So for my next campaign, I'm looking to build something kind of wild and crazy alla The Mask, Discord (MLP), and Bill Cipher as kind of a goof character. I recently watched another campaign where someone did something similar using this combination, but I have no idea how to build a bard or sorcerer, let alone a multi class of both. Hoping to get some insight on how to structure the general character (when to take levels in each class, spell suggestions, play tactics in and out of combat).
I don't know what the end goal looks like for this, but I'd probably recommend taking Bard to 3 first so you can get your subclass going, then dip Sorc, then continue Bard until you're happy with it's features (maybe 6th level?)
Honestly I'll have to look at Creation Bard and Wild Magic Sorcerer to see where the split should happen.... But I can say for sure that a maxed Charisma will be a great idea.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Mostly the end goal is a wacky character literally pulling nonsense out of thin air or causing absolute random chaos with wild magic surges. Trying to make a more fun character to counteract my usual min max tendencies.
Mostly the end goal is a wacky character literally pulling nonsense out of thin air or causing absolute random chaos with wild magic surges. Trying to make a more fun character to counteract my usual min max tendencies.
I'm not sure why Bard is needed? Definitely start with 5-Wild Magic Sorcerer so you get those 3rd level spells at the normal time. Then I don't know Lore Bard? Cutting words can easily be flavoured into wacky highjinx and Magical Secrets at 6th level can get you some weird spells to play with.
Creation Bard was chosen specifically because it fits the idea. Lore bard does NOT. It lets you do the Cartoon bit of pulling things out (giant wooden hammer) of nowhere. Lore bard offers nothing wacky. They are studious, not wacky.
If anything, all you really need is one level of Wild Sorcerer to get the wild magic effect, though it only applies to sorcerer spells. 3 levels of Sorcerer gets you 6 sorcerer spells, 7 if you convert spell points, which is 6-7 / 20 chances of wild magic. You could even convert bard slots into Sorcerer slots, with a minor penalty.
So for my next campaign, I'm looking to build something kind of wild and crazy alla The Mask, Discord (MLP), and Bill Cipher as kind of a goof character. I recently watched another campaign where someone did something similar using this combination, but I have no idea how to build a bard or sorcerer, let alone a multi class of both. Hoping to get some insight on how to structure the general character (when to take levels in each class, spell suggestions, play tactics in and out of combat).
Any thoughts?
I don't know what the end goal looks like for this, but I'd probably recommend taking Bard to 3 first so you can get your subclass going, then dip Sorc, then continue Bard until you're happy with it's features (maybe 6th level?)
Honestly I'll have to look at Creation Bard and Wild Magic Sorcerer to see where the split should happen.... But I can say for sure that a maxed Charisma will be a great idea.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Mostly the end goal is a wacky character literally pulling nonsense out of thin air or causing absolute random chaos with wild magic surges. Trying to make a more fun character to counteract my usual min max tendencies.
I'm not sure why Bard is needed? Definitely start with 5-Wild Magic Sorcerer so you get those 3rd level spells at the normal time. Then I don't know Lore Bard? Cutting words can easily be flavoured into wacky highjinx and Magical Secrets at 6th level can get you some weird spells to play with.
Creation Bard was chosen specifically because it fits the idea. Lore bard does NOT. It lets you do the Cartoon bit of pulling things out (giant wooden hammer) of nowhere. Lore bard offers nothing wacky. They are studious, not wacky.
If anything, all you really need is one level of Wild Sorcerer to get the wild magic effect, though it only applies to sorcerer spells. 3 levels of Sorcerer gets you 6 sorcerer spells, 7 if you convert spell points, which is 6-7 / 20 chances of wild magic. You could even convert bard slots into Sorcerer slots, with a minor penalty.