So yeah i kinda wanna try doing multiclass next time
so yeah usually in most video games...i tend to go
1. Melee DPS, Spell sword or something like a monk...just usually like going melee in most games
though siblings mentioned Monk is underpowered in DnD
anyways
------------------------------
Spell Sword -
I like the idea of yeah being a melee fighter sword as main weapon
but combining some range spells for little damage dps like maybe of my ally needs some help dealing with enemy at low hp from a distance cant use melee
and if possible maybe some heals for self
for this....i thinking combining some initial levels of rogue...then rest would be eldritch warrior would that be a good combo?
so thinking.....combining the Eldritch Knight with other some Rogue for better the Sneak Attack , Cunning Action, Expertise or Paladin for some heals?
------------
....some sort of combo mostly designed to stay at the back acting like Range Dps via hoping some spells? and some support heals but also like the idea of having a pet....
So hmmm maybe initial of Paladin so have access to some heal with Lay on hands
so since paladin would be start would give access to heavy armor immediately and better hp?
.......siblings suggested summons are usually high level skill
"....some sort of combo mostly designed to stay at the back acting like Range Dps via hoping some spells? and some support heals but also like the idea of having a pet...."
So yeah i kinda wanna try doing multiclass next time
so yeah usually in most video games...i tend to go
[...]though siblings mentioned Monk is underpowered in DnD
Play for fun, and you don't need to avoid a class completely just because it isn't as powerful as others. D&D is not a video game, it is a TTRPG and it's about sitting around the table and having fun with friends. The DM should give you a chance to shine whatever chance you play, and do remember that you should allow other party members to do their thing even if you want to play a really overpowered build.
Honestly, a flat-out single classed Paladin build would work well. That being said, if you really want to be super powerful and your group is alright with it, a 2 level dip in Moon Druid always works well.
In general, multiclassing weakens a build rather than makes it stronger. What you gain in the new class, you sacrifice in giving up levels/ability score increases in the original. Depending on the character level, this could end up feeling like you've taken two steps back rather than a leap forward.
If you want range, good healing, DPS and the option for melee, I recommend going Gloom Stalker ranger. That subclass has a lot of elements taken from rogue as it is, and they do an extra attack and extra damage on the first round of combat because of Dread Ambusher. With the right spells (Zephyr Strike over Hunter's Mark, for example), you can pretty much pick up the best parts of rogue without losing any levels. Also, while getting a pet isn't a Gloom Stalker thing, many ranger spells would help with that (Animal Friendship, Beast Bond, Speak With Animals, Summon Beast, Conjure Animals...etc.)
If you want major DPS, a little bit of healing, and you don't mind sacrificing range, go full paladin. Once you hit level 5, you can cast Find Steed and give yourself not only an animal friend, but also more combat maneuverability.
Honestly, a flat-out single classed Paladin build would work well. That being said, if you really want to be super powerful and your group is alright with it, a 2 level dip in Moon Druid always works well.
I would not recommend that.
For a start paladins are MAD, you can not afford 13 points in wisdom.
Secondly while a 2nd level moon druid is insanely powerful at level 2 as the character's level up it falls off rapidly. By level 5 you will be significantly weaker than the rest of the party, as at that point your wild shape will change you from a 3rd level paladin with a few extra spells and hp (virtually the same as a one level dip) to a 2nd level moon druid.
Shortly after that you will never wildshape in combat and the second druid level will be useless (and the first level is a poor mc option from a power point of view)
I think you needs are best met with a beastmaster ranger. The subclass used to be a laughing stock but as long as you can use the options in Tasha's it is now pretty decent. You can be predominantly melee (str based) or ranged (dex based) while your beast is melee. You have access to healing along with other spells. At high levels you can have a summon as well as a pet.
To build a powerful character with multiclass you need an option that enhances your features from your main rather than add new ones. You can build an mc character which add features but you do so for roleplay reasons not optimisation.
For what you described, I believe a plain Hexblade mixing Pact Blade invocations and basic Eldritch Blast is well suited.
I would recommend also a Ranger. Regardless if you go Archery or TWF, if you keep your DEX high, you’ll be super capable melee and at long range. You have several amazing spells to increase your combat prowess at melee (Zephyr’s Strike), at range (Ensnaring Strike), and for both scenarios (Hunter’s Mark). Plus also the utility spells that are always great like Absorb Elements, Goodberry, Fog Cloud, Longstrider and etc.
In general, multiclassing weakens a build rather than makes it stronger.
This is not true. Due to the fact that so many classes are so front heavy, you most often gain a lot more from dipping a level or two than you would from another level in your main. Yes, there are of course exceptions to this rule but in general, most buiilds benefit from multiclassing.
I like the idea of yeah being a melee fighter sword as main weapon
but combining some range spells for little damage dps like maybe of my ally needs some help dealing with enemy at low hp from a distance cant use melee
and if possible maybe some heals for self
I'd recommend mixing Fighter + Fiend-Warlock. The breakdown depends on what exactly you want.
More Spell-focused: 2-Fighter -> Fighting Style + Action Surge 5 Fiendlock -> Eldritch Blast, Hex, Hellish Rebuke, Misty Step, Fireball. Invocations: Agonizing Blast, Thirsting Blade, Eldritch Smite., Pact of the Blade. X - Swords Bard.
So yeah i kinda wanna try doing multiclass next time
so yeah usually in most video games...i tend to go
[...]though siblings mentioned Monk is underpowered in DnD
Play for fun, and you don't need to avoid a class completely just because it isn't as powerful as others. D&D is not a video game, it is a TTRPG and it's about sitting around the table and having fun with friends. The DM should give you a chance to shine whatever chance you play, and do remember that you should allow other party members to do their thing even if you want to play a really overpowered build.
This is mainly why I dislike the Tips and Tactics forum. It caters too much to munchkins and powergamers who think TTRPGS are the same thing as video games :/
For what you are asking - melee capability with ranged cantrips and a little more offensive spells try ranger with a 1 level dip into sorcerer, you will need to go Dex based to improve Charisma rather than strength. Doing the dip at level 2 does delay getting your second attack but you have access to the 6 spells from sorceror for the whole time. So, which 6 spells? My recommendations: Cantrips (4): Chill touch (120’ range, necrotic damage, ranged spell attack), Mind Sliver (60’ range, Int save, psychic damage and 1d4 off a save before the end of your next turn), Booming Blade, Green flame blade. this gives you 2 ranged attack cantrips and 2 melee cantrips. The thing to remember about cantrips is that their damage increases with your overall level not your class level.
L1) Thunderwave, Witchbolt - these give you a spell to blast crowds or a different spell to do continuing damage as long as you maintain concentration Sorcerous Origin Features- 2 features depending on the origin you choose - several include additional spells.
with the cantrips (especially Chill Touch) you don’t need a ranged weapon and can focus on a melee based fighting style for your ranger with booming blade and green flame blade helping boost damage in tiers 2+ .
hmmm so far i seem to be leaning towards mixing mostly Eldritch Knight and dip 2 levels in ranger
reason for ranger they have a heal Cantrip and they have other passive also seems generally usefull even at low level
Deft Explorer (Optional) This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
..........
and as fighting style since probably be getting 2 one from Fighter/Eldritch Knight and another one from the Ranger thinking....
from Fighter -
CLose Quarter Shooter - so that wont have issues if ever do range spells at close and from Ranger the Druidic Warrior the Entanglement cantrip from Druid spells seem usefull
now for feat since sibling allow me to have 1 free feat....still browsing through what would the most usefull feat for my build...maybe something to help survibility, something to help improve the healing cantrip from ranger, or something that will help boost damage of spells or melee attack hmmm
general idea is yeah Spellsword
most of the time still be doing melee damage dealing using sword and such and maybe some spells to assist/boost damage
and yeah the range dps spells are mostly to help allies at a distance like maybe have an ally needs some help with some damage dealing but cant get close
or maybe finish off a low hp enemy at a distance
...or yeah some spells like the druid entanglement thing to help ally so that enemy wont get close to range dps/support in my party etc
now for feat since sibling allow me to have 1 free feat....still browsing through what would the most usefull feat for my build...maybe something to help survibility, something to help improve the healing cantrip from ranger, or something that will help boost damage of spells or melee attack hmmm
general idea is yeah Spellsword
most of the time still be doing melee damage dealing using sword and such and maybe some spells to assist/boost damage
and yeah the range dps spells are mostly to help allies at a distance like maybe have an ally needs some help with some damage dealing but cant get close
or maybe finish off a low hp enemy at a distance
...or yeah some spells like the druid entanglement thing to help ally so that enemy wont get close to range dps/support in my party etc
Just go with what sounds fun and/or fits your character thematically. And talk to the other players and the DM about it. Nobody likes a "I am amazing at everything and can solve every problem" character.
hmmm so far i seem to be leaning towards mixing mostly Eldritch Knight and dip 2 levels in ranger
reason for ranger they have a heal Cantrip and they have other passive also seems generally usefull even at low level
Deft Explorer (Optional) This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
..........
and as fighting style since probably be getting 2 one from Fighter/Eldritch Knight and another one from the Ranger thinking....
from Fighter -
CLose Quarter Shooter - so that wont have issues if ever do range spells at close and from Ranger the Druidic Warrior the Entanglement cantrip from Druid spells seem usefull
Sorry what are you talking about? There are no healling cantrips, Entangle is a 1st level spell not a cantrip, Close Quarter Shooter isn't a thing? Are you sure you are talking about 5e?
So, the tricky thing about multiclassing Eldritch Knight and Ranger is that EK's cast spells using INT, while Rangers cast spells using WIS, so the two of them won't pair very well together. On top of that, you need to take the Druidic Warrior Fighting Style to learn Cantrips as a Ranger.
If you're only planning a two-level dip into another class just to get access to healing spells, I would recommend the INT-based Artificer instead of Ranger. Artificers have a Prepared spell list, so you can prepare whichever first level Artificer spells will be most useful to you in a given day. With two levels you'll also get access to Item Infusions... you can use this to create your own +1 Bow that produces its own arrows, and you could also create a Homonculus Servant as a means to have a summoned ally to help you... it won't be great in combat, but it does have a simple attack it can perform.
So, the tricky thing about multiclassing Eldritch Knight and Ranger is that EK's cast spells using INT, while Rangers cast spells using WIS, so the two of them won't pair very well together. On top of that, you need to take the Druidic Warrior Fighting Style to learn Cantrips as a Ranger.
If you're only planning a two-level dip into another class just to get access to healing spells, I would recommend the INT-based Artificer instead of Ranger. Artificers have a Prepared spell list, so you can prepare whichever first level Artificer spells will be most useful to you in a given day. With two levels you'll also get access to Item Infusions... you can use this to create your own +1 Bow that produces its own arrows, and you could also create a Homonculus Servant as a means to have a summoned ally to help you... it won't be great in combat, but it does have a simple attack it can perform.
INT is completely unnecessary for EK. The only spell you might want where it would come into play is a ranged cantrip, but even then getting Druidic Warrior and taking Magic Stone would be better than any Wizard Ranged cantrip.
So yeah i kinda wanna try doing multiclass next time
so yeah usually in most video games...i tend to go
1. Melee DPS, Spell sword or something like a monk...just usually like going melee in most games
though siblings mentioned Monk is underpowered in DnD
anyways
------------------------------
Spell Sword -
I like the idea of yeah being a melee fighter sword as main weapon
but combining some range spells for little damage dps like maybe of my ally needs some help dealing with enemy at low hp from a distance cant use melee
and if possible maybe some heals for self
for this....i thinking combining some initial levels of rogue...then rest would be eldritch warrior would that be a good combo?
so thinking.....combining the Eldritch Knight with other some Rogue for better the Sneak Attack , Cunning Action, Expertise or Paladin for some heals?
------------
....some sort of combo mostly designed to stay at the back acting like Range Dps via hoping some spells? and some support heals but also like the idea of having a pet....
So hmmm maybe initial of Paladin so have access to some heal with Lay on hands
so since paladin would be start would give access to heavy armor immediately and better hp?
.......siblings suggested summons are usually high level skill
so maybe Paladin + hmm still checking the classes
"....some sort of combo mostly designed to stay at the back acting like Range Dps via hoping some spells? and some support heals but also like the idea of having a pet...."
This is a ranger
Artificier Battesmith sounds fun also having a robot pet thing....
but thinking what can other class can combine with for some access to some other decent Range Attack Spells
and maybe some heals....maybe some passive skills/feats to make build more survivable/a little more tanky
Play for fun, and you don't need to avoid a class completely just because it isn't as powerful as others. D&D is not a video game, it is a TTRPG and it's about sitting around the table and having fun with friends. The DM should give you a chance to shine whatever chance you play, and do remember that you should allow other party members to do their thing even if you want to play a really overpowered build.
Honestly, a flat-out single classed Paladin build would work well. That being said, if you really want to be super powerful and your group is alright with it, a 2 level dip in Moon Druid always works well.
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HERE.If you want to get the most out of Artificer you should never multiclass it.
In general, multiclassing weakens a build rather than makes it stronger. What you gain in the new class, you sacrifice in giving up levels/ability score increases in the original. Depending on the character level, this could end up feeling like you've taken two steps back rather than a leap forward.
If you want range, good healing, DPS and the option for melee, I recommend going Gloom Stalker ranger. That subclass has a lot of elements taken from rogue as it is, and they do an extra attack and extra damage on the first round of combat because of Dread Ambusher. With the right spells (Zephyr Strike over Hunter's Mark, for example), you can pretty much pick up the best parts of rogue without losing any levels. Also, while getting a pet isn't a Gloom Stalker thing, many ranger spells would help with that (Animal Friendship, Beast Bond, Speak With Animals, Summon Beast, Conjure Animals...etc.)
If you want major DPS, a little bit of healing, and you don't mind sacrificing range, go full paladin. Once you hit level 5, you can cast Find Steed and give yourself not only an animal friend, but also more combat maneuverability.
I would not recommend that.
For a start paladins are MAD, you can not afford 13 points in wisdom.
Secondly while a 2nd level moon druid is insanely powerful at level 2 as the character's level up it falls off rapidly. By level 5 you will be significantly weaker than the rest of the party, as at that point your wild shape will change you from a 3rd level paladin with a few extra spells and hp (virtually the same as a one level dip) to a 2nd level moon druid.
Shortly after that you will never wildshape in combat and the second druid level will be useless (and the first level is a poor mc option from a power point of view)
I think you needs are best met with a beastmaster ranger. The subclass used to be a laughing stock but as long as you can use the options in Tasha's it is now pretty decent. You can be predominantly melee (str based) or ranged (dex based) while your beast is melee. You have access to healing along with other spells. At high levels you can have a summon as well as a pet.
To build a powerful character with multiclass you need an option that enhances your features from your main rather than add new ones. You can build an mc character which add features but you do so for roleplay reasons not optimisation.
For what you described, I believe a plain Hexblade mixing Pact Blade invocations and basic Eldritch Blast is well suited.
I would recommend also a Ranger. Regardless if you go Archery or TWF, if you keep your DEX high, you’ll be super capable melee and at long range. You have several amazing spells to increase your combat prowess at melee (Zephyr’s Strike), at range (Ensnaring Strike), and for both scenarios (Hunter’s Mark). Plus also the utility spells that are always great like Absorb Elements, Goodberry, Fog Cloud, Longstrider and etc.
This is not true. Due to the fact that so many classes are so front heavy, you most often gain a lot more from dipping a level or two than you would from another level in your main. Yes, there are of course exceptions to this rule but in general, most buiilds benefit from multiclassing.
I'd recommend mixing Fighter + Fiend-Warlock. The breakdown depends on what exactly you want.
More Spell-focused:
2-Fighter -> Fighting Style + Action Surge
5 Fiendlock -> Eldritch Blast, Hex, Hellish Rebuke, Misty Step, Fireball. Invocations: Agonizing Blast, Thirsting Blade, Eldritch Smite., Pact of the Blade.
X - Swords Bard.
More Sword-focused:
5-Eldritch Knight Fighter -> Fighting Style, Action Surge, Extra Attack. Spells: Shield, Absorb Elements, Protect G/E.
2 - Fiendlock -> Eldritch Blast, Hex, Hellish Rebuke. Invocations: Agonizing Blast, Misty Visions.
This is mainly why I dislike the Tips and Tactics forum. It caters too much to munchkins and powergamers who think TTRPGS are the same thing as video games :/
[REDACTED]
For what you are asking - melee capability with ranged cantrips and a little more offensive spells try ranger with a 1 level dip into sorcerer, you will need to go Dex based to improve Charisma rather than strength. Doing the dip at level 2 does delay getting your second attack but you have access to the 6 spells from sorceror for the whole time. So, which 6 spells?
My recommendations:
Cantrips (4): Chill touch (120’ range, necrotic damage, ranged spell attack), Mind Sliver (60’ range, Int save, psychic damage and 1d4 off a save before the end of your next turn), Booming Blade, Green flame blade.
this gives you 2 ranged attack cantrips and 2 melee cantrips. The thing to remember about cantrips is that their damage increases with your overall level not your class level.
L1) Thunderwave, Witchbolt - these give you a spell to blast crowds or a different spell to do continuing damage as long as you maintain concentration
Sorcerous Origin Features- 2 features depending on the origin you choose - several include additional spells.
with the cantrips (especially Chill Touch) you don’t need a ranged weapon and can focus on a melee based fighting style for your ranger with booming blade and green flame blade helping boost damage in tiers 2+ .
Wisea$$ DM and Player since 1979.
hmmm so far i seem to be leaning towards
mixing mostly Eldritch Knight
and dip 2 levels in ranger
reason for ranger
they have a heal Cantrip
and they have other passive also seems generally usefull even at low level
Deft Explorer (Optional)
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
..........
and as fighting style
since probably be getting 2 one from Fighter/Eldritch Knight and another one from the Ranger
thinking....
from Fighter -
CLose Quarter Shooter - so that wont have issues if ever do range spells at close
and from Ranger the Druidic Warrior
the Entanglement cantrip from Druid spells seem usefull
now for feat
since sibling allow me to have 1 free feat....still browsing through what
would the most usefull feat for my build...maybe something to help survibility, something
to help improve the healing cantrip from ranger, or something that will help boost damage
of spells or melee attack hmmm
general idea is yeah Spellsword
most of the time still be doing melee damage dealing using sword and such
and maybe some spells to assist/boost damage
and yeah the range dps spells are mostly to help allies at a distance
like maybe have an ally needs some help with some damage dealing but cant get close
or maybe finish off a low hp enemy at a distance
...or yeah some spells like the druid entanglement thing to help ally so that enemy
wont get close to range dps/support in my party etc
Just go with what sounds fun and/or fits your character thematically. And talk to the other players and the DM about it. Nobody likes a "I am amazing at everything and can solve every problem" character.
[REDACTED]
Sorry what are you talking about? There are no healling cantrips, Entangle is a 1st level spell not a cantrip, Close Quarter Shooter isn't a thing? Are you sure you are talking about 5e?
I suspect the DM has a lot of homebrew alterations that or they are running 1D&D and have retitled xbe to close quarters shooter.
Wisea$$ DM and Player since 1979.
So, the tricky thing about multiclassing Eldritch Knight and Ranger is that EK's cast spells using INT, while Rangers cast spells using WIS, so the two of them won't pair very well together. On top of that, you need to take the Druidic Warrior Fighting Style to learn Cantrips as a Ranger.
If you're only planning a two-level dip into another class just to get access to healing spells, I would recommend the INT-based Artificer instead of Ranger. Artificers have a Prepared spell list, so you can prepare whichever first level Artificer spells will be most useful to you in a given day. With two levels you'll also get access to Item Infusions... you can use this to create your own +1 Bow that produces its own arrows, and you could also create a Homonculus Servant as a means to have a summoned ally to help you... it won't be great in combat, but it does have a simple attack it can perform.
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INT is completely unnecessary for EK. The only spell you might want where it would come into play is a ranged cantrip, but even then getting Druidic Warrior and taking Magic Stone would be better than any Wizard Ranged cantrip.
I just can not see multi classing when you have a thousand sub-classes that could do essentially the very same thing you want.
Multi classing two full caster classes just makes them both weaker in the long run than they could be individually.