If i have to go into a campaign blind, I prefer to go into it with a ranger preferably with a dark vison race or variant human.(pick starting feat based on what you feel you lack) Rangers can adjust Tactics and equipment suited to the campaign. spell choices can also provide coverage for gaps or emergencies as they have subtle ways to creatively solve problems.
As in best build i mean that a combination that goes well really well, like a tortle wizard (ac 17 plus your a wizard) you know just... good combinations
If it's an ocean-faring campaign, and you don't need to dump Charisma, one level of Fathomless Warlock is a great choice for any non-water-breathing race. I personally like the Owlin race, with the Sailor background, taking the first level in Fathomless Warlock, then taking the rest of the levels in Swashbuckler Rogue, making the character equally at home on the ship, in the air, and under the waves.
Taking your first level in Rogue for a Bard character is great for giving you several more Skill proficiencies than you'd otherwise have, and doubling up the number of Expertises you have at L4 (the third Bard level). I particularly like the MMotM Changeling, taking the first level in Rogue, then Eloquence Bard for the next four levels, so at L1 I have Expertise in Deception and Persuasion and at L4 all Persuasion and Deception rolls I make count rolls less than 10 as 10. At L5, that means with 18 Charisma, your minimum outcome for Persuasion and Deception checks is 20.
Warforged Artificer (especially Armorers) gives you great AC, and magical affects you can put on yourself via your armor that others can't take off of you.
Taking either the Quandrix or Witherbloom background, or taking the Mark of Hospitality Halfling, with the Life Cleric class, so you have super-goodberries without having to multiclass.
I have a character who is a bard, but not an adventuring bard - he just tells stories. He is, however, a pyromancer. He's a pact of the fiend warlock, and I have given him Control Flames, Prestidigitation, Thaumaturgy, and every other spell I could to give him special effects. His stories are all sung, woven with images in the flames he surrounds himself with for the telling of the stories. When he speaks, his words turn the campfire into a vision of the tale. He is extremely fun for the sheer volume of effects and possibilities he gets from his spells. He is excellent for roleplay.
For combat, at low levels a Satyr Monk is proving effective - extra jump height + step on the wind makes clearing obstacles trivial, and headbutt is an unarmed strike so can be tacked on to the end of any attack as a bonus action, for 1d6 damage.
Combining Giants Might from the Rune Knight and the Enlarge/Reduce spell is a good way to get a huge character.
You can combine a Bugbear with Astral Projection Monk to get a monk with a melee range of 15ft.
An Aarakokra eldritch knight can form a weapon bond with a giant hammer and then summon it to themselves, whilst flying, to drop on their enemies. Enlarge it for extra effect!
Multiverse Bugbear Gloomstalker Ranger. Pairs well with the Alert Feat for the boost to Initiative, or the Polearm Master feat for the crazy range and bonus action attack. Multiverse Bugbear adds 2d6 damage to every attack against creatures who haven't taken a turn yet in combat... with Polearm Master that can give you 4 attacks in a round at level 5, adding 8d6 on top of the damage you already deal as one of the most potent Ranger subclasses in the game.
Mark of Shadow Elf Arcane Trickster Rogue. Bonus d4 on all Stealth Checks, and the ability to eventually cast Pass Without Trace without multiclassing makes this a truly unstoppable master of stealth. As a bonus, gains the ability to cast Invisibility much earlier than an AT normally gains access to the spell. Might be worth taking the Eldritch Adept feat for Devil's Sight so you can cast darkness on yourself to have constant cover mid-combat.
Changeling Eloquence Bard. The College of Eloquence is damn near broken to begin with, pairing it with the ability to casually change your appearance at zero resource cost and you become the ultimate, unstoppable infiltrator. You're gonna want to get some Glamoured Studded Leather Armor or some other illusory clothing... even a Cloak of Many Fashions is a boon to vanishing into a crowd. Might be worth grabbing the Actor feat... You hardly need the Advantage on Deception, but it's a nice way to basically guarantee success and it helps to get the ability to effortlessly impersonate anyone's voice.
Centaur Zealot Barbarian with the Mobile feat. This boosts your speed to 60 feet per round. Now you can safely stand 30 feet away from an enemy, run at them to trigger your Charge feature to hit them with a bonus action Hoof attack which gets boosted by your Divine Fury, then you still get your two attacks, mobile lets you run back 30 feet without triggering an OA, and you're out of range and ready to do the same thing next round. Also works in reverse if you're tanking... you can start next to the enemy, then just run a loop and slam the enemy then stay on top of them.
Halfling Peace Cleric 1/Divination Wizard 4+. Take the Bountiful Luck feat. Bless, and Silvery Barbs.
You can combo Bless and Emboldening Bond on your allies to buff their rolls. Someone rolled a nat 1? Lucky and Bountiful Luck let you reroll it. Enemy rolled well? Use Silvery Barbs to mess that up and give someone advantage. If the dice gods are determined to eliminate the threat you pose to their power, you have Portent.
Plus you have the healing and armour of a 1st-level cleric on top of wizard utility (and Fireball once you get to wiz 5)
Well as for the topic of good character combinations: plate armor and sheild gives you an AC of 20, and you can weild a longsword in the other hand, pick fighter for dueling and you got a really good fighter.
what if you took away the shield would the damage take be higher or the same without the shield?
Sheilds raise AC, or armor class. If an attack roll is lower then an AC, than no damage is delt. So damage would be the same withought the sheild, but you would be more likely to take damage.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
What do you think the best dnd build is? As in best build I mean best combinations of races, classes and subclasses. (Or more like magic items)
See various other threads, but what do you mean by "best"? Do you mean highest damage, best survivability, best RP opportunities, something else?
If i have to go into a campaign blind, I prefer to go into it with a ranger preferably with a dark vison race or variant human.(pick starting feat based on what you feel you lack) Rangers can adjust Tactics and equipment suited to the campaign. spell choices can also provide coverage for gaps or emergencies as they have subtle ways to creatively solve problems.
As in best build i mean that a combination that goes well really well, like a tortle wizard (ac 17 plus your a wizard) you know just... good combinations
If it's an ocean-faring campaign, and you don't need to dump Charisma, one level of Fathomless Warlock is a great choice for any non-water-breathing race. I personally like the Owlin race, with the Sailor background, taking the first level in Fathomless Warlock, then taking the rest of the levels in Swashbuckler Rogue, making the character equally at home on the ship, in the air, and under the waves.
Taking your first level in Rogue for a Bard character is great for giving you several more Skill proficiencies than you'd otherwise have, and doubling up the number of Expertises you have at L4 (the third Bard level). I particularly like the MMotM Changeling, taking the first level in Rogue, then Eloquence Bard for the next four levels, so at L1 I have Expertise in Deception and Persuasion and at L4 all Persuasion and Deception rolls I make count rolls less than 10 as 10. At L5, that means with 18 Charisma, your minimum outcome for Persuasion and Deception checks is 20.
Warforged Artificer (especially Armorers) gives you great AC, and magical affects you can put on yourself via your armor that others can't take off of you.
Taking either the Quandrix or Witherbloom background, or taking the Mark of Hospitality Halfling, with the Life Cleric class, so you have super-goodberries without having to multiclass.
It really depends on what you want to do because different builds do different things.
I just want to collect opinions on cool combinations, so I could maybe use the later?
I mean, cool combinations can mean so much!
I have a character who is a bard, but not an adventuring bard - he just tells stories. He is, however, a pyromancer. He's a pact of the fiend warlock, and I have given him Control Flames, Prestidigitation, Thaumaturgy, and every other spell I could to give him special effects. His stories are all sung, woven with images in the flames he surrounds himself with for the telling of the stories. When he speaks, his words turn the campfire into a vision of the tale. He is extremely fun for the sheer volume of effects and possibilities he gets from his spells. He is excellent for roleplay.
For combat, at low levels a Satyr Monk is proving effective - extra jump height + step on the wind makes clearing obstacles trivial, and headbutt is an unarmed strike so can be tacked on to the end of any attack as a bonus action, for 1d6 damage.
Combining Giants Might from the Rune Knight and the Enlarge/Reduce spell is a good way to get a huge character.
You can combine a Bugbear with Astral Projection Monk to get a monk with a melee range of 15ft.
An Aarakokra eldritch knight can form a weapon bond with a giant hammer and then summon it to themselves, whilst flying, to drop on their enemies. Enlarge it for extra effect!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
This isn't a cool character which the OP was after - it is the direct opposite of a cool character - all that fire and flame!
Multiverse Bugbear Gloomstalker Ranger. Pairs well with the Alert Feat for the boost to Initiative, or the Polearm Master feat for the crazy range and bonus action attack. Multiverse Bugbear adds 2d6 damage to every attack against creatures who haven't taken a turn yet in combat... with Polearm Master that can give you 4 attacks in a round at level 5, adding 8d6 on top of the damage you already deal as one of the most potent Ranger subclasses in the game.
Mark of Shadow Elf Arcane Trickster Rogue. Bonus d4 on all Stealth Checks, and the ability to eventually cast Pass Without Trace without multiclassing makes this a truly unstoppable master of stealth. As a bonus, gains the ability to cast Invisibility much earlier than an AT normally gains access to the spell. Might be worth taking the Eldritch Adept feat for Devil's Sight so you can cast darkness on yourself to have constant cover mid-combat.
Changeling Eloquence Bard. The College of Eloquence is damn near broken to begin with, pairing it with the ability to casually change your appearance at zero resource cost and you become the ultimate, unstoppable infiltrator. You're gonna want to get some Glamoured Studded Leather Armor or some other illusory clothing... even a Cloak of Many Fashions is a boon to vanishing into a crowd. Might be worth grabbing the Actor feat... You hardly need the Advantage on Deception, but it's a nice way to basically guarantee success and it helps to get the ability to effortlessly impersonate anyone's voice.
Centaur Zealot Barbarian with the Mobile feat. This boosts your speed to 60 feet per round. Now you can safely stand 30 feet away from an enemy, run at them to trigger your Charge feature to hit them with a bonus action Hoof attack which gets boosted by your Divine Fury, then you still get your two attacks, mobile lets you run back 30 feet without triggering an OA, and you're out of range and ready to do the same thing next round. Also works in reverse if you're tanking... you can start next to the enemy, then just run a loop and slam the enemy then stay on top of them.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Halfling Peace Cleric 1/Divination Wizard 4+. Take the Bountiful Luck feat. Bless, and Silvery Barbs.
You can combo Bless and Emboldening Bond on your allies to buff their rolls. Someone rolled a nat 1? Lucky and Bountiful Luck let you reroll it. Enemy rolled well? Use Silvery Barbs to mess that up and give someone advantage. If the dice gods are determined to eliminate the threat you pose to their power, you have Portent.
Plus you have the healing and armour of a 1st-level cleric on top of wizard utility (and Fireball once you get to wiz 5)
Transmorpher, kudos for a thoughtful reply. Very cool ideas.
any tips on trying to build jinx in DND(I make characters from fantasy tv shows in DND)
id go with a AG. evoker wizard with a mix of damage buff and debuff spells
any way to replicate her guns without adding guns into the game?
is it possible to have a binding spell for a character so if an enemy gets hit they both take the same damage,
or would I have to make the boss/enemy the same stats and hit points as the character?
Well as for the topic of good character combinations: plate armor and sheild gives you an AC of 20, and you can weild a longsword in the other hand, pick fighter for dueling and you got a really good fighter.
what if you took away the shield would the damage take be higher or the same without the shield?
Sheilds raise AC, or armor class. If an attack roll is lower then an AC, than no damage is delt. So damage would be the same withought the sheild, but you would be more likely to take damage.