fighting style you shouldn't have less than 18 AC even with a 2 handed weapon. You can also heal yourself for 40 HP as an action. The idea is to outlast them.
When test building, I went fallen aasimar with resilient CON and magic initiate warlock for hex and EB. Necrotic shroud is even more damage, you will also be resistant to radiant in case there is another paladin. Turn one, get flames and shroud going. Turn 2, hex and start wailing.
I think the only things to worry about would be moon druids, bear barbarians, and maybe rogues.
I've done Battle Royales before. It is very useful to be ranged characters, so you can stay back and not get hit. I'd recommend an Eldritch Blasting Hexblade Warlock, with Agonizing Blast, Repelling Blast to keep those barbarians away from you, Eldritch Spear so you have better range, and Maddening Hex for the Eldritch Invocations. For race, I'd do Variant Human, to take your feat as Spell Sniper. This will double your range for Eldritch Blast, allow you to ignore all cover except total cover, and lets you grab another cantrip, I'd choose message or shocking grasp, vicious mockery could also work well.
The next ability score should increase your Charisma to 18, this is if you're using Point Buy or Standard Array. Your last ASI should go to the War Caster Feat, which will allow you to have a shield in your hand, and a weapon just in case someone comes up to you, and still be able to attack with it. I'd choose your magic item as a Rod of the Pact Keeper or Ring of Free Action. If you want something to increase your survivability for the whole fight, you could choose a Potion of Invulnerability, which essentially doubles your hit points. I wouldn't drink the potion right away, because if you get banished, you have wasted your only magic item, but it could be very useful.
If you want to wait until everyone has killed each other, then come out with full hit points and kill the person who was the victor, be a warforged and any class, get a Portable Hole or Bag of Holding. Go in the extradimensional space after you hide the object some place where someone might never find you, and then just stay in the extradimensional space the whole time. You don't need to breathe, and can just wait till they've killed each other.
Another way to just hold a fort the whole time is to have a Daern's Instant Fortress. Be a longbow based rogue or battlemaster fighter, and go inside the fortress, and just shoot everyone till they're dead. This could work for the warlock I suggested above.
If all else fails, be a Moon Druid. You'll be able to triple your hit points, fly, and kill everyone else.
If all else fails, be a Moon Druid. You'll be able to triple your hit points, fly, and kill everyone else.
I think playing in a "Battle Royale" game , the name of the game will be maintaining hit points, because there will be no one there to pick you up if you drop to zero. And as a Moon Druid you'll get 2 uses of Wildshape before you have to rest to get them back. So that's 2 more pools of hit points you'll have to pull from outside of your normal forms hit point total. And since you're a Druid you'll have access to the "Healing Spirit" spell to heal yourself if you need it. And 2 level 4 spell slots to be able to cast Polymorph from to turn yourself at level 8 into a Giant Ape which has 157 hit points, multiattack, and can throw boulders.
So that's your normal forms hit point total, 2 Wildshape forms hit point totals, and 2 Polymorph forms hit point totals.
You basically can't die, unless everyone else teams up gang up on you.
If all else fails, be a Moon Druid. You'll be able to triple your hit points, fly, and kill everyone else.
I think playing in a "Battle Royale" game , the name of the game will be maintaining hit points, because there will be no one there to pick you up if you drop to zero. And as a Moon Druid you'll get 2 uses of Wildshape before you have to rest to get them back. So that's 2 more pools of hit points you'll have to pull from outside of your normal forms hit point total. And since you're a Druid you'll have access to the "Healing Spirit" spell to heal yourself if you need it. And 2 level 4 spell slots to be able to cast Polymorph from to turn yourself at level 8 into a Giant Ape which has 157 hit points, multiattack, and can throw boulders.
So that's your normal forms hit point total, 2 Wildshape forms hit point totals, and 2 Polymorph forms hit point totals.
You basically can't die, unless everyone else teams up gang up on you.
Go a step farther, be a Warforged Moon Druid with a bag of holding. Take your bag of holding, hide it in a corner somewhere where no one will find it, climb inside, and wait till the others kill each other. Once they're mostly all dead, come out, wild shape your first time, and kill the remaining people as a Quetzalcoatlus, or some other beast.
You're invincible, hidden, and a good damage dealer.
Beware, because if someone has a bag of holding or portable hole, and they discovered your tactic, they can get you out of combat super easily.
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Please check out my homebrew, I would appreciate feedback:
Go a step farther, be a Warforged Moon Druid with a bag of holding. Take your bag of holding, hide it in a corner somewhere where no one will find it, climb inside, and wait till the others kill each other. Once they're mostly all dead, come out, wild shape your first time, and kill the remaining people as a Quetzalcoatlus, or some other beast.
Damn dude! That's some next level thinking right there! Love it!
Beware, because if someone has a bag of holding or portable hole, and they discovered your tactic, they can get you out of combat super easily.
They don't even need to waste their magic item, if they have something pointy or sharp (like any common weapon they will have more than enough money for), they can just stab the bag and send you to the astral plane.
Beware, because if someone has a bag of holding or portable hole, and they discovered your tactic, they can get you out of combat super easily.
They don't even need to waste their magic item, if they have something pointy or sharp (like any common weapon they will have more than enough money for), they can just stab the bag and send you to the astral plane.
This is why it is critical you don't let them know what you're doing. Just say you chose Warforged for the extra skill, poison resistance, and bonus to Armor Class. Don't let them know you're a druid if your DM allows it.
Also, the whole time, just be holding an action to leap out of the bag of holding if you hear anyone come closer, if your DM allows it.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Go a step farther, be a Warforged Moon Druid with a bag of holding. Take your bag of holding, hide it in a corner somewhere where no one will find it, climb inside, and wait till the others kill each other. Once they're mostly all dead, come out, wild shape your first time, and kill the remaining people as a Quetzalcoatlus, or some other beast.
Damn dude! That's some next level thinking right there! Love it!
Thanks! OP builds/exploits are my specialty (along with DMing).
Also, if you take damage before going in the bag of holding, just hiding in there and casting Healing Spirit, or Cure Wounds can help you stay alive in the long game.
Spells don't really matter in this build. You'll be focused on hiding and keeping your HP up. Healing Spells will be useful, but if you want to cast some concentration spells before going into Wild Shape, Wrath of Nature (depending on the environment), Antilife Shell can be useful to keep people away from you, Conjure Elemental to wreak havoc among those that you hate, Geas to turn someone on your side, or Conjure Woodland Beings (to summon pixies to polymorph enemies into frogs so they can't do anything, or just summon some fey to help you in combat.
Tip, pixies can polymorph you while in a wild shaped form, giving you the ability to polymorph your Quetzalcoatlus self into Giant Boar or other beasts.
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Please check out my homebrew, I would appreciate feedback:
For the bag trick, be sure to discuss it with the DM first. Unlike a portable hole, there is no set rule for being able to get out of it once you are in. It only says it takes an action to retrieve an item, but retrieve doesn't mean escape or climb out.
It would work with a bag of holding or portable hole.
A quick google search shows there are varying opinions on that assumption. Jeremy Crawford has put out a tweet saying that it can be opened from the inside. But as I'm sure you've seen in these forums and in others, there are a ton of DM's that don't consider his tweets official rulings. Not trying to start a back and forth on whether it would work, just advising that there is some grey area on it, and would be with going over it with the DM. If you are the actual DM that is running the OP's game, then that solves the problem.
I wasn't trying to start a debate about opening one from the inside, I was just adding that if your DM is possibly not going to allow you to open a bag from the inside, that you could use a portable hole instead.
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Please check out my homebrew, I would appreciate feedback:
If you are in an area with darkness Gloom Stalker Ranger becomes Broken and if you toss in Rogue assassin your damage out put will be god tier, and if you go with Tabaxi for race you can double your movement for free every other turn (assuming that you don't move on the off turn), plus you will get proficiency in Stealth from Tabaxi and a climbing speed, you will use the Rogue's expertise in Stealth and probably either Perception or Acrobatics. You should also take the Dual wielder feat if your running this set and do two weapon fighting as your fighting style, this will allow you to dual wield rapiers effectively, and since if you take 3 levels in rogue (just enough to get assassin) you will still have five levels in Ranger which would mean you get three attacks per turn. on top that take Hunter's Mark as a spell. First turn use your bonus action to cast hunter's Mark from there you will use the bonus actions for to weapon fighting, or taking the dodge/hide action. You could also lean more heavily into ranged combat, taking the Skulker Feat and Archery for your fighting style, using your feline Agility to stay away, Hunter's Mark and sneak attack to deal extra damage, and when you aren't using your bonus action, to cast Hunter's mark you can take the dash action in combination with feline agility to move 120' in one turn, and if it is your off turn you can take the Dodge action. You will want to wear Studded Leather Armor which will give you a 17 (or 18 if you go the Dual wielder route) AC assuming you have a Dexterity score of 20. As for Magic Item I would take a +2 weapon (longbow if going ranged, or Rapier if going Dual-wielder) since a flame tongue will reveal your location. You could also Go Sharpshooter instead of Skulker if you are running the ranged version.
You could also choose to go Tabaxi Kensei Monk, Mobile and Sharp Shooter Feat, Take Longbow, Long sword and Whip as your Kensei weapon. As for your Magic Item go with Bracers of Defense. With a walking speed of 55' and the potential to go 220' in one turn, the strategy is to stay out the reach of your enemies while taking them out. Use Kensei's shot as you bonus action on your turns to deal extra damage with your long bow. With this strategy they will have to either teleport thus wasting a spell slot, in which case you can just use feline agility and the dash action to go 220' away, or hit you with range which they would need the spell sniper or Sharpshooter Feat to do, and even then you could relatively easily have an AC of 20 -- the only other classes that could have a 20 AC with your rules are Armorer Artificers, Barbarians (who couldn't touch you unless they were running a very poorly optimized and weird set), Life, Nature, Tempest, War, Order, Forge and Twilight Clerics, Defensively based Fighters, and Paladins -- not to mention you would have Deflect missiles to significantly reduce the damage you take from ranged weapons. So, the only way to touch you would be a Wizard, Sorcerer, or Warlock (assuming they don't gang up on you) and they would have to take Spell sniper to do so, and the only real threat would be Hexblade Warlock or Maybe Fiend Warlock (both with Spell Sniper).
Otherwise Circle of the Moon Druid is the way to go, taking the tough feat, taking Healing Spirit, Cure Wounds, Polymorph, and Conjure Animals for spells, Primal Savagery, Frostbite and Produce Flame for cantrips. For race if you want to utilize the bag of holding trick I would go Warforged, though there could be some questioning over the Druids in ability to wear metal armor. If you are worried about that you can go Air Genasi for Your race which would then allow you to also cast Levitate on the Bag of Holding which would make it even harder for someone to get to it. If you don't want to go with the Bag of holding strategy. Go Hill dwarf which will give you a boost to Hp and the same ASI you would get with Warforged (+2 CON +1 WIS). As for Item I would then go with a +2 shield and take the Shield Master Feat. You could also go wand of fireballs if there are a lot of other players.
I stream on Twitch, where I work on a variety of different D&D related projects (anything from working on a D&D adventure to coding something in Excel). I also help viewers however I can (if they/you want help of course), so feel free to come to a stream and ask questions, bounce ideas off of me or pretty much anything else (barring things that might get me banned), it doesn't need to be D&D related either (I also stream other content, most notably Pokémon).
I stream on Twitch, where I work on a variety of different D&D related projects (anything from working on a D&D adventure to coding something in Excel). I also help viewers however I can (if they/you want help of course), so feel free to come to a stream and ask questions, bounce ideas off of me or pretty much anything else (barring things that might get me banned), it doesn't need to be D&D related either (I also stream other content, most notably Pokémon).
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I got invited to play in a battle royale style game and like anybody else, I'd like to win. My only problem is that for the past 4 years I've been playing nothing but homebrew so I'm not as familiar as most when it comes to strong 'cannon' builds.
My only requirements are that the character is LvL 8, multiclassing is allowed, 1 rare item of my choosing, and can spend 500gp on other equipment.
Probably level 8 oath of ancients paladin. The magic item can be a flame tongue greatsword, 500 GP is more than enough to buy Splint and several potion of healing (basics are 25gp each). The subclass comes with ensnaring strike which is as good as any smite you could get, a few other spells to consider are bless (to make attacks land), command (to make enemy drop weapon or focus), heroism (to go on defensive), lesser restoration (just in case), and hex or hunter's mark (if you can for more damage), mostly you should use your slots on divine smite.
Your 2 auras should give you an extra +3 (aim for 16 CHA) to all your saves, and half damage from spells. With defense fighting style you shouldn't have less than 18 AC even with a 2 handed weapon. You can also heal yourself for 40 HP as an action. The idea is to outlast them.
When test building, I went fallen aasimar with resilient CON and magic initiate warlock for hex and EB. Necrotic shroud is even more damage, you will also be resistant to radiant in case there is another paladin. Turn one, get flames and shroud going. Turn 2, hex and start wailing.
I think the only things to worry about would be moon druids, bear barbarians, and maybe rogues.
I've done Battle Royales before. It is very useful to be ranged characters, so you can stay back and not get hit. I'd recommend an Eldritch Blasting Hexblade Warlock, with Agonizing Blast, Repelling Blast to keep those barbarians away from you, Eldritch Spear so you have better range, and Maddening Hex for the Eldritch Invocations. For race, I'd do Variant Human, to take your feat as Spell Sniper. This will double your range for Eldritch Blast, allow you to ignore all cover except total cover, and lets you grab another cantrip, I'd choose message or shocking grasp, vicious mockery could also work well.
The next ability score should increase your Charisma to 18, this is if you're using Point Buy or Standard Array. Your last ASI should go to the War Caster Feat, which will allow you to have a shield in your hand, and a weapon just in case someone comes up to you, and still be able to attack with it. I'd choose your magic item as a Rod of the Pact Keeper or Ring of Free Action. If you want something to increase your survivability for the whole fight, you could choose a Potion of Invulnerability, which essentially doubles your hit points. I wouldn't drink the potion right away, because if you get banished, you have wasted your only magic item, but it could be very useful.
If you want to wait until everyone has killed each other, then come out with full hit points and kill the person who was the victor, be a warforged and any class, get a Portable Hole or Bag of Holding. Go in the extradimensional space after you hide the object some place where someone might never find you, and then just stay in the extradimensional space the whole time. You don't need to breathe, and can just wait till they've killed each other.
Another way to just hold a fort the whole time is to have a Daern's Instant Fortress. Be a longbow based rogue or battlemaster fighter, and go inside the fortress, and just shoot everyone till they're dead. This could work for the warlock I suggested above.
If all else fails, be a Moon Druid. You'll be able to triple your hit points, fly, and kill everyone else.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think playing in a "Battle Royale" game , the name of the game will be maintaining hit points, because there will be no one there to pick you up if you drop to zero. And as a Moon Druid you'll get 2 uses of Wildshape before you have to rest to get them back. So that's 2 more pools of hit points you'll have to pull from outside of your normal forms hit point total. And since you're a Druid you'll have access to the "Healing Spirit" spell to heal yourself if you need it. And 2 level 4 spell slots to be able to cast Polymorph from to turn yourself at level 8 into a Giant Ape which has 157 hit points, multiattack, and can throw boulders.
So that's your normal forms hit point total, 2 Wildshape forms hit point totals, and 2 Polymorph forms hit point totals.
You basically can't die, unless everyone else teams up gang up on you.
Go a step farther, be a Warforged Moon Druid with a bag of holding. Take your bag of holding, hide it in a corner somewhere where no one will find it, climb inside, and wait till the others kill each other. Once they're mostly all dead, come out, wild shape your first time, and kill the remaining people as a Quetzalcoatlus, or some other beast.
You're invincible, hidden, and a good damage dealer.
Beware, because if someone has a bag of holding or portable hole, and they discovered your tactic, they can get you out of combat super easily.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Damn dude! That's some next level thinking right there! Love it!
They don't even need to waste their magic item, if they have something pointy or sharp (like any common weapon they will have more than enough money for), they can just stab the bag and send you to the astral plane.
This is why it is critical you don't let them know what you're doing. Just say you chose Warforged for the extra skill, poison resistance, and bonus to Armor Class. Don't let them know you're a druid if your DM allows it.
Also, the whole time, just be holding an action to leap out of the bag of holding if you hear anyone come closer, if your DM allows it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Thanks! OP builds/exploits are my specialty (along with DMing).
Also, if you take damage before going in the bag of holding, just hiding in there and casting Healing Spirit, or Cure Wounds can help you stay alive in the long game.
Spells don't really matter in this build. You'll be focused on hiding and keeping your HP up. Healing Spells will be useful, but if you want to cast some concentration spells before going into Wild Shape, Wrath of Nature (depending on the environment), Antilife Shell can be useful to keep people away from you, Conjure Elemental to wreak havoc among those that you hate, Geas to turn someone on your side, or Conjure Woodland Beings (to summon pixies to polymorph enemies into frogs so they can't do anything, or just summon some fey to help you in combat.
Tip, pixies can polymorph you while in a wild shaped form, giving you the ability to polymorph your Quetzalcoatlus self into Giant Boar or other beasts.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
For the bag trick, be sure to discuss it with the DM first. Unlike a portable hole, there is no set rule for being able to get out of it once you are in. It only says it takes an action to retrieve an item, but retrieve doesn't mean escape or climb out.
It would work with a bag of holding or portable hole.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
A quick google search shows there are varying opinions on that assumption. Jeremy Crawford has put out a tweet saying that it can be opened from the inside. But as I'm sure you've seen in these forums and in others, there are a ton of DM's that don't consider his tweets official rulings. Not trying to start a back and forth on whether it would work, just advising that there is some grey area on it, and would be with going over it with the DM. If you are the actual DM that is running the OP's game, then that solves the problem.
I wasn't trying to start a debate about opening one from the inside, I was just adding that if your DM is possibly not going to allow you to open a bag from the inside, that you could use a portable hole instead.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
If you are in an area with darkness Gloom Stalker Ranger becomes Broken and if you toss in Rogue assassin your damage out put will be god tier, and if you go with Tabaxi for race you can double your movement for free every other turn (assuming that you don't move on the off turn), plus you will get proficiency in Stealth from Tabaxi and a climbing speed, you will use the Rogue's expertise in Stealth and probably either Perception or Acrobatics. You should also take the Dual wielder feat if your running this set and do two weapon fighting as your fighting style, this will allow you to dual wield rapiers effectively, and since if you take 3 levels in rogue (just enough to get assassin) you will still have five levels in Ranger which would mean you get three attacks per turn. on top that take Hunter's Mark as a spell. First turn use your bonus action to cast hunter's Mark from there you will use the bonus actions for to weapon fighting, or taking the dodge/hide action. You could also lean more heavily into ranged combat, taking the Skulker Feat and Archery for your fighting style, using your feline Agility to stay away, Hunter's Mark and sneak attack to deal extra damage, and when you aren't using your bonus action, to cast Hunter's mark you can take the dash action in combination with feline agility to move 120' in one turn, and if it is your off turn you can take the Dodge action. You will want to wear Studded Leather Armor which will give you a 17 (or 18 if you go the Dual wielder route) AC assuming you have a Dexterity score of 20. As for Magic Item I would take a +2 weapon (longbow if going ranged, or Rapier if going Dual-wielder) since a flame tongue will reveal your location. You could also Go Sharpshooter instead of Skulker if you are running the ranged version.
You could also choose to go Tabaxi Kensei Monk, Mobile and Sharp Shooter Feat, Take Longbow, Long sword and Whip as your Kensei weapon. As for your Magic Item go with Bracers of Defense. With a walking speed of 55' and the potential to go 220' in one turn, the strategy is to stay out the reach of your enemies while taking them out. Use Kensei's shot as you bonus action on your turns to deal extra damage with your long bow. With this strategy they will have to either teleport thus wasting a spell slot, in which case you can just use feline agility and the dash action to go 220' away, or hit you with range which they would need the spell sniper or Sharpshooter Feat to do, and even then you could relatively easily have an AC of 20 -- the only other classes that could have a 20 AC with your rules are Armorer Artificers, Barbarians (who couldn't touch you unless they were running a very poorly optimized and weird set), Life, Nature, Tempest, War, Order, Forge and Twilight Clerics, Defensively based Fighters, and Paladins -- not to mention you would have Deflect missiles to significantly reduce the damage you take from ranged weapons. So, the only way to touch you would be a Wizard, Sorcerer, or Warlock (assuming they don't gang up on you) and they would have to take Spell sniper to do so, and the only real threat would be Hexblade Warlock or Maybe Fiend Warlock (both with Spell Sniper).
Otherwise Circle of the Moon Druid is the way to go, taking the tough feat, taking Healing Spirit, Cure Wounds, Polymorph, and Conjure Animals for spells, Primal Savagery, Frostbite and Produce Flame for cantrips. For race if you want to utilize the bag of holding trick I would go Warforged, though there could be some questioning over the Druids in ability to wear metal armor. If you are worried about that you can go Air Genasi for Your race which would then allow you to also cast Levitate on the Bag of Holding which would make it even harder for someone to get to it. If you don't want to go with the Bag of holding strategy. Go Hill dwarf which will give you a boost to Hp and the same ASI you would get with Warforged (+2 CON +1 WIS). As for Item I would then go with a +2 shield and take the Shield Master Feat. You could also go wand of fireballs if there are a lot of other players.
I stream on Twitch, where I work on a variety of different D&D related projects (anything from working on a D&D adventure to coding something in Excel). I also help viewers however I can (if they/you want help of course), so feel free to come to a stream and ask questions, bounce ideas off of me or pretty much anything else (barring things that might get me banned), it doesn't need to be D&D related either (I also stream other content, most notably Pokémon).
Being stabilized won't help you much in Battle Royales. In my experience, the players will hack at each other until they're sure that you're dead.
Half-Orc with the 'drop to 1 hp instead of 0 once a day' ability is very beneficial and can save your life.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I forgot that you still are unconscious and at 0 Hp if you are stable. I fixed it.
I stream on Twitch, where I work on a variety of different D&D related projects (anything from working on a D&D adventure to coding something in Excel). I also help viewers however I can (if they/you want help of course), so feel free to come to a stream and ask questions, bounce ideas off of me or pretty much anything else (barring things that might get me banned), it doesn't need to be D&D related either (I also stream other content, most notably Pokémon).