Honestly speaking, hunter's mark is really bad for the Gloomonk build. For starters, let's remember that you're spending a bonus action and a 1st lvl spell slot just to do marginally greater damage, which only gets worse since it doesn't even scale well; you also have to concentrate while being a front liner with lackluster AC and bad con saves; not only that, by not using your extra attack you're actually delaying your damage output and, since your party is usually going to focus fire, the marked opponent probably won't survive until your next turn most of the time. That means you have to spend an additional bonus action to move the mark, further delaying your damage. There's also the fact that, unlike warlocks, rangers have decent 1st lvl spells like goodberry already. This means that with 1 level in ranger your monk has gained the ability to juggle 40 additional hp per day, almost for free, with no concentration. In conclusion, there's not much of a point in actually picking hunter's mark, instead, just using the ranger's favored foe feature will net you almost the same damage while conserving spell slots for better spells.
I assume this is every video but somebody is replying pretending to be you telling them they won a PS5 and controllers and random BS. And to contact them on some messaging app.
the fact that the artificer + fighter subclass isn't called the artifighter feels like a massive missed opportunity but i really wanna play all of this multiclasses now
I mean, the lesson I've learned from D&D is that any multiclass can be terrifyingly effective if given to someone with enough investment in the character.
Well, some are worse. Sordins for example. Eldritch Paladins are worse. That shit I wrote in main Comment? Funkiller Class first Grade. If someone plays this, kick him - in the Balls.
I am surprised that you did not recommend the Way of Shadow Monk for the gloomfist. I mean a gloomfist, beeing invisible in darkness and the ability to teleport in darkness and between shadow is just awesome.
And if you're feeling really adventurous, tack on two levels of Twilight Cleric. You get the aforementioned cantrips and utility spells, plus 300+ foot darkvision, ADVANTAGE on initiative roles (as if it wasn't broken already thanks to Gloomstalker) and the Twilight Sanctuary, which in addition to healing you, lets you use the Shadow Step feature basically ANY time you like for teleport spamming.
The biggest issue I had in playing a shadow monk for a one shot is that darkness really sucks without devil's sight. I did however really enjoy the insane kiting they could do (yes I picked up mobile) cos that bonus action teleport is fun AF.
Then, add it up with Shadow Sorc maybe? And use Hexblade instead Monk, because the Eldritch Smite autosucess on prone when smiting - without having the same maximum limitation than the Pally-Smite? Oh, and replace the Ranger with Echo Fighter(3).
Just for the min maxers out there at 4:00, the Lore bard "Cutting Words" don't work on saving throws, only on checks and attacks, the saving throw substract is made by the eloquence bard abilitty "Unsettling words" that is a Bonus Action, even then, the Bard+Cleric is a brutal idea! Great video!!!
@@Typical7 he mentioned the tempest cleric heavy armor, and the tempest cleric ability that maxes damage for lightening and thunder (and why you'd steal those spells with a lore bard)
for the fist of god, I recommend Way of the Astral self, because you can pretty much just focus on Wisdom since you can use it for your attacks rather than DEX, also it's just cool and flavourful
Way of Astral self with wis and con as two higest stats. Aint droppin concentration any time soon and gonna smack the shit outta you with spirit fingers.
Currently doing this as an astral self temprest monk cleric, and I am having a blast (quite literally). The only thing holding me back is multiple fights and ki points
Same. Although instead of stun locking my monk/ranger controlled the battle field without having to use spells which made it great against enemies that were able to deal with casters.
My favorite character I've ever built was a kensei gloomstalker, she was such a badass. She got mind controlled at one point and almost TPK'd the rest of the party
Monk/Wizard is vastly underrated. You only need a 13 in Intelligence to make it work as the Wizard is there to make you impossible to hit (by way of spells like Shield, Blur, Mirror Image, etc), but if you have a generous DM the headband of intellect and being a Bladesinger makes you nigh impossible to hit. I recall having 27 or 29 AC whilst using ki points to dodge at one point. So fun to play.
Evasion, Shield Spell, my favorite is with Wood Elf, Long sword, Bow, Pass without a trace and Elf Accuracy, by far my favorite build, Kensai+Blade Singer. Too bad is absulute MAD.
Even better. If you are playing in a high level dnd game. If you go 18 levels into way of the open hand and 2 levels in divination wizard. You can use the divination wizard to make a creature auto fail your quivering palm. Plus you get great spells (Shield, Absorb Elements, Find Familiar, Silvery Barbs)
I'd actually argue Shadow Monk is better for the Ranger/Monk combo, basically entirely off of the power of Pass Without Trace. I have had so many combats as a Ranger decided by that spell allowing me and my entire party to reliably sneak up on the baddies, and being able to cast it without committing 5 whole levels to Ranger is huge. Also, it's just so much more flavorful.
@@sugoidane An invisible-in-the-dark Gloom Stalker is great for smacking around an overconfident Twilight Cleric who thinks they're the AWACS system of the party.
Love your videos, and I am aware that they are time consuming and concentration breaking to prepare, record and edit. I thank you for the effort you put into making these videos for us to enjoy.
For the super sneaker life deleter, take medium armor master so that your half plate ac equals 15 + dex (max 3), as opposed to 15 + dex (max 2), and you don’t get disadvantage on your stealth checks, so you don’t have to wait and pray for mithril armor
For the Fist of God, you could totally run an Astral Self monk so you can focus your wis and make unarmed strikes from farther away, letting you keep your massive speed to stay away from the fight and maintain your spells.
You didn’t mention this on the first build, but with action surge you can hold one of your actions to attack at an enemy’s turn, guaranteeing a reaction attack
Actually "hold action" is not an option in 5e. As listed in the PHB & DMG: Attack, Cast a spell, Dash, Disengage, Dodge, Help, Hide, Improvise "At the DMs discretion", Search, Use an object, Use an item,
@@mtvjacknife816 there are rules in the PHB for holding a spell as an action counting as concentrating on it so obviously you can hold an action, and it would be pointlessly even more in favour of spellcasters if only spellcasters could do it
My favorite Monk multiclass is with Spores Druid. Your action is two attacks, your bonus action is two attacks (or 2d6 healing with the Aura of Vitality spell) and your reaction deals greatsword-level necrotic damage. Symbiotic Entity gives you a massive boost to survivability with all the temporary HP and you can even put extra bodies on the battlefield if you want to. There is no waste. Your action, bonus action, and reaction are always giving you viable options.
I somehow rocked a sorcerer fighter for an entire campaign, he used clockwork soul+gunslinger from CR. It was insane, at lvl. 20 I was shooting a monster twice then using a twinned disintegrate to kill two others, really fun.
Another fun one is Rogue + (Armorer) Artificer as the Infiltarator's Lightning Launcher is a Simple Ranged Weapon (NOT a magic attack) meaning your Sneak Attack CAN BE USED at a 90/300 range (so grab Sharpshooter). The beauty is, this is Lightning damage, not Piercing, giving you a fun damage type not as commonly resisted.
I never thought I would actually consider a Monk, let a lone a multiclass. But the War Cleric-Monk with Divine Favor really is pretty slick. And with that literal 1 level of Cleric you have access to the spell Bane which can really up your chance to land those Stunning Strikes at higher levels. Like wow, actually wow.
Don't play "Fist of God". I have never been held with a scornful gaze by my DM until I tried this out. I mean, his face went so stiff, and he was standing over me and like his whole face had darkened... I swear... I was shook. He's a pretty affable guy down for just about anything but I think I am going to retire my PC less he ends up killing me irl.
Your DM needs to up their game then. You just got bullied into playing stuff they low bar prepared for. You probably weren’t even playing an optimized version. Also… You might want to consider a different DM. Unresolved anger issues that have them threatening your space is only a step away from violence in one form or another. Such as being passively aggressively told to stay away from “their” game.
Really? For such a little thing? How much cleric did you take? Is this a spirit guardians plus patient defense sort of thing? It can't be because of divine favor. That's only a d4.
For the gloomfist, grab the feat for the devilsight eldritch invocation, and find a way to cast darkness, either through a party member, item or whatever. Infinite advantage against almost any creature, and giving them disadvantage to hit you, all in a little black bubble. Also, you are the night, and its cool af XD
I made a Way of the Astral self Monk/Gloomstalker Ranger Bugbear and it is a beast. The fighting style I chose with the Ranger was actually an UE Tunnel Fighting, which let you make opportunity attacks without using your reaction. When you have astral self active it increases your unarmed attack range by 5 ft as a Bugbear you have an additional 5 ft so a total of 15 ft. Also you can use either Dex or Wis instead of Str and you're dealing Force damage. It is a completely ridiculous build when paired with the Sentinel feat.
I played the “Fartificer” in a lvl 20 one-shot. I attuned to two prosthetic arms to hold and fire both tiny firearms after using my fighter multiattack each turn. So much damage, very fun
A personal favourite of mine is Astral Monk/Circle of Stars Druid grappler, use wisdom for grapples due to astral and have reliable talent for wisdom checks due to Starry form (Dragon). Has mad Jojo's energy and you can solely focus on Wis as a stat! (Love the classes in the vid, I need to try some of them!)
Noo don't be telling people about the gloomfist, everyone though my Monk choice was bad, then I threw in Gloomfist and they were floored. Mercy monk might not be able to knock people prone, but on your second flurry of blows attack, you can also do necrotic damage with it with hand of harm, it is basically like a free attack
For Fighter-Rogue, I would have thought more Samurai-Duellist. The Samurai can give themselves advantage, trigerring the sneak attack, and the duellist can sneak attack isolated targets. If you add to that a whip, you can effectively sneak attack anyone while freely repositionning yourself outside of their range.
For the super sneaker life deleter, I would take the echo knight subclass over battle master, since you can use unleash incarnation up to twice per round with action surge, and each attack adds an extra 4d6 from bugbear surprise attack with autocrit. You can then take the superior technique fighting style and just take riposte with it in order to proc sneak attack twice in a round. You can also put 2-3 levels in ranger. With just two levels, you can take hunters mark and do an additional 2d6 on each attack with autocrit, and a third level gets you yet another two attacks with the gloomstalker's dread ambusher feature coupled with your action surge.
My 3rd multiclass character theory build is Rogue/Barbarian. Specifically: 14 in Phantom, and 6 in Zealot. He’s a Fallen Aasimar, and this dude is terrifying. Y’all can figure this out for yourselves.
It really is. Best part is that you really only need 2-3 levels in barbarian, with everything else in rogue (I recommend starting in rogue for the skills). By the time you get evasion with the 7th level of rogue, you'll be crazy hard to kill--even more so if you're a Bear Totem barbarian. Could be a gith, too, for the psychic resistance. Makes you crazy hard to kill when you can be resistant to all damage while raging, use uncanny dodge on a direct attack to halve that damage further (uses your reaction tho), and Danger Sense pairs extremely well with evasion. Not to mention, between unarmored defense, a shield, and a rapier, you'll have a high ac and be able to deal both sneak attack AND rage damage if you use STR to attack (since sneak attack requires a finesse or ranged weapon, and finesse weapons can use STR, which rage requires) Mix it up with different rogue subclasses for fun. Scout rogue has great skills and utility, swashbuckler is great for combat, soulknife is super mobile...all sorts of combinations.
I'm currently a lvl 14 necromancer wizard, 2 levels of life cleric with mithral plate armor and Tasha's otherworldly guise. Best multi class I did. Also working with my DM to become a lich
One of the better cleric multiclasses I've seen us just one level of order domain for voice of authority. Amy support caster or caster in general gets a great boost from it. Because the spells don't have to be specifically targeting them. Example evocation wizard fireball auto passing allies it would hit. They are targets of the spell, then one of them gets a attack, or silvery barbs. You can easily keep it consistently procing.
Unfortunately for the first build, it clearly states that SA only works once per TURN. Which means you can still SA on a reaction on someone else’s turn, you can’t do it more than once on yours
If you just want pure damage, Tempest Cleric’s Destructive Wrath feature pairs great with any sorcerer if you pick up the metamagic that lets you change a spell’s damage type. “Fireball? No no no, you mean Lightningball…at maximized damage.”
IMO, amazing job! 😃 Personally, I haven't seen anybody talk about these multiclass options and character ideas, but they surely are very cool and potent, so thank you for introducing them to us. Thank you very much for all ,live done for this community 😃😊❤️
Poetry Paladin is a sword bard with 2-8 levels of Paladin. Just 2 level of Paladin gives you a Fighting Style and divine smite. This is customizable in multiple ways. I personally take just 2 levels of Paladin for the interception Style and smite. Two weapon fighting hears is great, especially at 14th level bard. You can spam the defensive flourish, have shield of faith, a shield, and the shield spell. This give a God tier ac.
beautiful video, but i was very interest in [The Fartificer],because: one= the funny name & two=because i realy love the concept and i alway wanted to play something like that, a magical gunslinger.
One my favorite multiclasses I’ve ever run was a mercy monk + peace domain cleric. It wasn’t the most broken but had tons of flavor and utility which paired great with a ranger and barbarian that excelled at dealing damage. I had tons of options to either dealing extra damage or healing, i could essentially give my whole party blessing as long as we are within 30ft of someone else, and between high base speed and a bonus action dash I can use the channel divinity to run really fast provoking no opportunity attacks and healing any ally I run past if things get hairy.
I am a level 5 Mercy and have really been pondering multiclassing into Cleric, Peace and Grave being my main considerations (both for power and flavor). What level did you start your dip or when would you recommend it, and for how many? What do you think of running with Grave? Thanks in advance!
@@christophersbyers admittedly i used this character in a high level campaign and he picked up the Peace Domain levels right before the final fight as he turned level 20. My recommendation is to not take any more then 2 level into Cleric regardless. You’ll want to maximize you Ki points, martial arts die, and unarmored movement as much as you can. 2 levels in cleric will get you some useful cantrips, 1st level support spells, and channel divinity. My only concern with using Grave Domain with a Mercy Monk is that you’ll probably only have one use of channel divinity and it will only work for the first hit. Mercy Monks are great at long term sustained damage with some healing tossed in for versatility. I think Peace domain works better because you get some bonus skill proficiencies, essentially a constant no concentration Bless spell, and the ability to move without incurring opportunity attacks while healing anyone you run past. You can use your increased movement to get out of a tough spot or get to an ally in need safely while healing everyone as you move. If you want a good monk to pair with Grave domain try Way of the Long Death. You have to wait till basically max level for the combo but at that level you hit people 20d10 of vulnerable necrotic damage.
Here's another fun multiclass for AC: What I like to call the Bonk, Barbarian Monk multiclass. You get 2 Unarmored Defense, martial weapons for funny longsword usage, rage for bonus damage on flurry of blows, and if you take Thri-Kreen, it gives you bonus AC and two extra arms, which depending on your DM, could allow you to use those unarmed strikes even while two-handing the longsword.
To clarify, you don't get to use both Unarmored Defense abilities. They don't stack. You have to choose if you want to use the Barbarian version or the Monk version
I love multiclassing so much, you can create some absolutely amazing characters both utility wise and flavour wise. Atm I’m working on a Trickery Cleric/Hexblade Warlock/Rogue (1 level rogue, 3 hexblade, the rest cleric) and I’m so excited to use her. I’m new to combining things but the ability to use both ranged and melee damage while being able to keep my party alive & providing spell utility too? God it’s gonna be so fun
Personally I like the Hexblade Warlock 1/Wizard 19 magic missile build. The exact wording of hex blade's curse means it procs on every single magic missile RAW, and it scales off your proficiency modifier. You can alternatively go pure Hexblade Warlock if your dm allows the purchase of uncommon rarity magic items, put a pair of them in dual wand holsters. Minimum burst damage of 9d4+27 at level 1 if you get to start with the wand, goes up to 9d4+63.
Nice list, though I do have some things to say about a few of them. First, the "Super Sneaker Life Deleter". I have one similar, though went with the Thief subclass for more utility. Also, Use Object as a Bonus Action. Turns out there are a lot of things you can do with that. Either way, you said to try getting Mithril armor to negate the Stealth penalty from Half-Plate. I'd say with all the ASI/Feats you'll be getting with this Multi-Class, why not grab Medium Armor Master Feat? It remove the Stealth Penalty from all Medium Armor and raises the Max Dex from 2 to 3. So you can have 20 AC (16 Dex + Half Plate + Shield) as a Rogue. Even Stealth around in Adamantine Half-Plate with no penalty. Second, the "Gloomfist". Not sure if you mentioned it, or possibly overlooked it, but the extra D8 damage from Dread Ambusher, only applies to that one bonus attack at the tart of combat. You did however mention Fey Wanderer as an option, though would say a good Monk Subclass to pair with that, would actually be Drunken Master (also perhaps quite thematic as you likely get drunk a lot at all those Fey Parties. lol). With the Drunken Technique, you benefit from the Disengage Action when you use Flurry of Blows. Additionally, from Sage Advise, you can take such a Bonus Action before your Attack Action, so long as you do take said Attack action that turn. Thus, you can Flurry of Blows first, then "stumble" around to other enemies with those strikes, plus the Attack and Extra Attack, all getting the Extra D4 per creature from Dreadful Strikes (D6 at Ranger 11). Lastly, the "Fartificer". An interesting concept, though I'd perhaps lean more towards the Battle Smith so I can focus on Int for Spells, as well as Attack and Damage with my Magic Infused Weapon. Also, getting the idea of that classic Sword and Pistol Fighter with the Repeating Shot Infusion. Perhaps with the Two Weapon Fighting Style and Feat to add Int to both Attacks. The Fighters ASI/Feats to get Crossbow Master (for Hand Crossbow if DM not allowing Guns) or Gunner Feat so I can shoot the creature that I am also stabbing, or stab at one while also shooting another. All that said, I have a multiclass idea, though not sure how unusual it is as its pretty much your classic Ninja build. That being with the Monk and Assassin Rogue multiclass. Pretty much just 3 to 4 levels of Rogue for the Assassin Subclass then the rest in Monk (about any Subclass will do.) Idea is to build around having the highest Initiative and going first for the Assassinate Feature, possibly being a Master of Stealth too for Surprise Rounds. The Key thing here is the last part of the Assassinate Feature combined with the multitude of attacks Monks get. That being, "any hit you score against a creature that is surprised is a critical hit." That means your Attack, Extra Attack, and your Flurry of Blows against a surprised creature are all Crits. However, you are still limited to 1 Sneak Attack per turn, though perhaps save that for if they somehow survived the four critical hits you're dishing out in the Surprise Round, or to quickly "Assassinate" the first surprised before moving on to the next surprised creature with your Critical Flurry of Blows. Oh, also, for this build... use Daggers. Small, Finesse-able (For Sneak Attacks), Throwable, easily concealed, and as a Monk Weapon, can deal from D4 to D10 Damage (Depending on Monk Level).
I'm currently playing an aberrant mind/ order domain multiclass (it works thematically because i'm a Kalashtar). I just picked up Vortex Warp at the end of last session along with distant spell as one of my metamagics. I'm going to enjoy teleporting our party's barbarian and giving him reaction attacks. Just wish we had a rogue LOL.
Take tunnel fighter as your fighting style for your fighter/rogue multiclass in order to make "infinite" free opportunity attacks whenever a creature moves within your reach. Every creature that ever gets into melee with you gets attacked a minimum of 3 times: once when they walk at you, once when they swing at you, and once when they walk away. That number only goes up if those enemies move while still inside your reach or attack you more times. I used this same principle in a Rogueadin build that was optimized to cover a horizontal line 10 feet behind the main tank(s) in order to keep my casters out of melee when swarms of enemies ignore the front line. Vengeance Paladin lets you make free safe (you don't trigger opportunity attacks) movement up to half your speed as part of an opportunity attack, meaning you can reposition after every reaction attack you make that isn't a riposte because that isn't considered an opportunity attack. Effectively as long as the gap you have to cover isn't wider than 1.5x your total movement speed it's very likely you'll be able to jump between all the enemies you need to kill using very little of your regular movement if any and keeping your bonus action open to lock in that tunnel fighter stance or to dodge rather than dash in most cases. It's an extremely mobile and survivable build that has very consistent DPR ranges for extended fights but can put on the hurt when necessary using divine smite to really drive those damage numbers up.
One of the favorite build I've ever done is my buddy. Had a one shot. He was doing for level 20 characters. And I built something I called brawl-halla. It was 2 levels barbarian, 6 levels open Palm monk and 12 levels of Champion fighter. Unarmed fighting style. And my buddy has a homebrew rule that whenever you make an unarmed strike, you can make 2 attacks for the single attack action, so extra attack with you hit 4 times instead of just 2. And with improved extra attack from fighter at level 11. You a total of 6 times instead of 3.
If your DM allows Twilight clerics, starting your career with one level of it will get you all the healing spells you'll need to be the second medic of a party (or primary if you can find a Necklace of Prayer Beads), and of course you get the ridiculous darkvision to 300 feet, Eyes of Night, and Advantage on Initiative for someone. You also end up with Wisdom and Charisma for saving throw proficiencies, and if you're planning to go Wizard off this basic chassis, Charisma is a much more common saving throw than Intelligence. You end up with a medium-armored and shielded wizard who can also pop other party members back up when they go down. You still don't want to be caught in melée, but if you find that you are, you're reasonably hard to hit. Add War Caster and you should be able to cast freely from both classes while keeping your AC pumped although you may have to rotate what's in your primary hand. Make your Wizard be of subclass Order of Scribes and you'll have the option of doing all this through the Manifest Mind and not even setting foot in a room until the odds are heavily in your favor.
So as a forever Dm I can say is builds are legit for the most part. Though there are little bits and pieces he leaves out to make them sound better. Mainly being very situational and rare for many things to actually work. Like the first one to get the second sneak attack in the same round you need advantage on the target by some means. So potentially a party member giving help action before the enemies turn but after your turn. Then only if the enemy misses its attack.
one of my favorite current characters (for non gameplay reasons, but still good in gameplay) is a Warlock/Monk (the DM allowed Cha instead of Wisdom, but i built him for minimums in case i needed it) basically having Hex on a monk means you're essentially dealing d10s with a minimum of 2 on the die with every strike, over doubling your damage output. make the warlock a Hexblade and you're critting on 19s and adding prof to damage on a single target per rest. combine Dedicated Weapon with Pact of the Blade for basically turning any weapon into a monk weapon, or use Astral Self for dealing force damage to pierce though near any resistance. the only things you have to worry about are MAD-ness (though you really dont *need* high Charisma, just the minimum for multiclassing), and the fact you have so many options for your bonus action it might as well be overwhelming (but at the same time, options for basically any situation).
I designed one last night, Fighter Rune Knight 3, Ranger Hunter 3, 14 Monk Kensei and Dhampir race fully concentrating on the Bite power. Monk damage increases bite to 1d8 (eventually), + 1d8 (once per turn for Hunter) + 1d6 (Rune Knight Size) + 1d6 Hunters Mark + 1d8 Kensei weapon +4 (18 con) +3 Kensei weapon (3 Ki points). Once per turn you can heal for 3d8 +2d6+7 while dishing out the same damage. That's just 1 attack too. You could use the bite as many times as you want but the others only would do 1d8+1d6+7. Up to your prof bonus, recharge long rest. Then also bonus action for 1d10+3 if you are really hurt for a big self heal that round.
I’m currently playing a Circle of the Land Druid and Dragon Bloodline sorcerer and so far I’m loving it! I get to keep all my spell slots, I’m playing a tiefling so so I have trait spells on top of a huge spell list, I have a boosted AC, and once I get font of magic I’ll be able to use it for both my sorcerer and Druid spells as well as my wildshape.
Bladesinger/hexblade with the tough feat and high int/cha. Your spellcasting is from int and cha, your AC, con saves, and initiative come from int, your melee weapon attacks are from cha, and your hp is from the tough feat, so you can essentially dump dex and con. The class features blend well together as well, as you have wizard spell slots to burn on hexblade smites, and hexblade smites to add damage to your bladesong. You also get a lot of spell slots back on a short rest, as you have warlock spell slots and arcane recovery. It’s the most cursed multiclass I’ve ever come up with that still has a chance of being viable.
The last campaign i played i had a Mercy Monk/Grave Cleric multiclass that was extremely effective thanks to the channel divinity option path of the grave which forces vulnerability on the opponent, and still frees up your bonus action for the fun monk stuff
Oh my goodness, this is exactly the multiclass I’m so conflicted on doing; so many advise strongly against multiclassing a monk. I’ve got a lvl 5 mercy and Grave seems so perfect thematically. What level did you start the multiclass and for how many did you dip or go up to? Any tips on feats/point allocation or cantrip/spells to shoot for to make my Monk even more fun?
One of my favorite multiclass combos is Clockwork Sorcerer with 1 level in Order Domain Cleric. Not only is it very thematic, that one level of Cleric nets you Heavy Armor, Bless, and the ability to basically command your allies to attack when you cast a spell on them. Not to mention access to a slew of Abjuration and Transmutation spells fro Clockwork Soul. Battlefield control says what?
If I may add that while Open Hand is probably the best for the Gloomfist build I would like to advocate for Astral Self as another possibility. It allows you to attack with your wisdom for unarmed strikes and gives you the 10ft attack range without having to take Bugbear or increases to 15ft if you do take Bugbear just at the first feature on top of using wisdom for Strength and Athletics checks. Just something to think about of you want something more interesting.
A bit of note for the Fartificer... the real sauce for this build should be the Battle Smith Artificer combined with the Eldritch Knight Fighter specifically. Why, you may ask? Well, I'll tell you! Many people will say that there's a small conundrum with Eldritch Knight Fighter - focus on your DEX/STR for weapon attacks or your INT for spells. Well, if you choose Battle Smith, they answer the question for you - all INT, all the time. Battle Smith has a passive ability that allows you to substitute INT for STR or DEX for your attack and damage rolls (so long as the weapon is considered magical). Now, whether you need to find enchanted weapons or can get your ruling from the DM that you weapon bond ability is technically magical, you never need to boost STR or DEX beyond the baseline needed to multi-class. All weapon attacks and spells key off of your INT, which now means you can pump it to maximum (easy with Fighter ASI's) and work on other stats like CON to be a bit beefier. Also, you can always have assistance by way of your robot buddy, who can help soak in damage, be a distraction or what have you. And, since you can bond to two weapons, have one melee and one gun and you're a force of destruction at any range. Brains are truly better than brawn.
Been playing a cleric bard for over 3 years now, using Unity Cleric and Spirits Bard. Makes you a crazy skill buffer, I end up giving a person 2d4 and a d6 on checks. We usually end up with our low checks in the 20s and highs almost in the 40s
I do like the Fist of God Multiclass idea. However, a true unusual multiclass is one that isn't that optimized like the Monk / Wizard. I like it because they compliment each other in and out of combat. The monk gives the wizard a higher AC so they can still use robes. The wizard can cast spells to improve his abilities like Haste, Shield, or any ranged cantrip.
A surprisingly effective multiclass here is actually Barbarian with Artificer. Sure, you'll have to invest in Str/Int but since barbarians can rage in medium armor, an infused medium armor covers AC weaknesses. Flash of Genius will eventually help with all the mental saves that barbarian hates, and either Battlesmith (Totem Barb 3 + BS Art 17) or Artillerist (Zealot or Totem Barb 6 + Artillerist Art 14) give a powerful bonus action to a barbarian, which normally lacks one. You also guarantee your Barbarian will have magical damage with the infusions. You can keep your spell slots for recovery or out-of-combat uses, but your cantrips are still viable for damage when you run out of rage uses. If you ever hit high levels in Artificer, boom, Cloak of Protection, or perhaps even Amulet of Health. BTW artillerist gives a ranged option that actually counts as an attack roll so you can keep your rage even when you take no damage, without having to yeet your weapon at someone. Or you can infuse a returning weapon in the battlesmith option to preserve a ranged option that works during rage.
I also was thinking, and maybe a medium armor armorer on guardian model maybe could also work, since you're not forced to use Int on your thunder gauntlets and punching with Str instead gives rage damage to the gauntlets (in theory). You won't have as many good bonus action options as the other 2, though.
Quality so good that even with hundreds of thousands of people agreeing, it's still the most underrated DnD channel. If you collab'd with Dungeon Dudes you'd make my day, not to mention that their community would eat your content up
I personally don't find Dungeon Dudes that good? DnD Shorts has far more interesting and intelligent stuff to say. Most of Dungeon Dudes' content is downright infantilizing in its lack of depth and how long they spend repeating the most basic points.
Fun twist on monk ranger. I have a way of the drunken master / swarmkeeper fairy with an entire honeybee and mead theme. Zypher Strike on a monk is so dirty. You get an advantage on a hit that deals 1D8 force, 1D8 bludgeoning from a classic two-handed quarterstaff, and an extra 1D6 piercing from bees. Then so long as Con is kept up, my movement doesn't trigger opportunity attacks so long as I've at least attempted to hit the enemy. With a quick to max AC, flight, and deflect missiles, I've become extremely hard to hit. I may not have the highest damage output, but it makes for interesting fights where enemies waste attacks trying to hit me or give up in favor of trying to attack the bigger looking threat of the party. I opted for a fair selection of spells so I chose to get ranger to level 5 for second level spell slots and I may do a 1 level dip into druid for extra cantrips. Alternatively, you can shave off a few ranger levels to put more into monk for faster ki progression.
I feel like the Armorer does not get enough love. I’m running a triple multi class character. Lvl 1 Divine Soul Sorcerer, lvl 8 Twilight Cleric, lvl 11 Artificer Armorer. Dual wielder & resilience feat Guardian gauntlets. I’m basically running around with a 22AC and punching enemies with 4D8 per round. It’s not a lot of damage, but mostly acting as the AC tank. My point though is I don’t see enough Armorer builds, they can be really versatile, give it a try! Having a blast 💥
A really cool combo for Artificer/Fighter is Armorer/Rune Knight, especially as a twist on the classic gnome artificer. Because who doesn't want to go from gnome to large as a bonus action?
Try adding Mithril Warpicks to the first multiclass, the X4 crit mod is… spooky… because the multiplier transfers over to all affected dice. Add a little team buff support and this get crazy
Simple lord of the Dice: Divination Wizard + Lore Bard. Add on halfling for simple nat 1 protection and sprinkle on lucky and bountiful luck if you are allowed.
I've got a great multiclass you can use in a video. The Team Captain, Harengon Arcane trickster Rogue Order Domain Cleric, battle master Fighter. When you get reliable talent on rogue you essentially automatically go first with insane bonus to initiative and never rolling below a 10, on this first turn can use vortex warp twice or bless and vortex warp with action surge to move allies into melee range if need be or into any other beneficial position necessary, give them both a free attack with the order domains ability voice of authority, us a quick toss bonus action attack to make a sneak attack yourself and at any point if a creature succeeds a saving throw (friend or foe) you can use silvery barbs to give yet another friendly creature a free reaction attack allowing up to 4 creatures to share your opening turn and completely control any encounter you are in.
My favorite is 2 levels in Circle of the Stars Druid with Wizard, or really any spellcaster that cares about concentration. Having access to Druid spells means you have Goodberry and Healing Word for a bit of healing power, something Wizards don't really have. But Circle of the Stars gives you a couple awesome things, you get Guidance for completely free and you can cast Guiding Bolt for free a couple times a day. But the main reason is for Starry Form, instead of transforming into an animal with Wild Shape you can use it to enter a Starry Form for 10 minutes, Archer is basically Spiritual Weapon, 1D8+Wis every bonus action without concentration, Chalice enhances your limited healing, when you use a spell slot to heal someone like with Healing Word (does not work with Goodberry) you get an extra 1D8+Wis to heal either the same person someone else or even yourself. And the big reason why I love this multiclass, Dragon Form. While your in Dragon Form it let's you treat any roll of 9 or lower on any Intelligence, Wisdom, or Concentration check as a 10, then you still add your modifiers. Even if you just have a 10 in Constitution for some odd squishy reason, the lowest you can roll on Concentration checks in battle is a 10, meaning unless you take massive damage from a single blow *you will always keep concentration on your spells.* Bonus, it can be used as great utility, need a decent perception insight or arcana roll? Make the lowest you can get on it a 10+Mod.
Y play The Fartificer with the psionic warrior. It's a lot of fun to shoot to cause 1d10 of piercing, then 1d8 of force damage and finally push it into the air or bring them down against. Also, if you are a battle blacksmith, you only have to increase intelligence.
Another fun build with the Ranger Monk, not sure if powerful cause I haven't used it yet, is the Astral Self Monk with the Swarmkeeper Ranger. So if you have someone get in your face and you want them away you can use the swarm to push them away and punch them with the spirit. If you combine it with crusher you can push them 20 feet away and play keep away easy
I'd like to point out for the Gloomfist that, if the character gets to start with a feat, and you take fighting initiate with unarmed fighting, your unarmed strikes will do 1d8 damage provided you don't have any weapons or a shield in your hands. So making all attacks unarmed, when using flurry of blows, would make 3d8 damage starting at second level monk, plus any bonuses such as bugbear surprise attack, etc. Jump over for 2 levels of ranger to get that hunter's mark, then jump back to monk to push to that 2nd attack, I think damage output earlier on would be better. I'm about to try this theory in a couple weeks for a new campaign.
Dude even as a committed Christian myself, I can't fault your joke about youth workers with guitars 🤣 As a newbie to DnD, my first character has been a strength-based monk with 1 level in Barbarian who hulks out on turn 1. My DM has been pleasantly surprised at how effective he's been! I doubt it'll make a list of amazing multiclass options but it's been great fun to play.
Order Cleric is incredible for a dip if you're trying to get other people to shine. Any leveled spell cast on a buddy (including healing word) let's them take reaction attacks (great on rogues and paladins)
Hermit Half-elf + Scout Rogue 15 + Lore Bard 3 + Knowledge Cleric 1 + Ranger 1 is really funny imo. Including your background, you have proficiency in 16/18 of the skills in the game, alongside the Rogue's Reliable Talent feature, and expertise in 10 skills (11 if you forego thieves tools). This means, *before* ability bonuses, your minimum roll on over half the skills in the game is 22, and 16 on almost all the rest. Plus you get Guidance from Cleric and Enhance Ability from Bard, letting you get whatever bonuses you need. To top it off, you know Common, Elvish, and a whopping 6 other languages of your choice. You can know literally every single standard language in the game, or take your pick of the various exotic languages. Forget Skill Monkey, it's a Skill Ape.
That battlemaster rogue sounds great. But odds are some DMs only count sneak attack for the first hit because "they are no longer surprised". Id hate to have a DM like that. Let me have my fantasy power trip damnit!
I've played a level 14 one shot that a friend made an Astral Self Monk 6 Twilight Cleric 6 and Fighter 2. With Twilight Sanctuary, Steps of Night, Spirit Guardians and Arms of Astral Self activated it was like seeing a Dragon Ball character in DnD.
Another fun build for your consideration, Conquest or Devotion Paladin and War Cleric. The synergy of this build is largely driven from the Guided Strike Channel Divinity option from both Conquest Paladin or War Cleric. Combining it further with even the uncommon Amulet of the Devout, and you are rocking three +10s to hit on short rest by level 7 (Paladin 5, Cleric 2). Generally speaking, I found the best synergy of this build to be Paladin X and Cleric 6. Largely for 2 CD from cleric per rest. I would only suggest devotion paladin over conquest if you don't have a means of ignoring the charmed condition. After all, if this build gets charmed...it is is murder time. As to a name for it, I call it Striker for its ability to get hit consistence.
I’m currently running a Divine Soul sorcerer with a one level dip in Order Cleric. Heavy armor, twin cast cleric spells and Voice of Authority has me feeling like the best support ever!
I've struggled to play a effective monk. Thanks for the bugbear multi class I'm rolling my character now. It's not overly broken but will be a great combat initiator and support. Big up bro
One I read about was 11/7/2 Armorer/Cleric/Divination Wizard You'll have an 8th level slot and can do the fabled utter disintegration lightning bolt: Have a natural 20 from Portent: Cast Witch Bolt level 8 for 16d12 maximized with Destructive Wrath. That's 192 lightning damage flat, no rolls. You only have a 5% chance per day of being able to do this, but at least then you know how to use your highest spell slot!
I really like the battlesmith/Eldritch Knight combo. Using int for your attacks frees Eldritch Knights from having to invest heavily into strength or dex so you can make full use of your spellcasting abilities and proficiency in heavy armor and the interception or protection fighting styles are really beneficial to battlesmiths.
One of my favorite weird multiclasess is the barbarian/rogue combination. Reckless attack for garantee sneak attack, even in a one-o-one, and the rage resistance plus uncanny dodge just make this weird concept really fun for playing and extremely resilient for all the shenanigans that all rogues love doing.
My favorite build is a chronurgy wizard, fighter, bard, cleric, druid multiclass as a marilith-purple weredragon hybrid. Can you say up to 20 attacks a turn with a breath weapon, teleport, flying, time magic and a laundry list of resistances and immunities. And if you start with the Envisioner's Compass you can find any legendary item you want on that plane of existence (I typically immediately look for a Ring Of Spell Storage and a Belt Of Many Pockets)
Most powerful and fun multiclass Ive played has to be Hexblade Warlock / Swashbuckler Rogue. It is an insanely good Damage dealer/ Scout/ Party Face. 2-3 lvls warlock, remainder in Rogue. Mechanically fits so well together. E.g. Able to wield a shield as a rouge, shield spell. Bonus action Hexblades curse, booming blade, find familiar for advantage, sneak attack, free dis-engage with Fancy footwork ability.
Came up with an interesting MAD build: Needs Dex and Cha.... Hexblade Warlock + Fighter Battlemaster. Playing around with Shield and Bait and Switch, you get some interesting things. Just looking at the features AC 30 is achievable with just leather armor with a shield. You can take the build in 2 directions and that decision is moreorless informed by the Warlock invocation (the main ones I opted for were Lance of Lethargy, Eldritch Smite, Thirsting Blade and Relentless Hex) and the Fighting Style
Another option for Fighter/Rogues: Champion with Elven Accuracy. Find a reliable source of advantage and a bonus action attack (hand x-bow expert, dual-wield, whatever) and you'll basically be looking at a crit every other turn with your odds being >60% when rolling 9d20 a turn, find a way to get Haste and it's even more ridiculous. There are other ways than Riposte to get reaction attacks, as a Rogue generally doesn't _want_ to get attacked after all.
@@kirigakuresaizou3853 Honestly, allies are the best option as the rest tend to drain some sort of resources (like BA, spell slots, Action Surge, etc), but if one must, Riposte and/or Brace via another avenue like the Martial Adept feat or the fighting style is an option (not like you really need the slightly bigger single die if you get your SA in). That said, there are a couple other ways that come to mind (and I'll spare you the TWF/PAM/whip RAI-breaking shenanigans): If one is Hasted, one can use the Haste attack and Ready the normal action. You'll only get one attack from it RAW so your crit chances drop, but still it's an option with the potential for more SA's and more SA crits. Action Surge is an option, readying it to attack later or even casting a spell below to try and get the enemy to trigger OA for you, but that is extremely limited in uses. Sentinel could work but is a more "soft taunt" option TBH (it punishes them for attacking someone other than you) so I'd advise against it for non-tanks especially if not combined with Heavy Obscurement + Blindsight (or Darkness + Devil's Sight / Greater Invisibility / Umbral Sight vs enemies unable to see you). This said, now the idea of a cloud that whips enemies who attack the party tank (especially a Cavalier who is Marking them so if they attack and actually hit me they get punished for it) sounds hilarious... Cause Fear or its bigger brother Fear, presumably Quickened somehow, could get the job done albeit those do take your concentration so no self-Haste if using them, plus they repeatedly cause or encourage enemies moving away from you which means you have to give chase or only benefit once. One could sacrifice some levels for Aberrant Mind (or maybe a Bard/GOOlock/Rakdos Cultist with Metamagic Adept) to cast a Quickened Dissonant Whispers, sacrificing your BA attack to instead get a Reaction attack instead (still getting two regular attacks from Extra Attack, or 3 if Hasted), albeit that might have issues depending on DM ruling of how the timing interacts (is it a new turn after you cast the spell and they react and you react to their reaction?). Similarly, 6 levels in Glamour Bard let you 1/day use Command (flee) as a bonus action for an entire minute, and that option doesn't even drain your Concentration only your BA. If one doesn't mind losing all spellcasting... there is also the Frenzy + Ready option, albeit that loses out on Extra Attack technically (not sure how many actually enforce the RAW of EA only works if it's on your turn but that is the RAW of that). EDIT: forgot Mage Slayer, not reliable but does add a potential trigger. Also, Scimitar of Speed or Quicken with an attack cantrip and Readying the main action. Also, Sentinel + Mirror Image _might_ be allowed to combo, depending on DM (if I were DM'ing and a player wanted to try it, I'd probably tell the player that if they do it they'll be granting the enemy advantage on their next d20 roll to guess which image is right cause it makes sense to me lol). Oh, and Hunter Ranger Giant Killer could help against larger enemies, but that does require they attack you. I'll even take this opportunity to remind that Scout Rogue does have a subclass capstone of an extra SA on your own turn, allowing theoretically 3 SA's per round, and of course you could somehow Shapechange into a Mirilith to get infinite Reactions. A more shenanigany thought occurs: be a Mount for an ally with Mounted Combatant and pick up Sentinel. Enemy attacks you, they redirect it to them. Either way, you get OA cause they attacked your rider.
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How.. in this world filled with greed... does this exist. Im blown away.
Good sir Shorts, can you make Bard/artificer work?
Gloom stalker/echo Knight
Honestly speaking, hunter's mark is really bad for the Gloomonk build.
For starters, let's remember that you're spending a bonus action and a 1st lvl spell slot just to do marginally greater damage, which only gets worse since it doesn't even scale well; you also have to concentrate while being a front liner with lackluster AC and bad con saves; not only that, by not using your extra attack you're actually delaying your damage output and, since your party is usually going to focus fire, the marked opponent probably won't survive until your next turn most of the time. That means you have to spend an additional bonus action to move the mark, further delaying your damage.
There's also the fact that, unlike warlocks, rangers have decent 1st lvl spells like goodberry already. This means that with 1 level in ranger your monk has gained the ability to juggle 40 additional hp per day, almost for free, with no concentration.
In conclusion, there's not much of a point in actually picking hunter's mark, instead, just using the ranger's favored foe feature will net you almost the same damage while conserving spell slots for better spells.
I assume this is every video but somebody is replying pretending to be you telling them they won a PS5 and controllers and random BS. And to contact them on some messaging app.
the fact that the artificer + fighter subclass isn't called the artifighter feels like a massive missed opportunity but i really wanna play all of this multiclasses now
You know what I'm now mad that wasn't a thing lol
And here I was calling em artifighters like a fool
Fightificiers
Fartificer
Oke so I need a little help here, at which level should I add fighter into it
I mean, the lesson I've learned from D&D is that any multiclass can be terrifyingly effective if given to someone with enough investment in the character.
I would like but it's at 69
Thus why a Trickery Cleric/Wild Magic Sorcerer can be a nightmare in the right hands.
And the right campaign
Well, some are worse. Sordins for example. Eldritch Paladins are worse. That shit I wrote in main Comment? Funkiller Class first Grade. If someone plays this, kick him - in the Balls.
@@Rabijeel what's the difference between an Eldrich Paladin and a Witch Knight?
I am surprised that you did not recommend the Way of Shadow Monk for the gloomfist. I mean a gloomfist, beeing invisible in darkness and the ability to teleport in darkness and between shadow is just awesome.
And if you're feeling really adventurous, tack on two levels of Twilight Cleric. You get the aforementioned cantrips and utility spells, plus 300+ foot darkvision, ADVANTAGE on initiative roles (as if it wasn't broken already thanks to Gloomstalker) and the Twilight Sanctuary, which in addition to healing you, lets you use the Shadow Step feature basically ANY time you like for teleport spamming.
ha ha wisdom go brrrrrrrrrr
The biggest issue I had in playing a shadow monk for a one shot is that darkness really sucks without devil's sight. I did however really enjoy the insane kiting they could do (yes I picked up mobile) cos that bonus action teleport is fun AF.
Then, add it up with Shadow Sorc maybe? And use Hexblade instead Monk, because the Eldritch Smite autosucess on prone when smiting - without having the same maximum limitation than the Pally-Smite?
Oh, and replace the Ranger with Echo Fighter(3).
Combine with twilight cleric, generate your own dim light to teleport
Just for the min maxers out there at 4:00, the Lore bard "Cutting Words" don't work on saving throws, only on checks and attacks, the saving throw substract is made by the eloquence bard abilitty "Unsettling words" that is a Bonus Action, even then, the Bard+Cleric is a brutal idea! Great video!!!
mb yeah, got them mixed! thanks for correcting!
@@DnDShorts you also forgot twilight cleric's heavy armor proficiency
@@DnDShorts what do you think about a Fiend Warlock Eloquence Bard?
@@existenceispointless3445 devils tongue lmao
@@Typical7 he mentioned the tempest cleric heavy armor, and the tempest cleric ability that maxes damage for lightening and thunder (and why you'd steal those spells with a lore bard)
for the fist of god, I recommend Way of the Astral self, because you can pretty much just focus on Wisdom since you can use it for your attacks rather than DEX, also it's just cool and flavourful
Yes, my thoughts exactly, you are the fist of god while your foes get punched by the literal fists of your god. 😇 🤜👿
Way of Astral self with wis and con as two higest stats. Aint droppin concentration any time soon and gonna smack the shit outta you with spirit fingers.
If you're a dhampir too you're basically Donovan from Darkstalkers! :P
@@kuoh13 Sadly you still need a ton of dex if you want a decent armor rating
Currently doing this as an astral self temprest monk cleric, and I am having a blast (quite literally). The only thing holding me back is multiple fights and ki points
I once played a monk/ranger, man would zoom past the monsters and stunlocking. Miss him
Same. Although instead of stun locking my monk/ranger controlled the battle field without having to use spells which made it great against enemies that were able to deal with casters.
Once did a monk/fighter/paladin/sorcerer for a one-shot, and it was a tabaxi for smite on unarmed strikes. *so many smites*
My favorite character I've ever built was a kensei gloomstalker, she was such a badass. She got mind controlled at one point and almost TPK'd the rest of the party
Damn that roll of a one. Shakes her fist at the sky.
Monk/Wizard is vastly underrated. You only need a 13 in Intelligence to make it work as the Wizard is there to make you impossible to hit (by way of spells like Shield, Blur, Mirror Image, etc), but if you have a generous DM the headband of intellect and being a Bladesinger makes you nigh impossible to hit. I recall having 27 or 29 AC whilst using ki points to dodge at one point. So fun to play.
Evasion, Shield Spell, my favorite is with Wood Elf, Long sword, Bow, Pass without a trace and Elf Accuracy, by far my favorite build, Kensai+Blade Singer. Too bad is absulute MAD.
Even better. If you are playing in a high level dnd game. If you go 18 levels into way of the open hand and 2 levels in divination wizard. You can use the divination wizard to make a creature auto fail your quivering palm. Plus you get great spells (Shield, Absorb Elements, Find Familiar, Silvery Barbs)
"You'll know how terrifying a bard/cleric can be."
Me: [looks up from my sea elf College of Glamour Bard/Tempest Domain Cleric] "You don't say..."
Oh cool, I'm glad someone else likes the "gloomfist" idea! I started this as a multiclass last year and I love it!
I'd actually argue Shadow Monk is better for the Ranger/Monk combo, basically entirely off of the power of Pass Without Trace. I have had so many combats as a Ranger decided by that spell allowing me and my entire party to reliably sneak up on the baddies, and being able to cast it without committing 5 whole levels to Ranger is huge. Also, it's just so much more flavorful.
Also a great option yeah!
Also turning invisible with Gloomstalker in darkness and teleport in dim light with 6 levels shadowmonk makes you a nightmare to fight in the dark.
@@sugoidane An invisible-in-the-dark Gloom Stalker is great for smacking around an overconfident Twilight Cleric who thinks they're the AWACS system of the party.
@@DnDShorts Using the same here, but how does the math add up? Where does that green 20 come from? 😯
Love your videos, and I am aware that they are time consuming and concentration breaking to prepare, record and edit.
I thank you for the effort you put into making these videos for us to enjoy.
For the super sneaker life deleter, take medium armor master so that your half plate ac equals 15 + dex (max 3), as opposed to 15 + dex (max 2), and you don’t get disadvantage on your stealth checks, so you don’t have to wait and pray for mithril armor
I'd also add, have a whip. It's basically a pole arm for rogues, with finesse, reach and same damage as a dagger
For the Fist of God, you could totally run an Astral Self monk so you can focus your wis and make unarmed strikes from farther away, letting you keep your massive speed to stay away from the fight and maintain your spells.
You didn’t mention this on the first build, but with action surge you can hold one of your actions to attack at an enemy’s turn, guaranteeing a reaction attack
Actually "hold action" is not an option in 5e.
As listed in the PHB & DMG:
Attack,
Cast a spell,
Dash,
Disengage,
Dodge,
Help,
Hide,
Improvise "At the DMs discretion",
Search,
Use an object,
Use an item,
You can ready an action. Your basically arguing irrelevant verbiage
@@mtvjacknife816 I notice you handily left out the "Ready" action
@@mtvjacknife816 there are rules in the PHB for holding a spell as an action counting as concentrating on it so obviously you can hold an action, and it would be pointlessly even more in favour of spellcasters if only spellcasters could do it
Key word is hold or ready ACTION. You need to spend your whole action and not just one attack so it sadly wouldnt work
My favorite Monk multiclass is with Spores Druid. Your action is two attacks, your bonus action is two attacks (or 2d6 healing with the Aura of Vitality spell) and your reaction deals greatsword-level necrotic damage. Symbiotic Entity gives you a massive boost to survivability with all the temporary HP and you can even put extra bodies on the battlefield if you want to. There is no waste. Your action, bonus action, and reaction are always giving you viable options.
I somehow rocked a sorcerer fighter for an entire campaign, he used clockwork soul+gunslinger from CR. It was insane, at lvl. 20 I was shooting a monster twice then using a twinned disintegrate to kill two others, really fun.
Another fun one is Rogue + (Armorer) Artificer as the Infiltarator's Lightning Launcher is a Simple Ranged Weapon (NOT a magic attack) meaning your Sneak Attack CAN BE USED at a 90/300 range (so grab Sharpshooter).
The beauty is, this is Lightning damage, not Piercing, giving you a fun damage type not as commonly resisted.
I never thought I would actually consider a Monk, let a lone a multiclass. But the War Cleric-Monk with Divine Favor really is pretty slick.
And with that literal 1 level of Cleric you have access to the spell Bane which can really up your chance to land those Stunning Strikes at higher levels.
Like wow, actually wow.
Don't play "Fist of God". I have never been held with a scornful gaze by my DM until I tried this out. I mean, his face went so stiff, and he was standing over me and like his whole face had darkened... I swear... I was shook. He's a pretty affable guy down for just about anything but I think I am going to retire my PC less he ends up killing me irl.
Your DM needs to up their game then. You just got bullied into playing stuff they low bar prepared for. You probably weren’t even playing an optimized version.
Also… You might want to consider a different DM. Unresolved anger issues that have them threatening your space is only a step away from violence in one form or another. Such as being passively aggressively told to stay away from “their” game.
Really? For such a little thing? How much cleric did you take? Is this a spirit guardians plus patient defense sort of thing? It can't be because of divine favor. That's only a d4.
Respect for going out of your way to have ethical merch. Great video!
As someone who always plays healers in mmo's & is obsessed with lightning I am absolutely in LOVE with the Tempest cleric / Lore bard build!!
For the gloomfist, grab the feat for the devilsight eldritch invocation, and find a way to cast darkness, either through a party member, item or whatever. Infinite advantage against almost any creature, and giving them disadvantage to hit you, all in a little black bubble. Also, you are the night, and its cool af XD
I made a Way of the Astral self Monk/Gloomstalker Ranger Bugbear and it is a beast. The fighting style I chose with the Ranger was actually an UE Tunnel Fighting, which let you make opportunity attacks without using your reaction. When you have astral self active it increases your unarmed attack range by 5 ft as a Bugbear you have an additional 5 ft so a total of 15 ft. Also you can use either Dex or Wis instead of Str and you're dealing Force damage. It is a completely ridiculous build when paired with the Sentinel feat.
I played the “Fartificer” in a lvl 20 one-shot. I attuned to two prosthetic arms to hold and fire both tiny firearms after using my fighter multiattack each turn.
So much damage, very fun
A personal favourite of mine is Astral Monk/Circle of Stars Druid grappler, use wisdom for grapples due to astral and have reliable talent for wisdom checks due to Starry form (Dragon). Has mad Jojo's energy and you can solely focus on Wis as a stat! (Love the classes in the vid, I need to try some of them!)
Noo don't be telling people about the gloomfist, everyone though my Monk choice was bad, then I threw in Gloomfist and they were floored. Mercy monk might not be able to knock people prone, but on your second flurry of blows attack, you can also do necrotic damage with it with hand of harm, it is basically like a free attack
For Fighter-Rogue, I would have thought more Samurai-Duellist. The Samurai can give themselves advantage, trigerring the sneak attack, and the duellist can sneak attack isolated targets.
If you add to that a whip, you can effectively sneak attack anyone while freely repositionning yourself outside of their range.
For the super sneaker life deleter, I would take the echo knight subclass over battle master, since you can use unleash incarnation up to twice per round with action surge, and each attack adds an extra 4d6 from bugbear surprise attack with autocrit. You can then take the superior technique fighting style and just take riposte with it in order to proc sneak attack twice in a round.
You can also put 2-3 levels in ranger. With just two levels, you can take hunters mark and do an additional 2d6 on each attack with autocrit, and a third level gets you yet another two attacks with the gloomstalker's dread ambusher feature coupled with your action surge.
Shadar-Kai Rogue Phantom/College of Whispers Bard is my personal favorite. Chaos galore
My 3rd multiclass character theory build is Rogue/Barbarian. Specifically: 14 in Phantom, and 6 in Zealot. He’s a Fallen Aasimar, and this dude is terrifying. Y’all can figure this out for yourselves.
Rogue barb is scary good
It really is. Best part is that you really only need 2-3 levels in barbarian, with everything else in rogue (I recommend starting in rogue for the skills). By the time you get evasion with the 7th level of rogue, you'll be crazy hard to kill--even more so if you're a Bear Totem barbarian. Could be a gith, too, for the psychic resistance. Makes you crazy hard to kill when you can be resistant to all damage while raging, use uncanny dodge on a direct attack to halve that damage further (uses your reaction tho), and Danger Sense pairs extremely well with evasion.
Not to mention, between unarmored defense, a shield, and a rapier, you'll have a high ac and be able to deal both sneak attack AND rage damage if you use STR to attack (since sneak attack requires a finesse or ranged weapon, and finesse weapons can use STR, which rage requires)
Mix it up with different rogue subclasses for fun. Scout rogue has great skills and utility, swashbuckler is great for combat, soulknife is super mobile...all sorts of combinations.
I'm currently a lvl 14 necromancer wizard, 2 levels of life cleric with mithral plate armor and Tasha's otherworldly guise. Best multi class I did. Also working with my DM to become a lich
One of the better cleric multiclasses I've seen us just one level of order domain for voice of authority. Amy support caster or caster in general gets a great boost from it. Because the spells don't have to be specifically targeting them. Example evocation wizard fireball auto passing allies it would hit. They are targets of the spell, then one of them gets a attack, or silvery barbs. You can easily keep it consistently procing.
Unfortunately for the first build, it clearly states that SA only works once per TURN. Which means you can still SA on a reaction on someone else’s turn, you can’t do it more than once on yours
If you just want pure damage, Tempest Cleric’s Destructive Wrath feature pairs great with any sorcerer if you pick up the metamagic that lets you change a spell’s damage type.
“Fireball? No no no, you mean Lightningball…at maximized damage.”
I did this with divine soul sorcerer. That way i still had access to cleric spells
@@jotaroworldstar2296 …but you’re already a tempest cleric. You already have cleric spells.
@@crowsenpai5625 i only took 2 levels in tempest cleric, just wanted to grab the heavy armor proficiency and channel divinity
IMO, amazing job! 😃 Personally, I haven't seen anybody talk about these multiclass options and character ideas, but they surely are very cool and potent, so thank you for introducing them to us. Thank you very much for all ,live done for this community 😃😊❤️
Poetry Paladin is a sword bard with 2-8 levels of Paladin. Just 2 level of Paladin gives you a Fighting Style and divine smite. This is customizable in multiple ways. I personally take just 2 levels of Paladin for the interception Style and smite. Two weapon fighting hears is great, especially at 14th level bard. You can spam the defensive flourish, have shield of faith, a shield, and the shield spell. This give a God tier ac.
beautiful video, but i was very interest in [The Fartificer],because: one= the funny name & two=because i realy love the concept and i alway wanted to play something like that, a magical gunslinger.
One my favorite multiclasses I’ve ever run was a mercy monk + peace domain cleric. It wasn’t the most broken but had tons of flavor and utility which paired great with a ranger and barbarian that excelled at dealing damage. I had tons of options to either dealing extra damage or healing, i could essentially give my whole party blessing as long as we are within 30ft of someone else, and between high base speed and a bonus action dash I can use the channel divinity to run really fast provoking no opportunity attacks and healing any ally I run past if things get hairy.
I am a level 5 Mercy and have really been pondering multiclassing into Cleric, Peace and Grave being my main considerations (both for power and flavor). What level did you start your dip or when would you recommend it, and for how many? What do you think of running with Grave? Thanks in advance!
@@christophersbyers admittedly i used this character in a high level campaign and he picked up the Peace Domain levels right before the final fight as he turned level 20. My recommendation is to not take any more then 2 level into Cleric regardless. You’ll want to maximize you Ki points, martial arts die, and unarmored movement as much as you can. 2 levels in cleric will get you some useful cantrips, 1st level support spells, and channel divinity. My only concern with using Grave Domain with a Mercy Monk is that you’ll probably only have one use of channel divinity and it will only work for the first hit. Mercy Monks are great at long term sustained damage with some healing tossed in for versatility. I think Peace domain works better because you get some bonus skill proficiencies, essentially a constant no concentration Bless spell, and the ability to move without incurring opportunity attacks while healing anyone you run past. You can use your increased movement to get out of a tough spot or get to an ally in need safely while healing everyone as you move.
If you want a good monk to pair with Grave domain try Way of the Long Death. You have to wait till basically max level for the combo but at that level you hit people 20d10 of vulnerable necrotic damage.
Here's another fun multiclass for AC: What I like to call the Bonk, Barbarian Monk multiclass. You get 2 Unarmored Defense, martial weapons for funny longsword usage, rage for bonus damage on flurry of blows, and if you take Thri-Kreen, it gives you bonus AC and two extra arms, which depending on your DM, could allow you to use those unarmed strikes even while two-handing the longsword.
To clarify, you don't get to use both Unarmored Defense abilities. They don't stack. You have to choose if you want to use the Barbarian version or the Monk version
Monk multiclassing, I've never heard of this before, this is so cool! Thanks for the tips. 👍
I love multiclassing so much, you can create some absolutely amazing characters both utility wise and flavour wise. Atm I’m working on a Trickery Cleric/Hexblade Warlock/Rogue (1 level rogue, 3 hexblade, the rest cleric) and I’m so excited to use her. I’m new to combining things but the ability to use both ranged and melee damage while being able to keep my party alive & providing spell utility too? God it’s gonna be so fun
Personally I like the Hexblade Warlock 1/Wizard 19 magic missile build. The exact wording of hex blade's curse means it procs on every single magic missile RAW, and it scales off your proficiency modifier. You can alternatively go pure Hexblade Warlock if your dm allows the purchase of uncommon rarity magic items, put a pair of them in dual wand holsters. Minimum burst damage of 9d4+27 at level 1 if you get to start with the wand, goes up to 9d4+63.
Nice list, though I do have some things to say about a few of them.
First, the "Super Sneaker Life Deleter". I have one similar, though went with the Thief subclass for more utility. Also, Use Object as a Bonus Action. Turns out there are a lot of things you can do with that. Either way, you said to try getting Mithril armor to negate the Stealth penalty from Half-Plate. I'd say with all the ASI/Feats you'll be getting with this Multi-Class, why not grab Medium Armor Master Feat? It remove the Stealth Penalty from all Medium Armor and raises the Max Dex from 2 to 3. So you can have 20 AC (16 Dex + Half Plate + Shield) as a Rogue. Even Stealth around in Adamantine Half-Plate with no penalty.
Second, the "Gloomfist". Not sure if you mentioned it, or possibly overlooked it, but the extra D8 damage from Dread Ambusher, only applies to that one bonus attack at the tart of combat. You did however mention Fey Wanderer as an option, though would say a good Monk Subclass to pair with that, would actually be Drunken Master (also perhaps quite thematic as you likely get drunk a lot at all those Fey Parties. lol). With the Drunken Technique, you benefit from the Disengage Action when you use Flurry of Blows. Additionally, from Sage Advise, you can take such a Bonus Action before your Attack Action, so long as you do take said Attack action that turn. Thus, you can Flurry of Blows first, then "stumble" around to other enemies with those strikes, plus the Attack and Extra Attack, all getting the Extra D4 per creature from Dreadful Strikes (D6 at Ranger 11).
Lastly, the "Fartificer". An interesting concept, though I'd perhaps lean more towards the Battle Smith so I can focus on Int for Spells, as well as Attack and Damage with my Magic Infused Weapon. Also, getting the idea of that classic Sword and Pistol Fighter with the Repeating Shot Infusion. Perhaps with the Two Weapon Fighting Style and Feat to add Int to both Attacks. The Fighters ASI/Feats to get Crossbow Master (for Hand Crossbow if DM not allowing Guns) or Gunner Feat so I can shoot the creature that I am also stabbing, or stab at one while also shooting another.
All that said, I have a multiclass idea, though not sure how unusual it is as its pretty much your classic Ninja build. That being with the Monk and Assassin Rogue multiclass. Pretty much just 3 to 4 levels of Rogue for the Assassin Subclass then the rest in Monk (about any Subclass will do.) Idea is to build around having the highest Initiative and going first for the Assassinate Feature, possibly being a Master of Stealth too for Surprise Rounds. The Key thing here is the last part of the Assassinate Feature combined with the multitude of attacks Monks get. That being, "any hit you score against a creature that is surprised is a critical hit." That means your Attack, Extra Attack, and your Flurry of Blows against a surprised creature are all Crits. However, you are still limited to 1 Sneak Attack per turn, though perhaps save that for if they somehow survived the four critical hits you're dishing out in the Surprise Round, or to quickly "Assassinate" the first surprised before moving on to the next surprised creature with your Critical Flurry of Blows.
Oh, also, for this build... use Daggers. Small, Finesse-able (For Sneak Attacks), Throwable, easily concealed, and as a Monk Weapon, can deal from D4 to D10 Damage (Depending on Monk Level).
I'm currently playing an aberrant mind/ order domain multiclass (it works thematically because i'm a Kalashtar). I just picked up Vortex Warp at the end of last session along with distant spell as one of my metamagics. I'm going to enjoy teleporting our party's barbarian and giving him reaction attacks. Just wish we had a rogue LOL.
Your Barb is your Rogue. They just take the first part of Breaking and Entering with more gusto.
Take tunnel fighter as your fighting style for your fighter/rogue multiclass in order to make "infinite" free opportunity attacks whenever a creature moves within your reach. Every creature that ever gets into melee with you gets attacked a minimum of 3 times: once when they walk at you, once when they swing at you, and once when they walk away. That number only goes up if those enemies move while still inside your reach or attack you more times.
I used this same principle in a Rogueadin build that was optimized to cover a horizontal line 10 feet behind the main tank(s) in order to keep my casters out of melee when swarms of enemies ignore the front line. Vengeance Paladin lets you make free safe (you don't trigger opportunity attacks) movement up to half your speed as part of an opportunity attack, meaning you can reposition after every reaction attack you make that isn't a riposte because that isn't considered an opportunity attack. Effectively as long as the gap you have to cover isn't wider than 1.5x your total movement speed it's very likely you'll be able to jump between all the enemies you need to kill using very little of your regular movement if any and keeping your bonus action open to lock in that tunnel fighter stance or to dodge rather than dash in most cases. It's an extremely mobile and survivable build that has very consistent DPR ranges for extended fights but can put on the hurt when necessary using divine smite to really drive those damage numbers up.
One of the favorite build I've ever done is my buddy. Had a one shot. He was doing for level 20 characters. And I built something I called brawl-halla. It was 2 levels barbarian, 6 levels open Palm monk and 12 levels of Champion fighter. Unarmed fighting style. And my buddy has a homebrew rule that whenever you make an unarmed strike, you can make 2 attacks for the single attack action, so extra attack with you hit 4 times instead of just 2. And with improved extra attack from fighter at level 11. You a total of 6 times instead of 3.
If your DM allows Twilight clerics, starting your career with one level of it will get you all the healing spells you'll need to be the second medic of a party (or primary if you can find a Necklace of Prayer Beads), and of course you get the ridiculous darkvision to 300 feet, Eyes of Night, and Advantage on Initiative for someone. You also end up with Wisdom and Charisma for saving throw proficiencies, and if you're planning to go Wizard off this basic chassis, Charisma is a much more common saving throw than Intelligence.
You end up with a medium-armored and shielded wizard who can also pop other party members back up when they go down. You still don't want to be caught in melée, but if you find that you are, you're reasonably hard to hit. Add War Caster and you should be able to cast freely from both classes while keeping your AC pumped although you may have to rotate what's in your primary hand. Make your Wizard be of subclass Order of Scribes and you'll have the option of doing all this through the Manifest Mind and not even setting foot in a room until the odds are heavily in your favor.
My wife asked what I was giggling about watching this; I showed her the “Fartificer” section, and she asked if I was 12. I’m 59 😀.
So as a forever Dm I can say is builds are legit for the most part. Though there are little bits and pieces he leaves out to make them sound better. Mainly being very situational and rare for many things to actually work. Like the first one to get the second sneak attack in the same round you need advantage on the target by some means. So potentially a party member giving help action before the enemies turn but after your turn. Then only if the enemy misses its attack.
I love your example of destructive weather is Claudia healing somebody
I really like the monk ranger multi class because I can combine swarmkeeper and shadow monk for a sick flavor of having a flock of shadow ravens
one of my favorite current characters (for non gameplay reasons, but still good in gameplay) is a Warlock/Monk (the DM allowed Cha instead of Wisdom, but i built him for minimums in case i needed it)
basically having Hex on a monk means you're essentially dealing d10s with a minimum of 2 on the die with every strike, over doubling your damage output. make the warlock a Hexblade and you're critting on 19s and adding prof to damage on a single target per rest. combine Dedicated Weapon with Pact of the Blade for basically turning any weapon into a monk weapon, or use Astral Self for dealing force damage to pierce though near any resistance.
the only things you have to worry about are MAD-ness (though you really dont *need* high Charisma, just the minimum for multiclassing), and the fact you have so many options for your bonus action it might as well be overwhelming (but at the same time, options for basically any situation).
I designed one last night, Fighter Rune Knight 3, Ranger Hunter 3, 14 Monk Kensei and Dhampir race fully concentrating on the Bite power. Monk damage increases bite to 1d8 (eventually), + 1d8 (once per turn for Hunter) + 1d6 (Rune Knight Size) + 1d6 Hunters Mark + 1d8 Kensei weapon +4 (18 con) +3 Kensei weapon (3 Ki points). Once per turn you can heal for 3d8 +2d6+7 while dishing out the same damage. That's just 1 attack too. You could use the bite as many times as you want but the others only would do 1d8+1d6+7. Up to your prof bonus, recharge long rest. Then also bonus action for 1d10+3 if you are really hurt for a big self heal that round.
I’m currently playing a Circle of the Land Druid and Dragon Bloodline sorcerer and so far I’m loving it! I get to keep all my spell slots, I’m playing a tiefling so so I have trait spells on top of a huge spell list, I have a boosted AC, and once I get font of magic I’ll be able to use it for both my sorcerer and Druid spells as well as my wildshape.
Scribe Wizard and Tempest Cleric is good because you can make any spell lightning or thunder damage.
Bladesinger/hexblade with the tough feat and high int/cha. Your spellcasting is from int and cha, your AC, con saves, and initiative come from int, your melee weapon attacks are from cha, and your hp is from the tough feat, so you can essentially dump dex and con. The class features blend well together as well, as you have wizard spell slots to burn on hexblade smites, and hexblade smites to add damage to your bladesong. You also get a lot of spell slots back on a short rest, as you have warlock spell slots and arcane recovery. It’s the most cursed multiclass I’ve ever come up with that still has a chance of being viable.
The last campaign i played i had a Mercy Monk/Grave Cleric multiclass that was extremely effective thanks to the channel divinity option path of the grave which forces vulnerability on the opponent, and still frees up your bonus action for the fun monk stuff
Oh my goodness, this is exactly the multiclass I’m so conflicted on doing; so many advise strongly against multiclassing a monk. I’ve got a lvl 5 mercy and Grave seems so perfect thematically. What level did you start the multiclass and for how many did you dip or go up to? Any tips on feats/point allocation or cantrip/spells to shoot for to make my Monk even more fun?
One of my favorite multiclass combos is Clockwork Sorcerer with 1 level in Order Domain Cleric. Not only is it very thematic, that one level of Cleric nets you Heavy Armor, Bless, and the ability to basically command your allies to attack when you cast a spell on them. Not to mention access to a slew of Abjuration and Transmutation spells fro Clockwork Soul. Battlefield control says what?
If I may add that while Open Hand is probably the best for the Gloomfist build I would like to advocate for Astral Self as another possibility. It allows you to attack with your wisdom for unarmed strikes and gives you the 10ft attack range without having to take Bugbear or increases to 15ft if you do take Bugbear just at the first feature on top of using wisdom for Strength and Athletics checks. Just something to think about of you want something more interesting.
A bit of note for the Fartificer... the real sauce for this build should be the Battle Smith Artificer combined with the Eldritch Knight Fighter specifically.
Why, you may ask? Well, I'll tell you!
Many people will say that there's a small conundrum with Eldritch Knight Fighter - focus on your DEX/STR for weapon attacks or your INT for spells. Well, if you choose Battle Smith, they answer the question for you - all INT, all the time. Battle Smith has a passive ability that allows you to substitute INT for STR or DEX for your attack and damage rolls (so long as the weapon is considered magical). Now, whether you need to find enchanted weapons or can get your ruling from the DM that you weapon bond ability is technically magical, you never need to boost STR or DEX beyond the baseline needed to multi-class. All weapon attacks and spells key off of your INT, which now means you can pump it to maximum (easy with Fighter ASI's) and work on other stats like CON to be a bit beefier. Also, you can always have assistance by way of your robot buddy, who can help soak in damage, be a distraction or what have you.
And, since you can bond to two weapons, have one melee and one gun and you're a force of destruction at any range.
Brains are truly better than brawn.
Been playing a cleric bard for over 3 years now, using Unity Cleric and Spirits Bard. Makes you a crazy skill buffer, I end up giving a person 2d4 and a d6 on checks. We usually end up with our low checks in the 20s and highs almost in the 40s
I do like the Fist of God Multiclass idea. However, a true unusual multiclass is one that isn't that optimized like the Monk / Wizard. I like it because they compliment each other in and out of combat. The monk gives the wizard a higher AC so they can still use robes. The wizard can cast spells to improve his abilities like Haste, Shield, or any ranged cantrip.
A surprisingly effective multiclass here is actually Barbarian with Artificer. Sure, you'll have to invest in Str/Int but since barbarians can rage in medium armor, an infused medium armor covers AC weaknesses. Flash of Genius will eventually help with all the mental saves that barbarian hates, and either Battlesmith (Totem Barb 3 + BS Art 17) or Artillerist (Zealot or Totem Barb 6 + Artillerist Art 14) give a powerful bonus action to a barbarian, which normally lacks one. You also guarantee your Barbarian will have magical damage with the infusions. You can keep your spell slots for recovery or out-of-combat uses, but your cantrips are still viable for damage when you run out of rage uses. If you ever hit high levels in Artificer, boom, Cloak of Protection, or perhaps even Amulet of Health.
BTW artillerist gives a ranged option that actually counts as an attack roll so you can keep your rage even when you take no damage, without having to yeet your weapon at someone. Or you can infuse a returning weapon in the battlesmith option to preserve a ranged option that works during rage.
I also was thinking, and maybe a medium armor armorer on guardian model maybe could also work, since you're not forced to use Int on your thunder gauntlets and punching with Str instead gives rage damage to the gauntlets (in theory). You won't have as many good bonus action options as the other 2, though.
Quality so good that even with hundreds of thousands of people agreeing, it's still the most underrated DnD channel. If you collab'd with Dungeon Dudes you'd make my day, not to mention that their community would eat your content up
Yes! Please!
I personally don't find Dungeon Dudes that good? DnD Shorts has far more interesting and intelligent stuff to say. Most of Dungeon Dudes' content is downright infantilizing in its lack of depth and how long they spend repeating the most basic points.
Youth Pastor build where every spell is cast by "You know who MY spiritual guardian is?" type phrases
Fun twist on monk ranger. I have a way of the drunken master / swarmkeeper fairy with an entire honeybee and mead theme. Zypher Strike on a monk is so dirty. You get an advantage on a hit that deals 1D8 force, 1D8 bludgeoning from a classic two-handed quarterstaff, and an extra 1D6 piercing from bees. Then so long as Con is kept up, my movement doesn't trigger opportunity attacks so long as I've at least attempted to hit the enemy. With a quick to max AC, flight, and deflect missiles, I've become extremely hard to hit. I may not have the highest damage output, but it makes for interesting fights where enemies waste attacks trying to hit me or give up in favor of trying to attack the bigger looking threat of the party. I opted for a fair selection of spells so I chose to get ranger to level 5 for second level spell slots and I may do a 1 level dip into druid for extra cantrips. Alternatively, you can shave off a few ranger levels to put more into monk for faster ki progression.
I feel like the Armorer does not get enough love. I’m running a triple multi class character. Lvl 1 Divine Soul Sorcerer, lvl 8 Twilight Cleric, lvl 11 Artificer Armorer.
Dual wielder & resilience feat Guardian gauntlets.
I’m basically running around with a 22AC and punching enemies with 4D8 per round. It’s not a lot of damage, but mostly acting as the AC tank. My point though is I don’t see enough Armorer builds, they can be really versatile, give it a try! Having a blast 💥
Super glad to hear you worked so hard making ethical merch! That's awesome. I'm checking it out!
A really cool combo for Artificer/Fighter is Armorer/Rune Knight, especially as a twist on the classic gnome artificer. Because who doesn't want to go from gnome to large as a bonus action?
2:14 I was laughing much more than I maybe should've 🤣
Try adding Mithril Warpicks to the first multiclass, the X4 crit mod is… spooky… because the multiplier transfers over to all affected dice. Add a little team buff support and this get crazy
Simple lord of the Dice: Divination Wizard + Lore Bard.
Add on halfling for simple nat 1 protection and sprinkle on lucky and bountiful luck if you are allowed.
I've got a great multiclass you can use in a video. The Team Captain, Harengon Arcane trickster Rogue Order Domain Cleric, battle master Fighter.
When you get reliable talent on rogue you essentially automatically go first with insane bonus to initiative and never rolling below a 10, on this first turn can use vortex warp twice or bless and vortex warp with action surge to move allies into melee range if need be or into any other beneficial position necessary, give them both a free attack with the order domains ability voice of authority, us a quick toss bonus action attack to make a sneak attack yourself and at any point if a creature succeeds a saving throw (friend or foe) you can use silvery barbs to give yet another friendly creature a free reaction attack allowing up to 4 creatures to share your opening turn and completely control any encounter you are in.
My favorite is 2 levels in Circle of the Stars Druid with Wizard, or really any spellcaster that cares about concentration. Having access to Druid spells means you have Goodberry and Healing Word for a bit of healing power, something Wizards don't really have. But Circle of the Stars gives you a couple awesome things, you get Guidance for completely free and you can cast Guiding Bolt for free a couple times a day. But the main reason is for Starry Form, instead of transforming into an animal with Wild Shape you can use it to enter a Starry Form for 10 minutes, Archer is basically Spiritual Weapon, 1D8+Wis every bonus action without concentration, Chalice enhances your limited healing, when you use a spell slot to heal someone like with Healing Word (does not work with Goodberry) you get an extra 1D8+Wis to heal either the same person someone else or even yourself. And the big reason why I love this multiclass, Dragon Form. While your in Dragon Form it let's you treat any roll of 9 or lower on any Intelligence, Wisdom, or Concentration check as a 10, then you still add your modifiers. Even if you just have a 10 in Constitution for some odd squishy reason, the lowest you can roll on Concentration checks in battle is a 10, meaning unless you take massive damage from a single blow *you will always keep concentration on your spells.* Bonus, it can be used as great utility, need a decent perception insight or arcana roll? Make the lowest you can get on it a 10+Mod.
Y play The Fartificer with the psionic warrior. It's a lot of fun to shoot to cause 1d10 of piercing, then 1d8 of force damage and finally push it into the air or bring them down against. Also, if you are a battle blacksmith, you only have to increase intelligence.
I wouldn't mind the wing. Being able to have a youtube video in full size while reading a ebook sounds pretty nice
Another fun build with the Ranger Monk, not sure if powerful cause I haven't used it yet, is the Astral Self Monk with the Swarmkeeper Ranger. So if you have someone get in your face and you want them away you can use the swarm to push them away and punch them with the spirit. If you combine it with crusher you can push them 20 feet away and play keep away easy
I'd like to point out for the Gloomfist that, if the character gets to start with a feat, and you take fighting initiate with unarmed fighting, your unarmed strikes will do 1d8 damage provided you don't have any weapons or a shield in your hands. So making all attacks unarmed, when using flurry of blows, would make 3d8 damage starting at second level monk, plus any bonuses such as bugbear surprise attack, etc. Jump over for 2 levels of ranger to get that hunter's mark, then jump back to monk to push to that 2nd attack, I think damage output earlier on would be better. I'm about to try this theory in a couple weeks for a new campaign.
Dude even as a committed Christian myself, I can't fault your joke about youth workers with guitars 🤣
As a newbie to DnD, my first character has been a strength-based monk with 1 level in Barbarian who hulks out on turn 1. My DM has been pleasantly surprised at how effective he's been! I doubt it'll make a list of amazing multiclass options but it's been great fun to play.
Order Cleric is incredible for a dip if you're trying to get other people to shine. Any leveled spell cast on a buddy (including healing word) let's them take reaction attacks (great on rogues and paladins)
Hermit Half-elf + Scout Rogue 15 + Lore Bard 3 + Knowledge Cleric 1 + Ranger 1 is really funny imo. Including your background, you have proficiency in 16/18 of the skills in the game, alongside the Rogue's Reliable Talent feature, and expertise in 10 skills (11 if you forego thieves tools). This means, *before* ability bonuses, your minimum roll on over half the skills in the game is 22, and 16 on almost all the rest. Plus you get Guidance from Cleric and Enhance Ability from Bard, letting you get whatever bonuses you need. To top it off, you know Common, Elvish, and a whopping 6 other languages of your choice. You can know literally every single standard language in the game, or take your pick of the various exotic languages. Forget Skill Monkey, it's a Skill Ape.
3:46 ATHF Carl equipped with his Foreigner belt. “ lightning ⚡️, yeah I don’t need no instructions to know how to Rock!”
That battlemaster rogue sounds great. But odds are some DMs only count sneak attack for the first hit because "they are no longer surprised". Id hate to have a DM like that. Let me have my fantasy power trip damnit!
I hate it when the DM hasn't read the rules for 5e.
9:20 *Pet gun*
...
*GOD BLESS MERICA*
I've played a level 14 one shot that a friend made an Astral Self Monk 6 Twilight Cleric 6 and Fighter 2. With Twilight Sanctuary, Steps of Night, Spirit Guardians and Arms of Astral Self activated it was like seeing a Dragon Ball character in DnD.
omg the tempest lore bard combo turns an already OP subclass into a god
for the tempest cleric one, you can just grab the metamagic adept feat
Another fun build for your consideration, Conquest or Devotion Paladin and War Cleric. The synergy of this build is largely driven from the Guided Strike Channel Divinity option from both Conquest Paladin or War Cleric. Combining it further with even the uncommon Amulet of the Devout, and you are rocking three +10s to hit on short rest by level 7 (Paladin 5, Cleric 2). Generally speaking, I found the best synergy of this build to be Paladin X and Cleric 6. Largely for 2 CD from cleric per rest. I would only suggest devotion paladin over conquest if you don't have a means of ignoring the charmed condition. After all, if this build gets charmed...it is is murder time. As to a name for it, I call it Striker for its ability to get hit consistence.
I’m currently running a Divine Soul sorcerer with a one level dip in Order Cleric. Heavy armor, twin cast cleric spells and Voice of Authority has me feeling like the best support ever!
I love playing Cleric/Bard characters. I build it for battlefield control and call this build, "The Rabbi."
I've struggled to play a effective monk. Thanks for the bugbear multi class I'm rolling my character now. It's not overly broken but will be a great combat initiator and support. Big up bro
One I read about was 11/7/2 Armorer/Cleric/Divination Wizard
You'll have an 8th level slot and can do the fabled utter disintegration lightning bolt:
Have a natural 20 from Portent: Cast Witch Bolt level 8 for 16d12 maximized with Destructive Wrath. That's 192 lightning damage flat, no rolls. You only have a 5% chance per day of being able to do this, but at least then you know how to use your highest spell slot!
I really like the battlesmith/Eldritch Knight combo. Using int for your attacks frees Eldritch Knights from having to invest heavily into strength or dex so you can make full use of your spellcasting abilities and proficiency in heavy armor and the interception or protection fighting styles are really beneficial to battlesmiths.
One of my favorite weird multiclasess is the barbarian/rogue combination. Reckless attack for garantee sneak attack, even in a one-o-one, and the rage resistance plus uncanny dodge just make this weird concept really fun for playing and extremely resilient for all the shenanigans that all rogues love doing.
I like to call that combo "The Slasher"
My favorite build is a chronurgy wizard, fighter, bard, cleric, druid multiclass as a marilith-purple weredragon hybrid. Can you say up to 20 attacks a turn with a breath weapon, teleport, flying, time magic and a laundry list of resistances and immunities. And if you start with the Envisioner's Compass you can find any legendary item you want on that plane of existence (I typically immediately look for a Ring Of Spell Storage and a Belt Of Many Pockets)
Personally I have always preferred to call the the monk cleric combo "The power of God and Anime"
Most powerful and fun multiclass Ive played has to be Hexblade Warlock / Swashbuckler Rogue. It is an insanely good Damage dealer/ Scout/ Party Face. 2-3 lvls warlock, remainder in Rogue. Mechanically fits so well together. E.g. Able to wield a shield as a rouge, shield spell.
Bonus action Hexblades curse, booming blade, find familiar for advantage, sneak attack, free dis-engage with Fancy footwork ability.
Came up with an interesting MAD build: Needs Dex and Cha.... Hexblade Warlock + Fighter Battlemaster. Playing around with Shield and Bait and Switch, you get some interesting things. Just looking at the features AC 30 is achievable with just leather armor with a shield. You can take the build in 2 directions and that decision is moreorless informed by the Warlock invocation (the main ones I opted for were Lance of Lethargy, Eldritch Smite, Thirsting Blade and Relentless Hex) and the Fighting Style
Another option for Fighter/Rogues: Champion with Elven Accuracy. Find a reliable source of advantage and a bonus action attack (hand x-bow expert, dual-wield, whatever) and you'll basically be looking at a crit every other turn with your odds being >60% when rolling 9d20 a turn, find a way to get Haste and it's even more ridiculous. There are other ways than Riposte to get reaction attacks, as a Rogue generally doesn't _want_ to get attacked after all.
(starts taking notes) What other ways, other than Riposte to get reaction attacks did you have in mind specifically?
@@kirigakuresaizou3853 Honestly, allies are the best option as the rest tend to drain some sort of resources (like BA, spell slots, Action Surge, etc), but if one must, Riposte and/or Brace via another avenue like the Martial Adept feat or the fighting style is an option (not like you really need the slightly bigger single die if you get your SA in). That said, there are a couple other ways that come to mind (and I'll spare you the TWF/PAM/whip RAI-breaking shenanigans):
If one is Hasted, one can use the Haste attack and Ready the normal action. You'll only get one attack from it RAW so your crit chances drop, but still it's an option with the potential for more SA's and more SA crits.
Action Surge is an option, readying it to attack later or even casting a spell below to try and get the enemy to trigger OA for you, but that is extremely limited in uses.
Sentinel could work but is a more "soft taunt" option TBH (it punishes them for attacking someone other than you) so I'd advise against it for non-tanks especially if not combined with Heavy Obscurement + Blindsight (or Darkness + Devil's Sight / Greater Invisibility / Umbral Sight vs enemies unable to see you). This said, now the idea of a cloud that whips enemies who attack the party tank (especially a Cavalier who is Marking them so if they attack and actually hit me they get punished for it) sounds hilarious...
Cause Fear or its bigger brother Fear, presumably Quickened somehow, could get the job done albeit those do take your concentration so no self-Haste if using them, plus they repeatedly cause or encourage enemies moving away from you which means you have to give chase or only benefit once.
One could sacrifice some levels for Aberrant Mind (or maybe a Bard/GOOlock/Rakdos Cultist with Metamagic Adept) to cast a Quickened Dissonant Whispers, sacrificing your BA attack to instead get a Reaction attack instead (still getting two regular attacks from Extra Attack, or 3 if Hasted), albeit that might have issues depending on DM ruling of how the timing interacts (is it a new turn after you cast the spell and they react and you react to their reaction?).
Similarly, 6 levels in Glamour Bard let you 1/day use Command (flee) as a bonus action for an entire minute, and that option doesn't even drain your Concentration only your BA.
If one doesn't mind losing all spellcasting... there is also the Frenzy + Ready option, albeit that loses out on Extra Attack technically (not sure how many actually enforce the RAW of EA only works if it's on your turn but that is the RAW of that).
EDIT: forgot Mage Slayer, not reliable but does add a potential trigger. Also, Scimitar of Speed or Quicken with an attack cantrip and Readying the main action. Also, Sentinel + Mirror Image _might_ be allowed to combo, depending on DM (if I were DM'ing and a player wanted to try it, I'd probably tell the player that if they do it they'll be granting the enemy advantage on their next d20 roll to guess which image is right cause it makes sense to me lol). Oh, and Hunter Ranger Giant Killer could help against larger enemies, but that does require they attack you. I'll even take this opportunity to remind that Scout Rogue does have a subclass capstone of an extra SA on your own turn, allowing theoretically 3 SA's per round, and of course you could somehow Shapechange into a Mirilith to get infinite Reactions.
A more shenanigany thought occurs: be a Mount for an ally with Mounted Combatant and pick up Sentinel. Enemy attacks you, they redirect it to them. Either way, you get OA cause they attacked your rider.