A Kender Battle Master with the Knight of Solamnia background, either Knight or the Crown or of the Sword feat, the Martial Adept feat, and the Fighting Initiate feat to take the Superior Technique Fighting Style. If you focus on a Dex build you only need to worry about 2 stats, so you should have room for all three feats. Your potential for controlling and manipulating the battlefield would be way up there.
Tempest Cleric 2, Sorcerer (x), with the Transmute Spell Metamagic, so once per Short Rest, you can change a spell's damage to Thunder, and deal maximum damage instead of rolling. Fireball, Meteor Swarm, etc.
Can also add +2 levels of Fighter somewhere for Action Surge, and 3 more levels of Cleric for the second Channel Divinity so you can double-fireball at L11 for 96 Thunder Damage to everything in a 20ft radius in one turn.
Take a Bugbear, specifically the Multiverse version. Go for a Dex build, because you want your Initiative as high as possible... consider the Alert Feat when possible. Play Fighter up to level 5... go for EchoKnight. Then take Ranger for 3 levels to get their Dread Ambusher, which gives you an additional attack on the first turn of combat. Multiverse Bugbear deals an additional 2d6 damage on every attack you land on a creature that hasn't taken a turn yet in combat. By character level 8, you can use Dread ambusher, Unleash Incarnation, and Action Surge to get 7 attacks on the first round of combat, each one dealing an additional 2d6 of damage. If you've already got your Echo manifested, you can use your bonus action for Hunter's Mark to boost that damage even further, or potentially take the Crossbow Expert feat to get a bonus action attack that way.
There's also the potential to take the multiclassing even further... like taking Rogue for 3 levels to get Assassin... if you can stealthily ambush a group of enemies, you could potentially output 8 guaranteed critical hit attacks in a single turn. Another option is to go Monk just get Flurry of Blows for 2 bonus action attacks.
Rune Knight is pretty strong on its own. 2nd level spells as a reaction that come back on a short rest? That is more magic than Warlocks.
A combo I like is going Loxodon or Thrikreen for some extra grapples, picking up unarmed fighting, and grab the Eldritch Claw tattoo. Then be a grappling wall of a control character, using Cloud Rune, Flame Rune, and Grappling to incapacitate the enemy.
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I want to know some op multiclass ideas, and some op item combonations
A Kender Battle Master with the Knight of Solamnia background, either Knight or the Crown or of the Sword feat, the Martial Adept feat, and the Fighting Initiate feat to take the Superior Technique Fighting Style. If you focus on a Dex build you only need to worry about 2 stats, so you should have room for all three feats. Your potential for controlling and manipulating the battlefield would be way up there.
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Race: Kobold
Stats: 8 STR, 15 DEX, 14 CON, 8 INT, 13 WIS, 13 CHA
Background: Silverquill Student (Silvery Barbs)
Fighter 1-5 (Archery Battlemaster - Precise Strike) Feat: Sharpshooter
Ranger 6-9 (Gloom Stalker) Feat: XbowXpert
Warlock 10 (Hexblade - Hex Blades Curse)
Fighter 11-16 - Max DEX
Warlock 17
Ranger 18-20
Tempest Cleric 2, Sorcerer (x), with the Transmute Spell Metamagic, so once per Short Rest, you can change a spell's damage to Thunder, and deal maximum damage instead of rolling. Fireball, Meteor Swarm, etc.
Can also add +2 levels of Fighter somewhere for Action Surge, and 3 more levels of Cleric for the second Channel Divinity so you can double-fireball at L11 for 96 Thunder Damage to everything in a 20ft radius in one turn.
Take a Bugbear, specifically the Multiverse version. Go for a Dex build, because you want your Initiative as high as possible... consider the Alert Feat when possible. Play Fighter up to level 5... go for EchoKnight. Then take Ranger for 3 levels to get their Dread Ambusher, which gives you an additional attack on the first turn of combat. Multiverse Bugbear deals an additional 2d6 damage on every attack you land on a creature that hasn't taken a turn yet in combat. By character level 8, you can use Dread ambusher, Unleash Incarnation, and Action Surge to get 7 attacks on the first round of combat, each one dealing an additional 2d6 of damage. If you've already got your Echo manifested, you can use your bonus action for Hunter's Mark to boost that damage even further, or potentially take the Crossbow Expert feat to get a bonus action attack that way.
There's also the potential to take the multiclassing even further... like taking Rogue for 3 levels to get Assassin... if you can stealthily ambush a group of enemies, you could potentially output 8 guaranteed critical hit attacks in a single turn. Another option is to go Monk just get Flurry of Blows for 2 bonus action attacks.
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Rune Knight is pretty strong on its own. 2nd level spells as a reaction that come back on a short rest? That is more magic than Warlocks.
A combo I like is going Loxodon or Thrikreen for some extra grapples, picking up unarmed fighting, and grab the Eldritch Claw tattoo. Then be a grappling wall of a control character, using Cloud Rune, Flame Rune, and Grappling to incapacitate the enemy.