THE MOST POWERFUL Forever DM Build
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- Опубликовано: 20 авг 2024
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Offbeat Outlaw is finally doing it, he is revealing the majesty the magic, the beauty, the RAW UNBRIDLED POWER OF THE FOREVER DM. How exactly did he do it? How did he make a build that is this broken that it is nearly impossible to beat? HOW DID HE MAKE A BUILD CAPABLE OF BEARING THE MAJESTIC TITLE OF THE FOREVER DM? I'LL TELL YOU HOW! This video will reveal all, show all, and finally make plain all of the powers of the forever dm in his newest iteration.
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Forever DM's weakness is a simple sentence.
"We're going to be using Milestones for this campaign."
His greatest weakness is actually 'no that's not what the rules say.'
Until you kill an entire tavern full of level 20s using a 2 x 4 and alcohol
@@KaizerRemix Isn't he usually really great at making RAW builds?
@@KaizerRemix this dude follows raw to a key so that wouldn’t work unless it was alternate or homebrew rules which he would probably work with
NOOOOOOOOOOOOOOO
This'd get shot down so fast I'd have to rebuild my character five levels lower right after the first round of shenanigans. I love it!
Honestly it lasts pretty well!! Wisdom saves are a pain in the ass, but if you’re with a paladin it can be a very threatening build!
I don't think this is that far outside the realm of what other characters can do that a reasonable DM will shoot you down. Just as a simple example, a vanilla 17th level bladesinger can output 128 (or 135 if you round like OO) damage a round for an hour with just shapechange (marilith) + Bladesong.
@@cmckee42 Even more by level 20! Take three levels into fighter (I'd pick rune knight or champion) and you're more than doubling the damage you were doing at level 17!
Depends on the dm. I'd probably allow it but be a little mean with encounters to rebalance shit.
@@OffbeatOutlaw For me personally it is Hexblade 3; Abberant Sorcerer 6; Battle Master 3; Bladesinger 2.
Currently my proudest work is my Chronurgist Wizard. It comes online at level 4 once you have the Lucky and Alert feats. Using point buy as a variant human and starting with 16s in Dex and Int, you end up with a +11+1d8 initiative (Gift of Alacrity), an armor class range of 16-21 (Mage Armor, Shield), and can roll up to 5d20 on an attack roll (Find Familiar advantage, Lucky, Chronal Shift, Fortune's Favor). Mind Sliver gives an average of -3 against your saving throws while Chronal Shift pulls double duty in simulating disadvantage against your saves. Things start to get stupid at higher levels because Wizard is the best class in the game. By 15th level you achieve effective immortality via Clone and Demiplane, but things have to "kill" you three times because you have Contingency (Resilient Sphere) and a Tiny Hut stored in Arcane Abeyance. Meanwhile you're creating an infinitely scaling number of minions via Create Magen, Finger of Death, Geas, and Modify Memory while also creating the perfect lair using Guards and Wards, Mighty Fortress, and Mordenkainen's Private Sanctum.
I call it the "I'm the DM now" build.
This is a dungeon Master’s nightmare. I applaud you, my friend.
alternative to create magen. become a lvl 20 wizard. then, use simulacrum targeting yourself. then, take a long rest to regain all expended resources. next, have the simulacrum cast wish targeting you recreating the effects of simulacrum, creating a new second clone of you with full spell slots. then have the new one cast wish using simulacrum targeting you again, so on and so on. this costs less, can be done faster, and givrs you a variable army of lvl20 wizards.
@@theroguearceus2869 Until the dm rules that one of them is evil and uses wish to kill the others lol
@@jsbwolf4011 one of the simulacrums being evil would be irrelevant, as part of the spell dictates that the simulacrum is "freindly to you and creatures you designate". additionally they follow your orders. so through the chain of command, they are or can br made to be freindly to you and those you designate since you can order each new one made to order the one it creates to follow your commands, none of them can disobey your orders.
I’ve always seen it house-ruled that a simulacrum cannot cast the spell simulacrum
I love how the comments were so annoying, that he is spoon feeding them the information, so they will look like idiots if they try to argue.
People will still argue lmao
Actually, Hex and Magic Missile don't work together because Magic Missile is not an attack.
Something is an attack, if and only if there is an attack roll.
Other than that, I don't think there is any problem with the rules you mentioned
I just looked into this and I’m sadly going to have to agree with you. F’s in chat for magic hex annihilation 😢 thank you for mentioning this!
It should be noted that a similar, but slightly less powerful feat can be accomplished using scorching ray 😁
Interesting episode for the no mustache Ark
You can use one of the feats to gain an extra invocation. If you take eldritch smite you can add an extra 1d8 per spell slot you expend to each of your attacks with your pact weapon
And you can do it while using normal smite because the devs for this game don’t really take using multiple classes and multiple books into account.
Eldritch Smite is 1d8 +1d8 per Spell slot, but it's only with your "warlock spells slots" (it's still pretty good)
Let me introduce you to the gunner feat. You can add 1 dex AND get the same benefit (that you specifically want) as crossbow feat and fix that 13.... quoting a wise man that once said no odd numbers should show up in an optimised build :)
Lich comes along and uses Power Word Kill on his 99HP.
xd
Spirit shroud would also work instead of hex because it says Attacks within 10 feet so if you use a 5th level slot that is 2d8 extra damage
I agree, Spirit Shroud is better
Yeah I was thinking the same thing, spirit shroud is really an amazing spell. Even if it's not upcast it will still do more than hex.
The further you push this I find that Tenser's Transformation is a big deal for Bladesingers of any stripe. Its a 6th level spell so not inexpensive, but it gives you 50 temp HP, advantage on attack rolls made with a simple or martial melee weapon, proficiency in con and strength saves to help keep the spell up and an extra 2d12 force damage on each attack you make. And it stays for 10 minutes, so maybe good for more than one combat if you're lucky.
Pretty solid choice if you know you're going into a big fight 👌
@@liammccabe05 in general its a good spell for baldesigners (although the updated bladesinger multiattack does make it slightly worse). but for this builds its a pretty bad idea. even if you could get it.
spirit shroud would work, but at lvl 15 he doesn't have 5th level spell slots. so its just 1d6 vs 1d8. and hex lasts for a lot longer, and is cheaper to cast.
So I've already decided you're my patron, now the question is if I'm a cleric or warlock XD
But honestly, I love power builds and I have not seen one more satisfying than this. Thank you XD
Warlock.. definitely Warlock! 😅
I made a similar character and if I may: Taking a level in Rogue allows you to double the proficiency bonus to two of the available skill proficiencies, which could help improve the poor wisdom saves and the roleplay aspect of the character (along with just more proficiencies in general!), and getting an additional Sneak Attack could be very useful for some extra attacks! 😊
I would like to add a bit of optimization
If your DM allows UA content, Instead of Crossbow Expert, take Fighting Initiate (TCE Feat) and get the Close Quarters Shooter fighting style from it. Not only do you not have disadvantage on ranged attacks within 5 feet, you also gain a +1 to Hit on Ranged Attacks
You also have 5 levels in reserve as it stands. If you can't readily get your hands on Illusionist's Bracers (Guildmaster's Guide to Ravnica) which would allow you to cast Eldritch Blast as a bonus action infinitely, consider at least 2 levels of Sorcerer instead.
Sorcerer uses Charisma, your highest ability score, avoiding MAD. Metamagic, take Quickened Spell, now you can cast Eldritch Blast as a bonus action. Accounting for Hexblade's curse, that's 4 more attacks, all dealing an average of 17 (1d10[6] +11) damage, so 68 average damage on a bonus action.
Illusionist's Bracers would negate the need for another class, and can do it infinitely instead of being limited to Sorcery Points, but it is a Very Rare magic item.
With that in mind, and boosting this boy to level 17 and giving him a single Bonus Action to prep with...
Attack Action 1:
5 attacks (Sword + EB)
1d8(5)+14+4d10(4*6)+44 = 87
Attack Action 2 (Action Surge):
Another 87 damage
Bonus Action (Illusionist's Bracers):
4d10(4*6)+44 = 68
Total damage per turn:
87*2 + 68 = 242.
And I think that's pretty neat.
Now he looks even more like a citadel paint brush.
Your hair is the best hair ever, genuine curiosity as to how you get it to go like that.
“Fireball because it’s my BRAND!”
This is a dope build and I like it alot, I have an monk/fighter archer level 15, that can do +21 damage per hit and it can get up to 5 attacks per turn, not including action surge
Care to share? I’m interested in doing an archery build next.
Just some stuff to point out with bladesong: it takes a bonus action so it would either take a lot of preparation or be a really long combat for you to get hex+hexblades curse+bladesong up all at once since they’re all bonus actions.
Also, if you’re using Tasha’s rules for bladesinger you have to always use it for bladesinger so you have bladesong proficiency bonus times per long rest, not twice per short rest. For better or worse (it likely won’t be a huge detriment since your proficiency bonus is high but for low level characters this normally means 1/2 or 1/3 the number of bladesongs per day)
One of my best shenanigan builds. Point buy charisma and wisdom to 15, (the rest of the stats however you want) variant human and bump cha and wis to 16, take 4 levels of Fey wanderer ranger and 4 levels of eloquence bard, put both ASI into cha, put your expertise in persuasion and deception, you are now an 8th level character that can’t roll less than a 24 on a persuasion or deception roll
If possible, go with a Mark of Hospitality Halfling, so you can get an extra d4 on persuasion checks, and you can use the cantrip fighting style in ranger to get guidance... Just wanted to add to your shenaniganery over a year later
oh dear god this is gonna be good
The real question is the quest for a "god damn beach episode"?
Gods dammed beach episode
I got the absolute pleasure of tormenting my dm with a level 20 version of this character with a +3 rod of the pact keeper and bracers of illusion
glorious, glad it worked out for you
You could've taken gunner instead of crossbow expert for the free +1 dex😊
I could be wrong but is that only for guns(no disadvantage within 5 feet)? not for all ranged attacks?
@@newtonianlaw3249 Same as crossbow expert, all ranged attacks in melee do not suffer from disadvantage
@@martinsthalles .... I have been roling at disadvantage for months.... I am so mad right now
@@martinsthalles gunner feat explicitly says you ignore the losing property of firearms, not crossbows.
@@ikejohnson5494 I'm not talking about the loading property I'm referring to the disadvantage for being within 5 feet when making a ranged attack
"Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls."
This is obviously very strong, no argument there. Great damage, reliable and great burst with good recharge. Decent AC with singing and certainly enough options to avoid big hits.
Those saving throws though... oof. Con is nice, but wis and dex are common saves and they are awful. Not saying there was a good way around it, but a -1 wis save at level 15 is definitely going to hurt unless your dm is generous af. Good luck and hopefully that failed wis save doesn't kill you!
Couple ideas for you:
Drop V human for custom lineage for elf, dark vision and the bonus half feat for elven accuracy which still gives you a +1 stat and now x2 advantage.
Swap Longsword for a bludgeon weapon (warhammer/flail) and then crossbow expert for crusher. You get the bonus +1 dex for the half feat and also get to knock the target back to set up EB. Lastly you (and the party) also get the advantage on every follow up hit.
You also took devils sight which I would swap for Eldrich smite for that crit fishing x2 smite beat down.
I would also look at swapping your fighter sub class from battlemaster to echo knight to pick up that extra attack, second position for EB, second place to get attacks of opportunity, and the position swap. No need to have the highest armor class if you're not there to get hit.
Lastly I would flip hex for spirit shroud and up cast it to 4th level for a total extra 2d8/hit instead of a d6.
You're a monster and i love you for it
Custom lin doesn't quallify for race specific feats per jeremey crawford tweet, but imo it's up to ur DM
I'm not seeing that Oar in the inventory. lol
Fight me!
OAR
If you are able to play with artifacts, i would personally use the axe of dwarven lords as it maximizes your damage, increases your con, removes the need for the crossbow adept feet, and let you summon a earth elemental
It's an interesting build. Though I seem to be quite late to the party I would just point out a few things you could tweak. Take the gunner feat instead of crossbow expert and this will give you an extra +1 to your dexterity score on top of no disadvantage to ranged attacks at close range. Also, given that you're starting as a fighter, and the way you seem to want to play this character in combat, you might as well give up on using bladesong. Throw on plate armor and use a greatsword. You lose out on some extra movement speed and the bonus to concentration checks to maintain spells, though you're already proficient in them and maintaining concentration doesn't seem to be a big deal for the play style, but your damage increases, you don't have to keep mage armor up, and your AC could actually be 1 higher with the defensive fighting style since you don't need dueling. Finally you could also swap out devil's sight for eldritch smite for some extra burst damage and the ability to knock a lot of creatures prone to give advantage on your follow up attacks. *Edit* Forgot about plate armor strength requirement, but halfplate plus defensive would give you same AC at all times instead of only when you have both mage armor and bladesong up.
Unfortunately, the Hex Warrior effect that lets you use your Charisma modifier for attack and damage rolls only applies to weapons that lack the two-handed property. Therefore a greatsword doesn't work.
@@qawilson1 The character took the Pact of the Blade making it so that any weapon that they are proficient in can be used as their Hex Weapon which would include great sword.
Level 15 death rouge.
Human virriant -(skulker)
Level 3 fighter: ranged fighting style, arcane Knight (Spells later down the line)
Level 10 rouge assassin: disguise kit, and auto crit when we surprise people,uncanny doge for less damage and evasion for wizards Spells, +2 extra feats, we gain an extra 10d6 when attacking which damage is dubbled when we surprise the target.
2 levels in druid:wild shape and druid Spells.
If I ever play in a camp again that uses point buy... I will be using this build!
I'm currently playing a wizard blade singer but won't go in detail because its homebrew and we rolled out stats.
Outlaw is a true chad dm. Rules as written crossbow ftw.
I was googling this answer for a week over a month ago
Building a Wizlock just now, so came back to look this up. Definitely taking some pointers on invocations and spells, but starting at Level 5. Bladesinger 4/Celestial Warlock 1, and I’m playing a Protector Aasimar. Plan is to finish 14 Wizard and 6 Warlock. So a little different, but I think it’ll work
Hows is that character doing?
@@germanzenon5212 Afraid I didn’t get a chance to play her after all. Still think it would work well, though
I will be using this build for the campaign I’m about to start, my dm also let me use custom lineage and take magic resistance instead of darkvision. This is going to be fun
You can go with hand cross bow with this for similar damage.
Take 2 levels in artificer to have repeating shot infusion (ignore loading property and can now reload while holding a shield 🛡️. You also make it +1 to attack and damage rolls). Just wear the heavy armor and take the minus 10 speed which you counter with longstrider (but now you have 20 AC all day long without using any resources).
Ditch warlock at level 2 or 3 and focus on pumping wizard and fighter (for the quick 4/6/8 asi) and try to pick up sharp shooter. Now your adding plus 20 every round (use your find familiar to give advantage to your first crossbow shot). Also having an extra attack on bonus action adds to hex/hexblade curse.
Pick up bestow curse and cast it at level 5 (get your wizard or artificer levels up higher to get a level 5 slot) and now you can do an extra 1d8 necrotic damage per attack on top of what you have already.
im confused, he said that blade singer lets you make a melee weapon attack and an eldritch blast attack, but it specifically states that you can do two attacks and if you choose to you can replace one attack with a cantrip. So how is he getting 4 attacks?
Eldritch blast shoots 3 beams, each beam needs its own attack rolls. 1+3=4
@@OffbeatOutlaw OHHHH. That makes much more sense, i was very lost for a while. I thought you were swinging four sword attacks and four eldritch blasts a turn and then when you started listing the average damage i went huh?
That’s right.
How can you use Action surge to cast another cantrip in the same turn?
@@JimAlaska49 you get a whole new action with action surge so with it you can use the cast a spell action
Hey Offbeat
You mentioned Hex
Check out Spirit Shroud ;)
Made a similar build to this a while ago
Vuman Bladesinger Wizard 6/Hexblade 1
Feats: Crossbow Expert, Eldritch Adept (Agonizing Blast)
You can make a Hand Crossbow your Hex Weapon (Your bonus action Hand Crossbow attack requires you attack with a one-handed weapon, this one-handed weapon can be the SAME Hand Crossbow.
Turn 1: Hex into Eldritch Blast into Crossbow shot
Turn 2: Eldritch Blast into Crossbow shot into Bonus Action Crossbow shot.
"Nice shootin', Hex!"
I don't understand anything you just said but big numbers make me go wooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
I was told I could use the great sword of unparalleled evil and to stay true to the story it is a finesse weapon
oh yes
I love it! This gets absolutely ridiculous really quick! I'm really in interested in seeing this build with level 20 access
My 2 favorite builds are a halfling barbarian that is multiclassed with a warlock and has a demon sealed within him or a sentient sword that when you pick it up your soul gets sealed within him and he uses your body as a human puppet
Surely not Wakfu?
Fellow Wakfu fans??? 👀
@@williamgatenby7640 it wasn't based off of wakfu, but I see where you are coming from
Bad wisdom saving throws you said? *hears DM laughing in dominate person spell*
Amazing video bty.
Now imagine this a fighter class Dragonborn. That only.throws.doors……. Also he sets the doors on fire and gets the doors by stealing every single door he sees :D also with home brew armor that adds +1 ac for every 2 door
Hey Offbeat Outlaw, with the fact you have Crossbow Expert have you considered switching your weapon from a Longsword to a Hand Crossbow?
That weapon qualifies for Hex warrior and allows you to take advantage of the Bonus Action attack from the feat as well as giving you access to taking Sharpshooter (3 Hand Crossbow attack +30 damage). You do lose Improved Pact Weapon as you cannot conjure a Hand Crossbow but it would also free that up for other invocation.
You could then switch the fighting style to Archery or Superior Technique.
Take Warlock to 5, take Eldritch Smite and use it on all three hand crossbow attack as it does not state it has to be a melee attack just a "Pact Weapon"... So y'know... Ranged smiting...
The knocked prone condition of that ability is a "you can" not an automation ability which means you can knock it prone on your last crossbow attack to provide advantage to everyone else in the party that's melee.
If you made these changes to the build you would do more damage and increase your effective range from purely melee to any target from melee to within 120 feet of you whilst also having more control options on top of the insane amount of attacks.
If you lose improved pact weapon you can’t transform your pact weapon into a crossbow. Pact weapon can only conjure melee weapons unless you have a cross bow. And I have actually considered making this character ranged, I personally like the flavour of the melee fighter as well as the defense buffs make him more of a damage sponge for your friends
@@OffbeatOutlaw Improved Pact Weapon (IPW) for the weirdest reason states only 'Light & Heavy Crossbows' can be conjured on the Crossbow side (no idea why). You can still use the 1st level Hex Warrior feature to target a Hand Crossbow as it is a valid target (only restriction is it being not two handed). Your build still 100% works in close quarters in exactly the same manner as before as none of the defensive features are nullified by a hand crossbow as far as I am aware (bar the specific wording of maybe 1 fighting style) as you gain the benefits from Crossbow Expert.
You could still have IPW as an invocation as RAW the last line of Hex Warrior states "this benefit EXTENDS to every pact weapon you conjure with that feature, no matter the weapon's type" which means you can have two weapons effected by Hex Warrior, one physical and one Pact of Blade weapon. Its the reason that Hexblades can in theory do Duel Wielding.
Also minor correction to my first comment... Eldritch Smite twice... I forgot the wording stated "Warlock Spell Slot"...
lol my DM never lets us pop off a successful CATNAP without being interrupted. One of us has to stay awake as a just-in-case.
that -1 in wis saves is pure pain
Get wombo'd by every control spell in the game
“It’s going to be a great quest”
The quest: “kill all the dragons”
I really thought the Forever DM build was a fighter/rogue variant because of the scarf/headband, but this is way better.
Also, I took the Fairy Titanshifter & turned it into a frat bro wrestler. I actually got to play him in a few level 14 oneshots as of recent. Allow me to introduce you to Chaz! 1 Rogue, 1 Barbarian, 12 Fighter Rune Knight. Expertise in Athletics & Acrobatics. Unarmed Fighting Style. Tavern Brawler & Grappler feats. Hill, Frost, Cloud, & Stone runes. Even with standard point array, at level 14 his Str & Con are both 18. I dumped Int & kept Cha at 12, because, ya know, himbo. It was really fun pulling multiple sizes of minis out when the player/oneshot-DM asked if I had a mini for Chaz. I actually had to find one of each size just to cover all possibilities, cuz ya know I had to choose small for his size, & then give him a bit of a complex about it.
Str: 18
Dex: 14
Con: 18
Int: 8
Wis: 10
Cha:12
At this point, I believe he could wrestle a Tarrasque, though it would be a struggle until level 20 when he gets the huge size from rune knight
If im invited to a high lvl 1shot this is what im bringing...
I get that metamagic adept (mostly) negates picking up any levels of sorcerer, but if someone wanted to, they could replace 2 levels of Wizard and change them to sorcerer (draconic bloodline for free armor and extra HP), giving yourself extra sorcery points as well as the coffeelock for extra sorcery points and temporary spell slots. The exhaustion would suck, but it’s the price you pay for extra slots.
If you just did a level 11 fighter with feats (crossbow expert + sharpshooter + fey touched) you would be doing 86 damage per turn before hex, assuming all hit. With action surge you would do 168 damage, only one bonus action.
With hex you would do 100 damage a turn without action surge. There is some bonus action conflict with crossbow expert + hex however.
To offset the -5 penalty you can choose archery fighting style & use your battle master maneuvers. A familiar also helps on one attack.
With the remaining 4 levels you could do Wizard, war magic is tempting because of the initiative boost and extra AC as a reaction.
With this kind of build you also have up to two extra ASI available if you chose variant human. You could also be elf and use the feat for elven accuracy. Not a core part of the build but handy.
3 attacks + bonus attack
(1d6 + 5 + 3 + 10) * 3 + (1d6 + 5 + 3 + 10)
168 with sharpshooter is asking a lot considering your to hit would only be +6, you would only be hitting 40% of your shots on a target with 19 AC and it would only deal regular piercing damage, The build I used in this video would hit 50% of the time and deals magical slashing and force damage. Meaning it would be able to deal more damage to more targets than a level 11 fighter.
me a forever dm watching this 5 months before my bday preparing for my d&d crew reverse game where my 4 players will be DMs against me...... I can't wait to see their face as I delete anything they send my way in my first turn
"In place of" the three words that you didn't account for in the extra attack. You can either add on an extra attack OR cast a cantrip, not in conjunction, it is a replacement effect, not an additive one
Yes. So I make an attack, and then cast a cantrip in place of the second. I literally have no idea what you are refuting
@@OffbeatOutlaw what would you change or level further if you want to make it to level 20?
If you pick the wildspacer background you are able to get the tough feat for free at level one and have a free feat open for your liking
I was hoping it was the original Forever DM
idk if your camera was shacking a lot or i'm high af ( OR both) but yeah great video
My melee build is pretty similar to yours:
16 Whispers Bard
2 Hexblade Warlock
2 Rogue
My melee attack is 1 weapon attack:
Psychic Blades = 8d6
Booming Blade = 7d8
Sneak Attack = 2d6
Hex = 1d6
Hexblade's Curse = 5
CHA = 5
Rapier+2 = 1d8+2
Total = 11d6 + 8d8 + 12
Avg = 38.5 + 36 + 12 = 86.5
Max = 66 + 64 + 12 = 142
My ranged attack is 4 Eldritch Blasts w/ Agonizing Blast:
Eldritch Blast = 4d10 + 20
Hex = 4d6
Hexblade's Curse = 20
Total = 4d10 + 4d6 + 40
Avg = 22 + 14 + 40 = 76
Max = 40 + 24 + 40 = 104
One of my Magical Secrets at Bard 14 is Simulacrum to repeat the attacks for double the damage.
This is the build I made does a lot of nova damage and can be good at a lot of things depending on how many levels you go into each class. I went with Art instead of War for int based atk and def. Echo knight my personal favorite fighter sub and echos are great when you can attack with them and swap places gives good control and smite opportunities. Paladin to smite but not "necessary" (But who am I kidding? Doesn't everyone like to nuke shit with big dice number?) I like running half elf drow for faerie fire and darkness to gain advantage on attacks.
Race:
Half-Elf/Drow, astral elf, Drow (elven accuracy feat),
Human V.
Classes:
Fighter/echo 4-6
Artificer/Battle 3-6
Wizard/bladesinger 6-8
Paladin/vengeance 2-6
(OneDND Ranger1-4)
Feats:
Spell sniper/Magic initiate to get Eldritch Blast
Warcaster
Dual wielder
Piercer (Rapiers)
Fighting styles:
Blind fighting
two-weapon fighting
And now for an additional multiclass into Paladin
No sir, STR isn’t high enough
what has he unleashed
The only thing I’d change is instead of using hex is spirit shroud instead because it does 1d8 instead of 1d6, if up casted it’ll be increased to 2d8. It also affects any creature. Other than that this is perfect.
I think you could be able to use the prone part of eldritch smite without issue. Prone says "An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage." Since CBE already means we're fine in melee range RAW, it looks like to me we'd be able to use a familiar for advantage on the first hit with our pact weapon, then all of the rest of our attacks have advantage from the creature beeing prone.
Please correct me if im wrong, keep up the great work! :D
Me as a dm: okay can you finally shut up about the or i already know it
Spell range attacks are spell attacks not ranged attacks. That's the reason we can't opportunity attack with spells.
You have devil's sight, just cast darkness instead of hex
Was gonna suggest this
But offbet when you use eldrich blash you're doing a spell attack not a range attack (insert sarcasm)
Holy crap, so you can can ignore the disadvantage from close range with a longbow if you have crossbow expert, I need to add it to archer builds.
Playing something similar. Warlock 2/Sorcerer 3/Wizard 6. Playing a Twilek who’s warlock patron is Stella Mortem (Death Star in Latin). It’s a oneshot where the party got kidnapped from different points in time. My Twilek basically made a pact with Stella Mortem to not destroy her world.
Yes, Advanced Multiclassing Hexbladesinger Battlemaster
Impressive.
I like this build, although I probably would have changed a couple of things, mobile is definitely the better feat choice than crossbow expert assuming you plan on doing the melee + eldritch blast combo, that way after you make the melee attack, you can step back 5ft without an opportunity attack, shoot the eldritch blasts and then step back into melee. (Although personally, I would probably instead use mobile to be more of a skirmisher and move in and out of melee so that I'm less likely to be attacked).
Also, Spirit Shroud is a better spell than hex if you're going to be 5-10ft away, although I can't argue that hex being so cheap is very helpful so I think there are definitely reasons to use both
Lastly, and this is more a point of interest, if you use haste on a bladesinger you can replace your haste action with a cantrip which means that you could fire e-blast twice and still make a melee attack. You could also replace your longsword with a hand crossbow since improved pact weapon lets you do that and it's technically not a two-handed weapon.
You could then make two hand x-bow attacks for 1d6+10 and 6 e-blast attacks for 1d10+10 (with hexblade's curse) for a total of 120 damage per round (making the same "assuming everything hits" that you were). Plus action surge for an additional 1 hand cross bow and 3 eldritch blasts for an extra 60 damage on average. Totaling 180 damage on an action surge and 120 on a normal round. In addition, it only takes 1 turn of setup where your damage is reduced instead of two.
Obviously the drawback is haste going down loses you a turn but if you are attacking from range, and have doubled speed, in addition to all of the defensive options you chose and with a good Con save, hopefully that will be less of a risk.
A lance does a d12 and is not two handed so you could get a d12 weapon with reach as a hexblade for a bit more damage and the ability to attack from outside of melee range which frees up the crossbow expert feat to be something like great weapon master or metamagic adept to cast EB again as a bonus action for even more attacks.
Use gunner instead of crossbow expert because that way you also get +1 dex
Oh yes I’m playing this
I'm a bit late to this one, but you can't be a Bladesinger unless you're an elf.
You’re also incorrect. Tasha’s cauldron of everything, released over a year ago, allows all races to play as the class
Currently playing a protector aasimar who has 6 levels in oath of vengeance paladin and 9 levels in divine soul sorcerer and due to picking up various magical items he hasn't needed to take any ASIs so he was able to grab great weapon master Sentinel and alert. He is the angel of vengeance and by far my favorite character I have ever played.
Thats a super cool character! Good luck on your next quests!
In one of the forever dm videos he made a op support character. We need a video on that build
Already been made, check the power build playlist!
@@OffbeatOutlaw oh, my bad. I'll go check it out
Tell me about the gavel of justice and it’s multiple forms
Was the gunner feat not out yet or have I not been paying attention
Instead of Crossbow Expert you can take Gunner from Tasha's which gives you what you want from crossbow expert and a +1 bonus to dexterity Changing your 13 to a 14 ;)
If you start as fighter then you don't need the 13 to dex for the multi class requirements, the requirements are only necessary for classes you want to go into not start as, which is great. Meaning you can change your dex to 10 and wisdom to 10 so you don't have any negatives on your saving throws.
The rules unfortunately state you need to have the stat requirements for both classes
Ballad boi is correct
I was basing my knowledge off of dnd beyond, we had multiclass requirements on but there must have been a glitch because me and my friend made a barbarian wizard and he didn't need the barb requirements when we took wizard
Great video! I'm loving your builds!
But I have a question: wouldn't the gunner feat be better than crossbow expert? Since you gain the bullet point you want and also +1 to Dex?
Anybody notice that his saving throw proficiencies are off. Strength and Con are Barbarian saving throw proficiencies
They’re also fighter ones you nonce
My DM is also has the same name.
Is longsword able to use riposte??? I thought it could only be used with finesse weapons, and I didn’t think longsword had that attribute? I am fairly new, so I may just no be remembering correctly, or may not understand everything. I also am learning a lot of this stuff still. Haha
One way to make this better: use the gunner feat from Tasha’s Cauldron. +1 to Dex, ignore loading property of firearms, proficiency with firearms, AND you don’t get disadvantage in close quarters. Is the firearms stuff needed for this build? No. Bu the fact that it gets all that AND a Dex boost makes it just as broken as Metamagic Adept.
Edit: forgot to specify, take this INSTEAD of crossbow expert
divine smite
Bit late to the party but how would you go about which levels to grab in a proper campaign, interested in using this to torture my mate in his next campaign
The handcross bow tho
instead of devils sight you might be able to use thirsting blade.
Thirsting blade wouldn’t stack as I already have extra attack
Can we get the build of the first character in the forever dm that's a rogue fighter multiclass
for calculating average damage, you are incorrect. you can only roll whole number but regardless the average roll on a d6 is 3.5. it only makes a difference of like 10 average damage, but it's meaningful.
Why do you get 7lvl of bladesinger? i understand that you propably want the 4thlvl spells, but a 9th lvl Warlock get the best warlock spell slot to use on Eldritch Smite (since you can only use warlock spell slot on eldritch smite, as is written in the feature description)
Bladesinger Extra Attack is a level 6 feature and this version of Extra Attack is better because you can cast a cantrip as part of the attack, which is a core of the build. Another "core" is Action Surge cos Action Surge, which is Fighter 2, if you went Wiz 6 Fig 2 that only leaves War 7as a level 15 character so War 9 isn't possible
If you went Wiz 6 War 9 you can do it in 15 levels but you don't get Action Surge, Manuevers, and the fighter save proficiencies, as well as level 4 wizard spells. so yeah tradeoffs, up to you to evaluate how much you value the higher level smites versus what you lose
personally I don't think higher levels in warlock is good in multiclassing (tho high level single class warlock has underrated potential)
@@banan9377 still didnt explain why the 7th lvl of bladesinger. by lvl 15 i meant it to be Wiz 6, Fig 2, War 7, taking 1lvl from wiz and 1 lvl from fig, to get 2 lvl on War for better smite, since if you're playing for dmg, i figured you would get an elf or half-elf for the Elven Accuracy feat to get that juicy smite crit (even if not, War 5 >> 7 gets you acess to incredible choices of spells of 4th lvl as well, so i see a nice trade-off
……..
I was wondering why my character was so weak in the campaign I’m playing.
Now I understand.
Two characters are playing 5th level variations of this build.
when you watch it at 7:54 pm est
It’s gotta be a 5e thing, cause this doesn’t feel very powerful compared to a 3e Bladesinger
I’m surprised you still keep up with reading replies in old videos. Keep up the good work!
Oh my... If you combine everything with haste... I think you can deal like 250 AVERAGE damage... And then 80 something... Basicaly anything is dead in 2 turns...
"Damn i AM good" (forever dm) yes you are...
the quest you did is it a quest for a beach episode?
Or... spell it with me "O, R, R"
Me: ummmm ORR?