My formula for the most persuasive and lucky character possible, dms I sincerely apologize. Race: Halfling, lightfoot Ability Score Increase; Charisma +1 Background; Entertainer Bard lvl 5, Colleage of Lore Sorcerer: Wild magic ; lvl 6 Warlock; Pact of the Fiend lvl 6 Cleric Grave Domain; lvl 3 Feat Bountiful luck; Feat: lucky Feat; second chance Magic Item, Tome of leadership and influence Magic Item: Stone of good luck Legendary item; luck blade Epic Boon; boon of luck Ability score increase; levels 12 16 and 19 charisma +2
The items at least are up to the DM to grant, so can't really depend on those. also, this build will only get 3 ASIs and those are spent on feats, so no CHA +2, it will be 16 with standard array.
Yea that's a good point - and you could only really get two more if you dropped Bard to 4 levels instead of 5 and took Warlock and Sorc all the way to 8 each. But then you wouldn't be able to have Cleric at all. Alternatively you could get one more by changing Bard/Cleric from 5/3 to 4/4.
My formula for the most persuasive and lucky character possible, dms I sincerely apologize. Race: Halfling, lightfoot Ability Score Increase; Charisma +1 Background; Entertainer Bard lvl 5, Colleage of Lore Sorcerer: Wild magic ; lvl 6 Warlock; Pact of the Fiend lvl 6 Cleric Grave Domain; lvl 3 Feat Bountiful luck; Feat: lucky Feat; second chance Magic Item, Tome of leadership and influence Magic Item: Stone of good luck Legendary item; luck blade Epic Boon; boon of luck Ability score increase; levels 12 16 and 19 charisma +2
so.... there’s not a lot of information in here on why this character there is more lucky than say a level 20 rogue, halfling, entertainer, same feats and magic items, but obviously doesn’t have the boon....
but has rogue normal things like: Reliable talent and stroke of luck.
Ability Score Increase; Charisma +1/luck if allowed
Background; Entertainer
Bard lvl 5, Colledge of Lore
Sorcerer: Wild magic ; lvl 6
Warlock; Pact of the Fiend lvl 6
Cleric Grave Domain; lvl 1
Wizard school of divination level 2
Feat Bountiful luck;
Feat: lucky
Feat; second chance
Epic Boon; boon of luck
Epic Boon; boon of immortality
Epic Boon; perfect health.
Any other feats, boons, or items you dm provides, that give, advantage, buff, luck, rerolls, bonus dice, or bonus modifiers, to a check.
Assuming you want it to be a seventh ability score, here’s an idea. It expands on the Action Point mechanic from Unearthed Arcana and Eberron Campaign Setting, which I have used often in my games and find quite useful.
When Role playing, use thematic elements when you get lucky, and make a character who believes, he is truly lucky, and knows he can bend luck. Ask the dm in private to describe your abilities as just by chance, and ask him/her about using them discreetly, and if you have a form a communication between, you and the dm so they can add your bonuses discretly be hind his/her screen. Ask if your character class can be discreet, and if you have a backpack to hide your gear in. Do everything in your power to hide your Luck bending from your team to make the story more interesting. Or ask you dm if you can identify as a seperat class at your peak. “Luck bender” If you decide to reveal your abilities, do so in a way that your character is still a lucky little halfling, with the power to controll chance.
Race: Halfling, lightfoot
Ability Score Increase; Charisma +1
Background; Entertainer
Bard lvl 5, Colleage of Lore
Sorcerer: Wild magic ; lvl 6
Warlock; Pact of the Fiend lvl 6
Cleric Grave Domain; lvl 3
Feat Bountiful luck;
Feat: lucky
Feat; second chance
Magic Item, Tome of leadership and influence
Magic Item: Stone of good luck
Legendary item; luck blade
Epic Boon; boon of luck
Ability score increase; levels 12 16 and 19 charisma +2
Add in two levels of Divination Wizard.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
The items at least are up to the DM to grant, so can't really depend on those. also, this build will only get 3 ASIs and those are spent on feats, so no CHA +2, it will be 16 with standard array.
With that as written, you can only get 3 feats or 3 ability score increases
Yea that's a good point - and you could only really get two more if you dropped Bard to 4 levels instead of 5 and took Warlock and Sorc all the way to 8 each. But then you wouldn't be able to have Cleric at all. Alternatively you could get one more by changing Bard/Cleric from 5/3 to 4/4.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
dbl posted. It made me do some robot check.
so.... there’s not a lot of information in here on why this character there is more lucky than say a level 20 rogue, halfling, entertainer, same feats and magic items, but obviously doesn’t have the boon....
but has rogue normal things like: Reliable talent and stroke of luck.
It is true that a group is "lucky" to play a game from 1-20...
Edited:
Luckiest Character Possible
Race:Halfling,lightfoot
Ability Score Increase; Charisma +1/luck if allowed
Background; Entertainer
Bard lvl 5, Colledge of Lore
Sorcerer: Wild magic ; lvl 6
Warlock; Pact of the Fiend lvl 6
Cleric Grave Domain; lvl 1
Wizard school of divination level 2
Feat Bountiful luck;
Feat: lucky
Feat; second chance
Epic Boon; boon of luck
Epic Boon; boon of immortality
Epic Boon; perfect health.
Any other feats, boons, or items you dm provides, that give, advantage, buff, luck, rerolls, bonus dice, or bonus modifiers, to a check.
Assuming you want it to be a seventh ability score, here’s an idea. It expands on the Action Point mechanic from Unearthed Arcana and Eberron Campaign Setting, which I have used often in my games and find quite useful.
When Role playing, use thematic elements when you get lucky, and make a character who believes, he is truly lucky, and knows he can bend luck. Ask the dm in private to describe your abilities as just by chance, and ask him/her about using them discreetly, and if you have a form a communication between, you and the dm so they can add your bonuses discretly be hind his/her screen. Ask if your character class can be discreet, and if you have a backpack to hide your gear in. Do everything in your power to hide your Luck bending from your team to make the story more interesting. Or ask you dm if you can identify as a seperat class at your peak. “Luck bender” If you decide to reveal your abilities, do so in a way that your character is still a lucky little halfling, with the power to controll chance.
This is great!
How would you adjust this for level 10? I'm playing a one-hot soon and this sounds awesome.