Can discuss over discord if need be but I'm new to DnD mechanics. I'm a long time viewer of CR so I know the general basics of action/bonus action and stuff like that. However there's a lot of nuances in character building I don't "get".
Basically, I want something I code as a "John Wick" build. I want to be incredibly deadly in close-quarters combat, preferably with firearms (but maybe not, because apparently firearms get penalties if it's within melee range?). I don't know if it's public but my profile hosts one character sheet that's a level 20 Rogue/Monk, evenly split just because I don't really know what all I can get out of multiclassing into monk. Not sure if it'd be more practical to just lean more into the monk side of things or not. I feel like leaning towards monk might go more towards the 'idea' I have in my mind but Rogue also gets some bonuses to grappling. I really just don't know what I'm doing.
Honestly this site is great but even the character builder isn't terribly "clear" on what leveling a character looks like.
The Battlemaster Fighter will give you the most melee options, and the highest number of sustainable attacks every turn past mid-levels.
You can also take the "Unarmed Fighting Style" which makes your unarmed strikes more effective. However, your unarmed attacks use your strength, whereas if you use a shortsword, you can use your Dexterity, which is what your ranged attacks will use, so it'd be more optimized to go with the Dex build, but you could pursue a balanced Str & Dex build if you want.
The Crossbow Expert Feat allows you to make all ranged attacks in melee range without Disadvantage, including spells and firearms. And if you go with a hand-crossbow instead of a firearm, you can take your full attack action in melee, then use your bonus action to make an additional attack with the hand crossbow in your off-hand.
Either way, you may consider taking a few levels of Artificer for the Repeating Shot Infusion, taking the reloading property away from the ranged weapon and causing it to magically create its own ammo every time you shoot it.
Taking that all into account:
Variant Human with the Crossbow Expert Feat, starting with 5 levels of Battlemaster Fighter for your extra attack and additional ability score increase for Dexterity (which should be an 18 now if you used point buy or the standard array). Then if it doesn't look like your DM will be giving you an enchanted hand-crossbow that produces its own ammunition, you might consider two levels of Artificer. Alternatively you could just go full Fighter, using your Attack Actions in melee every turn, and alternating turns with your Bonus Actions shooting with the Hand Crossbow, and reloading it. The latter is what I'd recommend.
The Battlemaster Fighter will give you the most melee options, and the highest number of sustainable attacks every turn past mid-levels.
You can also take the "Unarmed Fighting Style" which makes your unarmed strikes more effective. However, your unarmed attacks use your strength, whereas if you use a shortsword, you can use your Dexterity, which is what your ranged attacks will use, so it'd be more optimized to go with the Dex build, but you could pursue a balanced Str & Dex build if you want.
The Crossbow Expert Feat allows you to make all ranged attacks in melee range without Disadvantage, including spells and firearms. And if you go with a hand-crossbow instead of a firearm, you can take your full attack action in melee, then use your bonus action to make an additional attack with the hand crossbow in your off-hand.
Either way, you may consider taking a few levels of Artificer for the Repeating Shot Infusion, taking the reloading property away from the ranged weapon and causing it to magically create its own ammo every time you shoot it.
Taking that all into account:
Variant Human with the Crossbow Expert Feat, starting with 5 levels of Battlemaster Fighter for your extra attack and additional ability score increase for Dexterity (which should be an 18 now if you used point buy or the standard array). Then if it doesn't look like your DM will be giving you an enchanted hand-crossbow that produces its own ammunition, you might consider two levels of Artificer. Alternatively you could just go full Fighter, using your Attack Actions in melee every turn, and alternating turns with your Bonus Actions shooting with the Hand Crossbow, and reloading it. The latter is what I'd recommend.
I was on the site's discord last night and someone told me about the fighter subclass. I didn't know the gunslinger stuff was under the fighter umbrella (I am very new), so as it stands I have a Rogue 9/ Fighter 11 character sheet which seems to maintain the theme I'm going for.
I'm still fidgeting with her attributes, trying to find a sweet spot. Apparently Grit points are tied to Willpower which complicates my attempt to balance between Dex/Str. My only idea is to sacrifice my Constitution score and turn myself into a glass cannon, as well as tank my Charisma (which I wanted for a good boost to intimidation). I'm not terribly afraid of Crippling Overspecialization, but I also don't want to just take two hits and be down in the fight.
The discord chat did mention Battlemaster but I need the marketplace access for that and I'm broke so I can't see what all that gives.
The Battlemaster Fighter will give you the most melee options, and the highest number of sustainable attacks every turn past mid-levels.
You can also take the "Unarmed Fighting Style" which makes your unarmed strikes more effective. However, your unarmed attacks use your strength, whereas if you use a shortsword, you can use your Dexterity, which is what your ranged attacks will use, so it'd be more optimized to go with the Dex build, but you could pursue a balanced Str & Dex build if you want.
The Crossbow Expert Feat allows you to make all ranged attacks in melee range without Disadvantage, including spells and firearms. And if you go with a hand-crossbow instead of a firearm, you can take your full attack action in melee, then use your bonus action to make an additional attack with the hand crossbow in your off-hand.
Either way, you may consider taking a few levels of Artificer for the Repeating Shot Infusion, taking the reloading property away from the ranged weapon and causing it to magically create its own ammo every time you shoot it.
Taking that all into account:
Variant Human with the Crossbow Expert Feat, starting with 5 levels of Battlemaster Fighter for your extra attack and additional ability score increase for Dexterity (which should be an 18 now if you used point buy or the standard array). Then if it doesn't look like your DM will be giving you an enchanted hand-crossbow that produces its own ammunition, you might consider two levels of Artificer. Alternatively you could just go full Fighter, using your Attack Actions in melee every turn, and alternating turns with your Bonus Actions shooting with the Hand Crossbow, and reloading it. The latter is what I'd recommend.
I was on the site's discord last night and someone told me about the fighter subclass. I didn't know the gunslinger stuff was under the fighter umbrella (I am very new), so as it stands I have a Rogue 9/ Fighter 11 character sheet which seems to maintain the theme I'm going for.
I'm still fidgeting with her attributes, trying to find a sweet spot. Apparently Grit points are tied to Willpower which complicates my attempt to balance between Dex/Str. My only idea is to sacrifice my Constitution score and turn myself into a glass cannon, as well as tank my Charisma (which I wanted for a good boost to intimidation). I'm not terribly afraid of Crippling Overspecialization, but I also don't want to just take two hits and be down in the fight.
The discord chat did mention Battlemaster but I need the marketplace access for that and I'm broke so I can't see what all that gives.
I'll certainly be utilizing some of this intel.
Just so you know, the Gunslinger is homebrew content. It's great if the DM allows it, but that's not guaranteed.
If you have or know a group that meets for D&D in person, most people are happy to let you flip through their books. The community is generally happy to share the hobby. That lets you see the source material first-hand for free without stepping out of legality. I personally prefer physical copies of books over digital copies anyway. But if you're using D&D Beyond, you might like the digital sources better.
And Battle Master is in the Player's Handbook, which if you buy any D&D books, should probably be your first pick, because it covers all of the basics for understanding the game.
As for the Battlemaster: The Fighter's entry starts on pg 70 of the Player's Handbook, and the Battle Master subclass starts on pg73. The Battle Master gives you "Superiority Dice" which is a limited pool of dice that you can add to other rolls you make (like damage) depending on which maneuvers you choose, and the maneuvers have different effects on the targets like knocking them prone, disarming them, etc. At L7 the Battlemaster can observe an opponent to learn some of its stats, at L10 your Superiority dice increase to D10s, and at L15 you regain one Superiority Die at the start of combat if you don't have any.
Variant Human with the Crossbow Expert Feat, starting with 5 levels of Battlemaster Fighter for your extra attack and additional ability score increase for Dexterity (which should be an 18 now if you used point buy or the standard array). Then if it doesn't look like your DM will be giving you an enchanted hand-crossbow that produces its own ammunition, you might consider two levels of Artificer. Alternatively you could just go full Fighter, using your Attack Actions in melee every turn, and alternating turns with your Bonus Actions shooting with the Hand Crossbow, and reloading it. The latter is what I'd recommend.
If you have the Crossbow Expert feat, you can ignore the loading property of crossbows. This means that the Repeating Shot infusion is unnecessary (and it wouldn't be worth the dip anyways). You don't have to (and also aren't able to) use your bonus action to reload a crossbow- if you have a free hand then it is part of the attack, and if you don't then you can't fire it. The most common way Crossbow Expert is used is making your attack action attacks with a hand crossbow, and then firing it again as a bonus action, since a hand crossbow fits the criteria in the Crossbow Expert feat for firing itself (one-handed weapon). Generally wielding a melee weapon and a hand crossbow is pretty useless, especially since you don't have disadvantage from being within 5 feet of an enemy anymore.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Can discuss over discord if need be but I'm new to DnD mechanics. I'm a long time viewer of CR so I know the general basics of action/bonus action and stuff like that. However there's a lot of nuances in character building I don't "get".
Basically, I want something I code as a "John Wick" build. I want to be incredibly deadly in close-quarters combat, preferably with firearms (but maybe not, because apparently firearms get penalties if it's within melee range?). I don't know if it's public but my profile hosts one character sheet that's a level 20 Rogue/Monk, evenly split just because I don't really know what all I can get out of multiclassing into monk. Not sure if it'd be more practical to just lean more into the monk side of things or not. I feel like leaning towards monk might go more towards the 'idea' I have in my mind but Rogue also gets some bonuses to grappling. I really just don't know what I'm doing.
Honestly this site is great but even the character builder isn't terribly "clear" on what leveling a character looks like.
Thus... I need help :/
The Battlemaster Fighter will give you the most melee options, and the highest number of sustainable attacks every turn past mid-levels.
You can also take the "Unarmed Fighting Style" which makes your unarmed strikes more effective. However, your unarmed attacks use your strength, whereas if you use a shortsword, you can use your Dexterity, which is what your ranged attacks will use, so it'd be more optimized to go with the Dex build, but you could pursue a balanced Str & Dex build if you want.
The Crossbow Expert Feat allows you to make all ranged attacks in melee range without Disadvantage, including spells and firearms. And if you go with a hand-crossbow instead of a firearm, you can take your full attack action in melee, then use your bonus action to make an additional attack with the hand crossbow in your off-hand.
Either way, you may consider taking a few levels of Artificer for the Repeating Shot Infusion, taking the reloading property away from the ranged weapon and causing it to magically create its own ammo every time you shoot it.
Taking that all into account:
Variant Human with the Crossbow Expert Feat, starting with 5 levels of Battlemaster Fighter for your extra attack and additional ability score increase for Dexterity (which should be an 18 now if you used point buy or the standard array). Then if it doesn't look like your DM will be giving you an enchanted hand-crossbow that produces its own ammunition, you might consider two levels of Artificer. Alternatively you could just go full Fighter, using your Attack Actions in melee every turn, and alternating turns with your Bonus Actions shooting with the Hand Crossbow, and reloading it. The latter is what I'd recommend.
I was on the site's discord last night and someone told me about the fighter subclass. I didn't know the gunslinger stuff was under the fighter umbrella (I am very new), so as it stands I have a Rogue 9/ Fighter 11 character sheet which seems to maintain the theme I'm going for.
I'm still fidgeting with her attributes, trying to find a sweet spot. Apparently Grit points are tied to Willpower which complicates my attempt to balance between Dex/Str. My only idea is to sacrifice my Constitution score and turn myself into a glass cannon, as well as tank my Charisma (which I wanted for a good boost to intimidation). I'm not terribly afraid of Crippling Overspecialization, but I also don't want to just take two hits and be down in the fight.
The discord chat did mention Battlemaster but I need the marketplace access for that and I'm broke so I can't see what all that gives.
I'll certainly be utilizing some of this intel.
Just so you know, the Gunslinger is homebrew content. It's great if the DM allows it, but that's not guaranteed.
If you have or know a group that meets for D&D in person, most people are happy to let you flip through their books. The community is generally happy to share the hobby. That lets you see the source material first-hand for free without stepping out of legality. I personally prefer physical copies of books over digital copies anyway. But if you're using D&D Beyond, you might like the digital sources better.
And Battle Master is in the Player's Handbook, which if you buy any D&D books, should probably be your first pick, because it covers all of the basics for understanding the game.
As for the Battlemaster: The Fighter's entry starts on pg 70 of the Player's Handbook, and the Battle Master subclass starts on pg73. The Battle Master gives you "Superiority Dice" which is a limited pool of dice that you can add to other rolls you make (like damage) depending on which maneuvers you choose, and the maneuvers have different effects on the targets like knocking them prone, disarming them, etc. At L7 the Battlemaster can observe an opponent to learn some of its stats, at L10 your Superiority dice increase to D10s, and at L15 you regain one Superiority Die at the start of combat if you don't have any.
If you have the Crossbow Expert feat, you can ignore the loading property of crossbows. This means that the Repeating Shot infusion is unnecessary (and it wouldn't be worth the dip anyways). You don't have to (and also aren't able to) use your bonus action to reload a crossbow- if you have a free hand then it is part of the attack, and if you don't then you can't fire it. The most common way Crossbow Expert is used is making your attack action attacks with a hand crossbow, and then firing it again as a bonus action, since a hand crossbow fits the criteria in the Crossbow Expert feat for firing itself (one-handed weapon). Generally wielding a melee weapon and a hand crossbow is pretty useless, especially since you don't have disadvantage from being within 5 feet of an enemy anymore.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)