What are some of the most powerful character builds D&D #1
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- Опубликовано: 20 авг 2024
- the characters we make in D&D are personal and beautiful. So why don't we share some character builds that may help you last longer in your next campaign so your edge lord paladin can survive to realize their destiny!
What is one of the most OP D&D character builds that you've come across? #1
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Some people don't understand how multuclassing works. You do NOT gain the saving throw proficiencies of the new classes you take.
True but this guy is not that stupid right?
Not in 5E, but you do in 3.5, so there's that. Some of them were very clearly not 5E.
I mean aren’t the rules guidelines? Everyone can play how they want related to the rules given right?
@@zambie4316Well it can depend. Some rules your DM (Dungeon Master) might bend. All depends on if they think it’s creative.
Multiclassing is still super clutch and will make you more well rounded for your party or let you double down on a strength you already possess. I'm grabbing at least 1 level of something for 40% of builds. No one is getting to level 20 and in most cases even 18 anyways. Cleric Barbarian and warlock all have features you can access with just 1 level. You wouldn't have had those saving throw progenies anyways. Thats not the reason you multi class.
Mystic isn't something that should even be allow at the table.
There's a reason it was abandoned.
Just looked at it, it seems a updated version of the *Psionicist* from Dragon Magazine meant for 2e rules. The issue was in the high #80's or early #90's, around the year 1984? (Give or take a year). The issue had a fire lizard on the cover with butterfly wings, against a sky background and was a nice painting.
They did a whole issue on *Psionics,* with rule change suggestions, the Deryni (human subrace with hereditary psychic powers, from a fantasy novel series, and a overview of that series), the psionicist class, and a adventuring party consulting with a Githyanki about Mind flayers.
And yes, my mother did throw it out eventually.
I hated the 5e mystic so much I banned it at my table and made my own homebrew psionic class from scratch.
Oh i remember this one. Tiefling artificer named problem. She had no offense, no defense, not even a good healer. But with nothing more then magic items galor, a 24 int thanks to tome of Clear Minds, (and a player with something like a 170 IQ amd memorized all rules) she litterally bypasses all traps, puzzles, and with clear instructions to other players made all combat a joke with ridiculous strategies and creative ideas. There was no such thing as a challenge. Best homebrew compain ever.
Can you explain that build to me?
Can you Tell it more?
@@mathiaschaves7604 give a real life inventor who is super smart and has a photigraphic memory magic and a minute or two to think. That's the build.
Yeah but if she just tells everyone what do to and how to play their character then it sorta ruins the fun for others don’t you think? If others don’t get to choose what they want to do, they don’t get to play dnd.
@@thismemelord4048 there's a difference between following a plan and not being able to play your character how you want to play. If there's someone at the table who is a literal genius and following them tends to lead to the best outcome when solving puzzles or combat, I'll happily follow them. If they're telling me what to do and say out of those scenarios though, I would agree with you.
My one player has a Warforged Paladin. His AC is around 24 before buffs. Then he is Oath of Ancients so they take 1/2 DMG from all spells. All Paladin get to add CHA to saves, plus Shield Master for more DEX and reaction to take 0 DMG on a DEX save. No he usualy takes only a 1/4 DMG from spells so even a massive spell fizzles out on a save.
How does he get half damage on spells? Spell resistance doesn't work that way.
@@zeterzero4356 It's because it's from Oath of Ancients, Aura of Warding, ability. It's not spell resistance. So, they don't get advantage on spell saves, but get straight up half damage from spells.
@@saiyanunderdog1140 Oh you right. I got it mixed up with spell resistance.
Probably can't even be created today do to the limits they have imposed on D&D today my most powerful character I've had for around 30 real years, he is imortal after many trials I won't get into all the skills and power he's gained after years of gaming I started way back in first edition, but some general basic information before level limitations, so basic break down 100 level, Paladin, mage, psionist, Warrior, cleric, Thief, sorcerer, druid, Monk, Barbarian, could probably not be created today, and some people would argue he couldn't be created. But back in the old days of Dungeons and Dragons this was definitely a possibility. I won't get into his armor and weapons and various other things he has I work very hard in this character for many years, I will say that in today's money he is worth about 50 billion. Just so you know I did not do this alone my brother played for me for many years, and he has a character almost as powerful, we're both immortal we went through the trials, and we worked our tails off to get this. You can agree or disagree, but at one time this was possible
@@davidwalkerjr1949 me and my group have original characters from 1997. They were based on mixed 1st and 2nd edition rules. My Fighter/Thief/Cleric/Wizard is a level 327 diety. All dnd Gods cower before him 😎
Build Murray with a dip of grave cleric.
If Portent rolls a 20 that day, you know something is dying.
Im Interested
Monk way of the open hand 6, fighter brute 3, bard of Valor 3, Rogue 6, warlock of the arch fey 2. Grappler and poisoner feat.
It’s a Grung Luchador who can cast jump on himself without expending a spell slot, then jump 75 feet out from stealth and elbow drop someone to death. Unarmed fighting gives his punches a d8, grung poison makes them a roll a con check every time I touch them, flurry of blows and extra attack gives me 4 hits on my surprise round, brute adds 1d4 to each hit, sneak attack is 3d6, each punch counts as magic because of my monk class, action surge means you repeat the whole thing and every hit is a critical when you attack on a surprise round so double all the damage die and it comes out at 150-230 dmg.
Once in combat, just got for a grapple. Poisoner means my grung poison overcomes immunity and resistance, then I have advantage on attacks thanks to the grappler feat. I have expertise in athletics and they have disadvantage on ability checks while poisoned so it’s difficult to escape. He can knock enemies prone with flurry of blows so they can’t even stand up as long as they’re grappled, and he can hand out bardic inspiration that allies can add to damage rolls since he’s college of Valor.
If things get hairy, he has a whole bunch of cantrips. If he gets surrounded while grappling, he can use thunder wave to blast everyone away, then leap 75feet away and cast eldritch blast from afar, or use cure wounds before jumping back in for round two.
He’s also proficient with a flute, so he plays the John Cena theme while he flies out of no where to demolish an enemy.
Catnap allows you to do a short rest in 10 minutes but it is limited to being effective only once per long rest. So you cannot use it to get the effect of multiple short rests in an hour (e.g. short rest, convert slots to sorcery points and then shot rest again to get back spell slots). As far as I can see you could do that once using an hour (regular short rest) and 10 minutes (catnap short rest).
that "forest lord" reminds me of how complicated it used to be to become a Paladin in early versions of D&D...
and another story reminded me of the silliest character ever: "abserd" by Puffin forrest. level 1 in EVERY class...
That "forest lord" is some bullshit homebrew class. It essentialy says "you can have 20 levels in two classes plus have some weird as fuck magic powers thst turn you immortal :D"
Sounds like a 12 year old wanted to be the bestest ever
No kidding.
Can someone give me a link to that forest lord I want to implement it with a difficult af level up rate to be a jag
I honestly think this is a hella cool idea, as it helps do away with the big problem I have with 5e being that, aside from a wish spell, there are very few ways to get much stronger after level 20. After years of hard work on this character, they finally get the payoff of knowing that they truly have reached the pinnacle of power that isn’t just straight up being an actual god.
@@bluelemonade415 nah dude. It's almost a straight up god. All the stuff in the forest dies before you do and you can be level 20 in druid and X.
Wanna go past level 20? Use boons. It's an actual rule for dnd 5e. Wanna continue to level up? Take the rules from 2e, where you can level up past 20 and none of those is as OP.
There's no need to make a character so powerful that the game is only fun to you, basically. Because you know there's no situation you cant get out of.
Can you imagine a forest master that's a druid + fighter and how stupid in power that would be? And you ger to keep all your ASI. So you can get like 10 feats, or 20 stats, that's straight up broken
@@bluelemonade415 epic boons
Everyone argues tanky things, but literally the most OP thing is any character with high movement (fly spell, monk unarmored, ranger, etc) just run away from anything including a tarrasque and use long range spells or a longbow to kill it. If it tries to flee, you are faster and can chase it.
Kite things to death is the most OP thing in 5e.
Dash, especially when combined with free action offense like a debuffing aura, or a single missed save on something like hold person, one of the many knocking prone 2ndary attack effects, or enemies with access to cover (through say, burrowing or specific location cover) can all make this much more difficult. And remember, you are a team, it’s highly unlikely that everyone will be running a build like this, and so any intelligent enemy will give up the chase on you and go after someone else
@@yoshifan2334 Precisely.
I have a lvl8 character that has been clocked running at 37mph a turn and doesn't give AoO. It's insane hahaha
@@thestratilosopher42 Yes, cunning action exists, but that's not the point, as disengage doesn't apply to the things I mentioned, like offensive auras, some legendary actions, failing a save vs hold person or something similar, or enemies that you can't kite due to burrowing/cover.
And again, it doesn't matter how fast you are, it matters how fast the slowest person that's still in the enemy's way is.
@@yoshifan2334 Are you a professional party pooper? Haha. Do you like to tell everyone their fun character builds are trash because there's a niche weakness? That's called game balance. Learn to enjoy it a bit mate.
Warforged forge cleric with one level in fighter for the defense fighting. You can have up to 25 ac with with shield of faith without having magical armor
Hill Dwarf Forge Cleric 2/Artillerist Artificer 5, base 19AC+2 Shield of Faith, plus a few rounds of just using Shield spell=26AC(I know it's probably a waste of spell slots in the long run, but we'll see after today where I'm actually gonna be testing this, mostly going for a tank build anyway, so it should be fine.)
Swordsinger Wizard. If you cast Mage armor and haste you can have an AC of 25 without wearing armor. Put on some bracers of defense it goes up to 27. Add the dual wielder feat for an additional +1 to your ac. Then the defensive dualist to give you the parry reaction to add proficiency to ac. You get an ac of 28 and once per turn can make that a 34. Also if you do take damage you can spend a spell slot to reduce the damage by 5x the spells level.
5e. Crossbow expert, sharpshooter Profane Soul Blood Hunter. Variant human is fun and all, but I would recommend halflinfg. With the amount of attacks you'll be making it's better to have chance to save your weapon from breaking on nat1, when DM will get tired from your shooting :D Wait till lvl 6-7 then add fighter or/and rogue to your liking.
Rotation:
1. Bonus Action Blood Rite (if not yet activated) or Hex (if BR is active)
Action pew-pew
2. BA Hex on the target or Pew
Action Pew-Pew
3. Pew pew pew
Add artificer's enchantment on the crossbow to pew-pew-pew with one-hand crossbow while holding shield in the other hand. Put on some medium armor. Use cover, which is much easier to find when you are a halfling.
A true monster between levels 5-10 and even later, depending on your resource and possible multiclass.
The one i found is a warforged ( my favourite ) or any race that makes a good monk anyway combo is - Monk way of long death monk and warlock Fiend pact patron:A Combination of touch of death from the monk and dark one's blessing from the warlock, you just keep reaping the souls of the fallen with taking a lot of temporary HP. Core monk and 3 levels of warlock Fiend pact patron
temp HP doesn't stack....just replaces the old temp HP. It's good, but the most temp hp youll get is like 10?
@@ornado4773 thanks so much for your reply I figured it out eventually and changed it to a hexblade. So it now a monk way if the long death/ hexblade warlock.
@@dwightsilcott1441 the UA undead warlock heals from necrotic too
My Gnome Wizard got a Belt of Giant Strength literally nullifying the only draw back he had which was his strength add a Cloack Of Displacement and a high dex he was nearly untouchable
My hexblade warlock / swashbuckler rogue is a monster. Too many attacks in a turn, vampirism touch, misty step, invisibility, crazy sneak attack.... I love her.
I'm going to guess a
Lvl 20 Moon ArchDruid
With aasimar as the starting race so that all your animal forms can get a 1 minute flying speed and 20 radiant damage per landed attack
@@alexbrown9622 but the damage only applies once a turn right? well still op anyway
This is why I nerf aasimars in my home games. The utility at level 1 is incredible.
My most overpowered character ever was a first edition Ranger but then again I'm really old school
Lol you must be if ranger was op😜
@@CraptorsfanY first edition Ranger was a god. They were absolutely the best a returning hand-axe a bow and a decent dagger a pouch full of coins with infinite light cast on it and a pouch full of infinite Darkness tracking skills and a few magic skills as well you just have to know where you put your daily spells I preferred Grease.
You have not experienced life until the dwarf drinks a giant growth potion so that he can carry away the Mage and they catch on fire on the Flaming Grease
@@CraptorsfanY when Patron came to his hood was on fire and he tried to put it out well being carried buy the giant dwarf through the Flaming oil through a warehouse filled with lizardmen
*3.5 Pun Pun has entered the chat*
@@jbabb1999 To be fair, high stats don't help that much when you roll a nat 1 on a save or die TS, bit maybe i'm missing something. I call cheater of mystra
4:18
That’s a Level 25 character.
It's also got a Mystic a super broken UA class that will never get put into DND without severe nerfs.
Also how the fuck did he kill a torrasque without having a 9th lvl spell slot to stop his regeneration? I mean ok is dead, 10 minutes later is alive and wrecking again.
@@turatimauro98 if you cast a spell with your bonus action you're reduced to a cantrip with your action if you want cast another spell. This does not go for spells with a casting time of an action, so with an action surge you can cast two spells in a round. So a level 4 Variant Human with Metamagic Adept and a 2/2 split of Fighter and Divine Soul Sorcerer can cast two twinned guiding bolts and a quickened firebolt for a total of 8d6 radiant to two targets and 1d10 fire to whichever target is still standing.
@@turatimauro98 action surge allows for 2 spells to be cast
@@TorinStOnge-wb7dr Yeah mb.
Barbarian path of bear level 3 assasin levels up to 17. Reckless attack always gives advantage on top of everything else. So you can always get "Backstab" and have all of your resistances to everything but the usual suspects.
Mine is one I've tried to play, but never got far in: the vow of poverty monk. Vow of poverty forces you from having anything more but simple clothes, a day's rations, or magical or masterwork equipment or items, but in return, gain +4 AC at lvl one, which only ramps up, more feats, more ability scores, not needing to eat, drink, or even breath, and much more! Combine that with a monk, who needs very little equipment anyway, with their ki abilities and strikes able to hit even incorporial and adamantine enemies, you have a one man juggernaut.
2 levels of rogue/ bladesinger wizard. You have int and dex saves, proficiency in a lot more dex based weapons, the skills and expertise of a rogue, cunning action allows you to dash and disengage, and then most of the spellcasting of a standard wizard plus a truly insane AC from early levels while bladesinging. A familiar can provide the help action for sneak attack. It’s a build that lets you tank and be a real bruiser as a wizard, while still shining in terms of proficiencies in regular play.
I had a very potent 3.5 build I only got to use once for an epic campaign because of how broken it was and how much work put into it. It requires a lot of books, which my DM gave the group and me no limit on which includes the cook book that lets you create races. If you ever want to go unhinged and just push through any encounter or trap, here is the build.
First- The race. They need to be large sized, undead, with two extra limbs, and the natural feat Toughness. Anything else is up to you as these will take a lot of points to set up.
Second- Template. Half Dragon for flight speed, huge boost to STR and stats, and Half Dragon lv 3 gains immunity to one energy type. Pick Fire or Acid. Very important.
Third -Class. Gestating was allowed, which blended two classes and picked the best numbers of the two. Gestalt fighter/rogue and use the class variant to turn all but the first fighter feat into sneak attack damage. You'll need that first feat to work on the ultimate defense. lv 20 gestalt fighter/rogue.
Fourth- Feats. First feat to get is Troll Blooded, which can only be taken at lv 1 and needs toughness as a pre-requisate. It turns all damage into non-leathal except for Acid and Fire. The rest should focus on martials and weapon focus Scythes. I'll explain that later.
Fifth- Items. Two important items are the rings. Ring of blinking and Ring of Elemental Immunity - Fire or Acid. The opposite of what your half dragon is immune to. This will turn all your attacks into sneak attack damage AND makes all damage non-leathal. Undead are immune to non-leathal damage so no damage can touch you outside DM intervention, Wish, or one... very specific weakness. As for the scythes, they need to be adamantine and enchanted with speed to gain an additional attack on all FOUR scythes.
Rogue Tallents- All should go into sneak attack. turning those d6s into d4s+2 per d6 thanks to a talents that turns 1s and 2s into 3s.
From there, you are now immune to all damage, rolling 5 attacks per scythe thanks to multi-weapon fighting and feats to turn one handed weapons into light weapons. Which, as large, two handed becomes one handed and the feat makes one handed weapons light. All 20 rolls deal 2d4+STR+1+19d4+38 from the boosted sneak attack tallents. This assuming you do not crit. On crit, thanks to the fighter levels, the crit dice goes up one. Making it x5 on one crit. With augment stones, you can plan out the next encounter so you can crit undead and constructs. Making everything killable. You also have a fly speed that's double your movement due to being large sized. An undead abomination that never tires and never dies.
There is a huge flaw in the build though, but since it was only used once, I doubt my friends will figure it out. But, ressurection and true ressurection will turn this mass of undead to mortal. removing all the immunities it had. Making them take non-leathal damage again till KO and removing the rings to finish them off with wither Fire or Acid.
It's a long list, but it was fun letting loose in one game even if the character was banned right after. I'm still proud of this and still keep the character sheet and notes for if I ever find another 3.5 group of OP players, this will be what I pull out.
Maybe not exactly OP, but (barring actual immortality) in terms of longevity, you can't get much better than lvl. 20 Half-Dragon Elven Druid. Elf lifespan: 700-750 years. Add Druid for Timeless Body: age at 1/10 the normal rate, lifespan 7,000-7,500 years. Half-Dragon: Take your lifespan and double it. Total lifespan approx. 14,000-15,000 years
Or, y'know just become a lich
The funniest one I heard about was a while ago,the Dragon born flower pixie,I laughed my ass off after hearing about it!😆😆😆
What I’m just confused?
@@carissamace imagine a pixie the size of a flower that breathes fire and uses intimidation while speaking in a high squeaky voice while killing you.😆😆😆
I heard about it and I'm trying to find it again
@@ilbuiodellabisso8686 just one question,does she speak like Monica Rial?😏
Hands down and nothing else needs to be said beyond this. A strong player beats any min max character any day of the week! Know and play your character and you win every time.
Made a "anti-mage/fiend hunter" bounty hunter type....lv 2 paladin then 18 in Abjuration...was countering and dispelling magic with crazy low roles, drop spells into divine smite , tenser's transformation when needed with shield and misty step at will....oh yeah healing with cure wounds while in half plate....was so multi-faceted in combat it was fun...always had something good to do
3.5e homebrew/Neverwinter nights (in 3.5e it's best to half the XP cost for level 1 to 20 and have 20 to 40 cost what 1 to 20 would.) Level 4 Bard, Level 1 Ranger, level 20 Red Dragon Disciple, level 15 weapon master and he's an elf. He's got epic charisma and persuation, powerful spells, all the dual wielding feats a ranger gets at level 1, great martial prowess and pretty high hit dice, plus the finesse feat of course. Prestige classes are something beautiful 🥲
I played with a guy who was a battlemaster modron archer... oh, my, god it was ALWAYS his turn. I also watched him cross map a enemy druid in a clouded room with disadvantage on all shots and he still crit.
I notice that a lot of these builds seem to focus heavily on OP Combat builds. I would like to propose a different kind of OP build: the OP Skill ProficiencyBuild.
First, start your first level in Rogue for 4 skills and Expertise.
Second, multiclass into Bard for an additional Skill. From there, level up to Bard 3 for another set of Expertise and take the College of Lore for three more skill Proficiencies.
Lastly, make your character a Half-Elf for two more skill Proficiencies.
So that's 4 from Rogue + 1 from Bard multiclass + 3 from Lore College + 2 from Half-Elf race + 2 from Background = 12 Profienct skills with 4 of them being Expertise in, all at level 4.
If you wish, take the Skilled feat for three more skill Proficiencies for a grand total of 15 skills you're proficient in, 4 of which you have Expertise in. Any you don't have any profiency in still benefit from Bard's Jack of All Trades.
If you want to stack all skills in one I made an artificer that at lvl 3 had +18 on smithing (int+str+expert+guidance) ps he can add int and a d4 to any skill check
“Mystic”
That word is almost as bad as “ua warforged”
not really a character but if you are a level 17 wizard with simulacrum, magic jar and true polymorph. use simulacrum on yourself to make an identical version of you, get the terrasque to low hp, use true polymorph to turn the terrasque into a peasant then make your clone use magic jar on the peasant. stop concentrating on true polymorph then you have a friendly terrasque
3 in Rogue (assassin), 3 in Totem barbarian(bear totem), 14 in druid (circle of the moon)
I planned on doing the barbarian/fighter combo and then my DM gave me gauntlets that let me cast Haste once a day on myself before I let him know my plans for multiclassing...I feel bad for him
Would have been better if you did a Bear Totem Barbarian (one of the subclasses) and Moon Druid (one of the druid subclasses) Multiclass. (Since that’s one of the best Barbarian Multiclass. As mentioned in this video.) You could have become a giant raging bear. It’s your choice though.
I just… I had a player, Paladin/barbarian multiclass, who dealt over 120 damage to my final boss in a single round due to Crit, rage damage, and smite. I have not been playing for very long, but that is by far the most amount of damage I’ve ever seen a player do. Level 12.
I also just created a blood hunter rogue for a battle royale I want to throw with my friends. The definition of glass canon. If you manage to Crit, hit Brand of Castigation and have sneak attack, you’re doing a base attack of 1d8+dex, plus 2d6 fire or thunder damage, plus 5d6 sneak attack, all in one hit. It requires a lot of things to be met before hand, but… good god.
Scurge aasimar warlock with a couple of evocations will have three sources of auto damage that can all hit the same amount of space. The damage types are radiant, psychic, and poison. This combo kicks in at level 5 and is only level dependent for the aasimar ability, so you can jump ship to a full caster at level 6 to get more spell slots since you will be casting hex quite a lot.
This isn't a very significant amount of damage until higher levels, but the highlight is doing it automatically with no save against any of it.
PANR has tuned in.
Level 7 cleric could take out a whole pirate crew in one shot
anyone gonna talk about the subtitles lol "made our first wood war gfriend time for the stars"
Not sure if this is an op build, but I think it's fun.
For this build you need at least 6 levels as an Undead patron Warlock and 1 in Sorcerer, any Sorcerer. So for those who don't know, Undead patron Warlocks are an UA their main ability is the Dread Form which does a lot of things but I'm going to focus on the fact that it exists. At level 6 Undead Warlocks get Grave Touched, so when you hit something with an attack and roll damage you can change the damage type to necrotic. AND if you are in your Dread Form you get to roll an additional damage die. And with one level in Sorcerer we can learn Magic Missile...hear me out!
Since we multiclassed spellcasters we can cast Sorcerer spells with our Warlock spell slots. We can cast our Magic Missile at 3rd level meaning we get 5 darts that deal 1d4+1 force damage. Not all that impressive I know, but remember our Grave Touched ability? Well, there isn't a limit to how many times we can do this on our turn. So we can change all 5 darts from 1d4+1 force damage to 2d4+1 necrotic damage. Since we have 5 missiles that's 10d4+5 damage and MM automatically hits whatever you want so they're taking 45 damage, with your Warlock slot that recovers on a short rest. At total level 7.
You could do this with other spells too I just like Magic Missile
Basically I was a Aasimar celestial warlock at a campaign that had various encounters with lycanthropes, devils and other “shady” monsters. Well, pact of the blade + invocations made my character pretty op. With this build you have healing, resistance, damage and utility. Jack of all trades, master of none.
Another build I tried was fighter battlemaster + hexblade warlock. Pair this with some feats and you get:
Tons of damage.
Some utility
And a good amount of hp.
You can stop at Aasimar. They are just broken from the start. Light AND darkvision at level one and then you get the resistances and level up to 'go Saiyan'.
I actually used a similar build in the Vecna oneshot. Pretty awesome.
Dark Heresy
Church of the Red Redemption Cleric kitted out with armored robes, a chainsword, a flamethrower, and an eviscerator (basically a chain-greatsword). Skills include righteous fury, every hatred available, blade master, combat master, faith powers that buff burning damage, an already high strength stat, quickdraw, rapid reload, performance (Singing), and HP that would make a Barbarian blush.
End result was essentially an unkillable Claude Frollo (from Disney's Hunchback of Notre Dame) type of character with a penchant for burning/sawing the heretics of the galaxy all while shaking off RPG blasts and singing Hellfire at the top of his half-mechanical lungs. Hilarious character, still totally broken.
Still love the war wizard/runeknight fighter so much ac and magic and action surge
Warforged War cleric 1/Artificer 2 (so level 3) you have a static AC with shield of +1 WF/+1 WC/+1 Art infusion/+2 Shield - + chainmail = 22 AC + the shield spell = 27 AC. And then you just pump into Battlemsith and at character level 5 get Great-Weaponmaster/SHarpshooter etc and laugh as you just kill things.
My DM hated my eldritch knight/vengeance paladin I had a really high ac and with spells like blur,mirror image and even protection from evil and good he was nearly always rolling with disadvantage so when he did manage to hit me he would actually jump in celebration 😂😂 my proudest in game moment was running into the middle of a group of 6 of the bbeg elite guard and watched as my DM got super salty because I came out of that fight without a scratch 😂😂
My party is level 3 rn, but my Hexadin already dealt 32 points of damage on a single hit last session.
BA Wrathful Smite, + Divine Smite, + Green Blade Flame, with a longsword. So a 1d10+1d6+2d8 +3
Can't wait for level 5, when he gets to add Eldritch Smite on top of that. I predict it will be great fun, encounter building for that.
Trickster 4/Moon Druid 8/Bladesinger 8.
Crazy skills, 9th lvl arcane and nature spells and amazing versatility. I felt like Batman.
Built Trickster 3/Bs 4/Trick 4/Druid 8/Bs 8. Only got to level 11 in the build before ending the campaign, but man was it fun! Wild shape felt a bit late, but it was fun convincing onlookers that I was a real animal, and then the goat pounced.
Elven Sorcadin is broken (14 levels of shadow sorcerer and 6 levels of vengeance paladin). You can use channel divinity to get advantage on attack rolls against a single target or use darkness combined with eyes of the dark for a group. Combo that with the elven accuracy feat for better advantage and smite when you crit which you will do a lot.
For even more dps get 3 lb paladin and 5 levels he blade for double smite
To be fair that's at level 20.
I didn't understand how strong it was when I made it but: grave cleric/shadow sorcerer. Let me elaborate.
1. Action path to the grave, bonus action max level inflict wounds.
2. Distant spell cure wounds.
3. Cast darkness with 2 sorcery points so u can see through it. Since that's not technically metamagic you can ALSO spend 2 more sorcery points to cast it as a bonus action. Then proceed to use all actions, (including that turns) and bonus actions to cast cantrips with advantage on the attack rolls.
4. Action Toll the dead, bonus action toll the dead. 6D12 damage every turn with cantrips.
6. Deny crits from DM.
7. Counterspell and dispell magic the DM.
8. misty step to get out of grapples.
9. Lesser restoration to cure stuff.
10. 24 base AC and has access to shield of faith and shield.
There is nothing he can't do. Frontline? Done. Healer? Done. DPS? done. Nuker? Done. Control? Done. He's currently only level 11.
Fighter with fighting style of blind fighting (blind sense out to 10 ft). Lvl 3 become eldritch knight. Take fog cloud as one of your two spells. Now at lvl 3 you can have advantage on attacking, while enemies almost always have disadvantage to hit you.
Except the Eldritch Knight can only take Abjuration or Evocation spells, and Fog Cloud is a Conjuration.
Race: Kalashtar (psy resist)
Bear Totem Barbarian 3 (resistance)
Paladin 3 (doesnt matter , just need smite)
Wu jen mystic 14 (immunity to stuff that you resist, spell slots for smites)
Divine smite + Brute strike (brute force) + rage damage , and you can become immune to a damage type of your choice as a reaction so long as you're raging.
One of my favorites that's pretty simple. Variant human, 11 to 15 levels hunter ranger, 5 to 9 levels war domain cleric. Crossbow expert and sharpshooter feats. Severe DPS at a distance and a handful of useful utility, damage, and healing spells. Hill dwarf with 14 levels draconic bloodline sorcerer (red dragon) and 6 levels celestial patron warloc. Make sure to take elemental adept for ignoring resistance to fire damage and possibly the tough feat. And a personal favorite, Minotaur with 11-15 levels Oath of Vengeance Paladin, and 5-9 levels rune knight fighter. Armed with a halberd and the polearm master, sentinel, and great weapon master feats. It becomes devastation on legs.
Green Guardian druid.
Spellcaster tank who can focus a concentration spell without worry about being in the front line.
For the race well choose variant human
For the feat we will choose "Aberrent Dragon mark" . The spell and cantrip "shield" and "blade ward"
Play druid
And at level 2 choice circle of the spores
Spore druid ability "symbiotic entity" can summon temp HP two times equal to 4×druid level
At level 4 well take the feat "magic initiat" from the cleric. I'd personally choose "Spare the dieing" and "Thaumaturgy" for the two cantrips. But the main reason of the feat is for "Sanctuary" spell. A none concentration spell that protects someone as long as they don't make any attacks.
If "Aberrent Dragon mark" isn't excepted then one level in cleric is well worth the build cleric of life is exceptionally great for powering up all your healing spells like healingSpirit. Along with all the amazing level 1 spells you can also get. Then use "magic initiat" to get the shield and blade ward from the sorcerers or wizards spell list
Next if you keeps casting "blade ward" you basically have rage resistances. It's unfortunate because it uses an action to cast. But that's not a problem, you can't use attacks and use Sanctuary anyway.
Along with "absorb elements" and the shield spells you'll be almost as defensive as a totem bear barbarian if not more by having high AC that makes enemies make saving throws befor they can even attack. Best part, none of it is concentration.
For a druid they lack extremely amazing burst spells but have the best and most effective concentration spells. Now they can cast them without worrying about dropping concentration for a very long time. "Conjure animals" is one of the most notoriously dangerous and powerful level 3 concentration spells in the game for being able too flood the initiative system with creatures on your side like 8 "swarm of ravens". And the concentration spells to come at higher levels only increase in danger. "Conjure woodland beings" and so forth. Or even use healing spells like "healing spirirt"
I once made a 3.5 character. He was a 3.5e non psionic Half-Giant, made him as a greatsword wielding fighter, with the monkey grip feat, so he was classified as a medium sized character who combined with his racial Powerful Build stat and monkey grip feat was able to use a Huge sized greatsword. Planned on having spellcasters use Enlarge Person on him, so he'd be using a colossal sized greatsword, all at level 1, meaning he had the damage output of a 6th level wizards fireball, without adding his strength mod to damage
Oooh, a personal favorite for a Face.
1. Choose any race with a +2 to Charisma. For this we'll go with Changeling, since the shapeshifting will go nicely with the rest of this. Be sure to take Deception and Persuasion proficiency.
2. Beef up CHA as much as possible, starting with 16 or 17.
3. Get to level 3 for the bard college and take Eloquence to get Silver Tongue, forcing Deception and Persuasion rolls to be a minimum of 10. You also get Expertise, so put those in Deception and Persuasion.
4. Get to level 4 for the Ability Score Increase or Feat. Either take ASI and have a point or two in CHA to get it to 18 or take the Actor feat, giving advantage to your Deception (and Performance) even more when you're shapeshifted and also boosting your CHA to 18.
5. Get level 5 to boost proficiency bonus up to +3.
That's it! With this, you get +10 to Deception and Persuasion, which are capped at a minimum of 10 for the roll, meaning any of those checks roll at least a 20 in total. That's huge, especially for a character that's only level 5 - no spells or Bardic Inspiration dice required! Plus you still have all the other perks of being a bard with CHA of 18, and you have plenty of room to boost other stats a bit as well. Have fun!
Don't forget to go rogue for expertise to double prof bonus on two charisma stats bard/rogue expertise is very strong. My rogue/bard fairy (5 levels in rogue and bard) has a +10 insight, investigation and perception and a +12 slight of hand. (Homebrew fairy, not the new UA fairy)
Rogue 3 levels, monk 17 levels. Assassin sub and shadow sub. Ultimate ninja, able to assassinate just about anything while also being able to teleport. But on top of that you can drop smoke you can see through on top of people if you want guaranteed assassination. Pick up the skulker feat for the ability to remain hidden with ranged attacks and you can just pop off crits every round. So at early levels you have a high ac due to unarmored ac of monk, and good damage due to lots of crits on top of sneak atc.
I do a Rouge elidrin elf combo for level one, you have misty step abd so many wepon proficencs u could also do it whit ranger, but the general idea in combat is, find the most important enimy seak up on them, sneak attack, then misty step away to sumwhere safe if he's not dead the shoot him whith a bow , or hide some where high up make sure you have good slight of hand and shot a bow at the enemy misty step away as a bounes action, the down fall this that you stragle to deal whith large crowds.
Your using so much Unearth Arcana it seems.... Its nice to dream but most DM's would never allow this.
I don't allow any UA
UA and just straight up bullshit.
Like you can't be level 16 in two classes in 5e, lol.
The one with Mystic multiclassed into it made me laugh, as I do not allow any Unearthed Arcana since it is playtest material. Most OP class/combo? Look at all the homebrew classes that are severely unbalanced. I particularly like laughing at the homebrews that allow you to one-shot a swarm of mindflayers at level 2.
Not to mention he’s casting more than one leveled spell in a round which im pretty sure isn’t possible
Made a Lightfoot Halfling Phantom Rogue 8/ Drunken Master Monk 3. Was actually surprised at the damage/Tankiness that I was able to do
I remember years ago I was at a game shop and watching a D&D game and there was this one character which was a level 1 hill dwarf fighter that had 20 across all abilities and had 3 attacks per turn
#1 thats impossible unless there just dicking around. Even with 4d6 drop the lowest the highest you can have at level 1 is 1 stat is level 20. There is no class that gives 3 attacks per turn at level 1 absolutely NONE. You were watching an entirely homebrewed game that was "DnD" but not DND
@@ornado4773 like i said i wsa watching a game i don't know how or why his character was like that
@@shaggyirl Oh nono sorry i know it came off as hostile. That was me trying to explain how some of DND works. If you have questions about the hobby seriously ask! I would love to answer some !
@@ornado4773 i've been playing on and off for the last 20 years and wheni w=saw the character sheet i was like only a few months in of playeing
That Bubble of Death Ranger would make for an excellent boss encounter. It's broken, but it's not so broken that a full party couldn't overcome it with clever play.
*takes down notes in a furious manner*
Variant human bladesinger 6+/hexblade 2+/ paladin 2 any other class until 20 but maybe any full caster is better to fuel smites. Anyway the core concept is to cap charisma 14 dex for max CA and 13 int to multiclass wizard (can be lower if you are allowed to start as wizard without high int). Now you can throw EB and a weapon attack any turn and buff you up with spells and you can arguably cast EB with the haste action thanks to the specific wording of the bladesinger extra attack (but since it's a gray spot in the rules you have to ask your DM) as feats you can either pick war caster for concentration or crossbow expert to cast EB in melee range without disvantage and maybe throw in another attack if you have a bonus action to spare. After bladesinger 6/hexblade 2 you are finished and any class exept a few (like druid and monk) are really good addition as this build either giving you more slots or adding to your fighting capabilities (11 fighter for the 3rd attack for example and one of the best options for RAW damage). A bladesinger 6/hexblade 2/12 fighter would make 6/7 attacks any round without any buff, with haste it jumps to 10/11 and it's insane without even counting the burst coming from action surge (jumping again to 16/17 attacks) also you even get to choose if play as ranged or melee, and with mobile feat you are easily hitting with a melee weapon and be still away from your foe at the end of your turn
Ah and even if you are denied the haste thing if you are mobile enought you can use spirit shroud to a xd8 to any damage roll you make EB included if you are able to stay at 10 feet from you target so still insane damage but this option is probably better off with the paladin dip and any other full caster After that to upcast spirit shroud
The most OP character always has been and always will be the God Wizard. Build a mezzer wizard who took loads of battlefield control, debuffing and buffing spells and left Fireball on the shelf and put him in the hands of a player with a good tactical mindset, and they will frustrate the DM and wreck all their game balance.
Say your party have a big fight with twenty enemies in a room. You use Wall of Force or Wall of Stone to split the room in half, you and your allies fight the first ten enemies while the other ten sit uselessly behind a magic wall, unable to influence the fight; then once finished, you drop the wall and mop up the second group of ten enemies. Mathematically, you just halved the damage your party took during that fight. Put another way, you redo that same fight against all twenty enemies, but this time DM rules every party member gets Resistance to all incoming damage types for this fight (something usually achievable only through something like Wish or Cleric's Divine Intervention), and it's functionally the exact same. It won't feel that way, but functionally it is.
2Pld then the rest in hill giant sorc from the unearthed arcana. Cha shil, extra hp, nearly full armor, use a wooden staff or rod as a spell focus, quick cast hold person then hit with booming blade + smite auto crit. Or if you have two melee opponents twin booming blade and the quicken a third. For spell choice get buffs and out of combat helping spells. And don’t forget the heals from pld casting.
My most powerful character was a simple lvl 12 Wizard in 3.5. Basically the setting had metamagic potions, and he was a metamagic focused build, who dual weilding metamagic rods.
So there was a 4th lvl spell called Enervate that delt 1D4 of negative levels. Well after you empower, maximize, twin, double etc the spell I ended up doing 20 negative levels per round. I could basically Merc any epic monster/NPC in one shot or two if they were sturdy.
I made a level 4 Warforged Monk
He was also the juggernaut subrace for Warforged so could add his strength mod to his unarmed strike damage, I rolled an 18 and the Juggernaut gives me plus 2, so i had a +5 strength mod.
Level 4 monks punch for 1d6 but monks can unarmed atrike twice per turn. At minimum damage I can punch for 6 damage with a single fist, 11 if I get make damage and if I get minimum damage and punch twice I'll deal 12 damage.
If I use the ki attack Fury of blows I punch 8 times, so at minimum damage I can hit for 48 damage
Keep in mind this also works at level 3 but the make damage per first would be 9
Kalistar is great for the moon druid/bear totem barbarian. It has resistance to the one damage type your rage doesn't cover. Plus, it gives advantage on wisdom saving throws for those times when an npc enemy tries to turn you against your party.
Making a war forged fighter. The great thing about it is that your a literal tank! Play your cards right and you are seeing a 21 armor class which means that your pretty save from 96 percent hits unless the foe crits. Having the fighter class allows you to take 2-3 turns in a row with action surge and if your dm is generous with giving you a mini gun or a morning star holy hell your the ancient version of hulk. Having a war forged fighter really helps in tanking situations with weaker and more flimsy members. Having your fighter type in defensive gives you the extra 1 Ac point which gives you 21
I've played years on online servers in the game Neverwinter Night 2, which was a hardcore 3.0 D&D game. The max level you could reach on them was 25. Basically the two strongest builds were : Fighter 18 / Weapon Master 7 and Wizard 25.
Fighter 18 / WP 7 made you crit on 14 - 20 rolls with great scythe, and with every crit blow the target had to make a con save or simply die. The DD were around 25-30, so you had plenty chances of dying.
With Wizard 25, you took all the feat that maximized the DD you impose on saving thow. Due to your spell versatility, you could always choose a spell that targeted the weakest saving throw of your opponent. Fighting a squishy spell caster ? Finger of death (con save). Fighting a tanky barbarian ? Petrification (wisdom save).
Even if we were on rolepay servers, these builds emerged as meta after years of testing in both PvP and PvE.
So we definitely should have more of these stories. About how to build a character for maximum power. And we should have some that are just interesting builds for storyline purposes. Like I wanted a druid I believe it was who shape-shifts. And have crossbow proficiency. So I could fly up into a tree or onto ledge or somewhere high up out of melee range and just snipe for my party.
Well...
Gloomstalker Ranger 5
Assassin Rogue 11
Rune Knight Fighter 3
Twilight Cleric 1
Of course, aarakocra. For maximum effect, grab the wand of darkness or a party member who is a wizard. Invisible in darkness, flying, more than 300ft sight in darkness, as well as proficiency in a bunch of stuff... it's op. Recommended Feats: Alert (of course). Insanity.
My Berserk Healer
Human Variant, magic Initiate, 6 LvLs Eldridge Knight
14 LvLs Arcane Domain Cleric
Mix as u wish depends on starting levels and party classes. Why?
Well u get the same amount stat/feats u would get from a pure cleric. + Second wind, action surge, extra attack, and a crap load of cantrips/lvl 1 spells that don't have to be spell save/attack DC dependent. So no need to go MAD. Oh and some of your (chosen) wizard spells are counted as Cleric (wisdom) so choose wisely.
If you understand the difference between known vs prepared. U will see why this works.
I'm playing an INT based tank, currently level 10.
Armorer Artificer 4/Abjuration Wizard 6, mark of warding dwarf.
I have enhanced defence on my arcane armor, and enhanced weapon on my arcane guantlets, wear a shield, and have the cloak of protection.This is 15+2+1+1+Dex (max 2) armor, Arcane Ward, armor of agathys and fire shield for it to take 2d8+15 if they hit me, and an attack of +10 with max inteligence which can be booming blade, dealing 2d8+6 damage on hit and extra 2d8 when they move, and disadvantage on atacking anyone else (for the arcane guantlet)
I plan to take war caster for advantage in concentration, and to cast an extra boomong blade if they try to move
My character that we feel is a little too strong is my samurai assassin. Assassins crit and get advantage if they get to attack first, and samurai gets multi attack and can turn advantage to 2 hits instead. By lvl 14 you can attack 3 times and turn that into 6 times you can auto crit a enemy. Then add the action surge to it. You can attack 12 times... Crit each of those times, and if you play a certain orc you add die to each crit, making you an orc assassin that no one will mess with unless they want close to 300 damage on around an average roll to just fall on them. Just 3 lvls into rouge to get the assassin feat (sneak attack is just a bonus stat) and as many points into fighter as you want to get more hits in. Depending on your role play you can start as a fighter for bigger ac and health, or rouge if you want to sneak for that absolutely devastating flurry of attacks
Might want to reread samurai as you have most of this wrong. Samurai get rapid strike at 15th level and it's only 1 extra attack and assassin only auto crits on a surprise round.
@@athanklesstask you just made me cry 😭😭 lol. My late night reading saw something different and now I'm just sad
My first op was surprise surprise, a barbarian. But a Goliath barbarian. Starting out with AC of 16. And with no armor I add my con mod to ac giving me a dirty 20. My dm hated it. At level three I took path of the giant as if I wasn't tall enough. After consulting with my DM, I was standing 12ft tall. And being able to lift one size larger then myself. I was never short on some kind of bludgeoning weapons. However I did carry two great axes anyway. Also have an animal handling of 7. I rolled to tame a crocodile after wrestling with it and tying it up. I rolled 18. So now not only and I a walking 12 foot Goliath with a hit box smaller then a wizards health bar. I also have a pet crocodile 🐊.
So, it's not necessarily a class-specific build, but it's insanely powerful regardless. You just need two things:
1.) A Cube of Force
2.) Access to either Spiritual Weapon (SW) or the 9th level spell "Blade of Disaster (BoD)
As a Bonus Action you use SW/BoD. Immediately afterword you use the Cube's 5th side feature to prevent just about everything from coming at you.
No spells, organic or inorganic matter, or toxic gases can harm you as you freely carve up everyone in your path.
Love how that one guy was like “I’m just going to make a 25th level character and get confused when they don’t accept the character, just take a level In rouge or something
Mine was a half elf palidain named Tharimyr. At lvl one she had a plus 6 to attack rolls and an ac of 19 and about 13 hp. Cant wait to use her in a campaign someday and see what she does on the battlefield!
My longest used character was a fighter/bard. Worked pretty well, especially since my fighter skills were focused on commanding/support roles
Warlock 2/sorerer2/fighter2/paladin2/monk 12, that's a lot of divine smites!
In 3rd Ed there was a druid prestige class called Master of Many Forms. This let you turn into a much wider variety of monster types, and this presented a problem; While you didn't get things like spell-like abilities when polymorphed you DID get "extraordinary abilities" - basically stuff you get specifically by being the thing you turned into. Like, if you could polymorph into an ooze, it wouldn't make sense if you couldn't copy its ability to squeeze through tiny spaces, or deal acid damage.
The fundamental problem posed to a campaign by a MMF is that not all creatures of the same CR are truly equal, and several monsters' "extraordinary abilities" are deeply unfair in the hands of players.
For a level 20 one-shot I had a Druid/Fighter/Master of Many Forms/Mighty Grappler.
He would fly close to the boss dragon in innocuous form, then transform into a colossal Bone Ooze from one of the horrible fiend folios.
Hey, did you know if a bone ooze grapples you and beats you on a grapple check it pulls your skeleton out of your body? It's an extraordinary ability!
A dragon has a pretty excellent grapple check, owing to its strength and size. But a Mighty Grappler makes up for the strength and a colossal bone ooze is, well, colossal.
I wouldn't recommend the MMF outside of a one-shot gimmick, though. The problem is overload; There are SO MANY things you could turn into and you have to get stat blocks for ALL OF THEM. You're cross-referencing four or five books mid-game, it's terrible. Basically it's such a huge hassle to play even sorta-kinda well that the time investment isn't worth it.
Alright strap your butts on for my boy All Smite
Paladin2
Warlock5
Rogue assassin 3
Grave domain cleric 2
From hiding, channel divinity (which isn’t listed as having any verbal or somatic components) to apply vulnerability for all of the next attack that hits the enemy (since this is a specific instance it should override any resistance/immunity that a target already has so immune to slashing? Not for this single attack), pop out and hit your now surprised target. Congratulations, assassin means that regular hit is in fact a crit. Blow both your warlock slots on divine/eldritch smite for another 16d8 damage, 2d8 from your rapier, 4d6 from sneak attack, and if you have a spare bonus action at any point throw a thunderous smite in there too for another 4d6. Then take your 8d6+18d8+mod, and double it, to absolutely nuke whoever you feel like. I recommend bugbear for their surprise attack racial +2d6 against a surprised enemy once per combat, doubled to 4d6 on a crit for 12d6+18d6+mod before vulnerability, but at that point you can probably get away with skipping out on the extra dice if you have a different race preference. Since you’re only at 15 levels, you can either put 4 more in to warlock for 5th level slots (hello 6d8x4) and 1 more to rogue for an ASI, or just throw all 5 of your remaining at rogue unless you have a pally oath you absolutely need for personal reasons, then 3 (subclass, asi, extra attack) there and 2 more rogue
Because so little of this build is on specific spells you still can take full advantage of the flexibility of cleric/paladin spell swap, have any armor/shield/weapon combo you want, and crit way more often than normal :)
I think I saw this on Reddit earlier today!
I had a DM that allowed me to use the "Brute" Fighter Subclass and I picked Variant Human Race with the "Tavern Brawler" Feat.
There's a Brute Fighter Trait called "Brute Force" that allows you to do extra damage with weapons, except Ammunition-Type Weapons, you are proficient with.
Add that with the "Tavern Brawler" Feat and you can pretty much do at least 2d8 damage with anything you are holding.
Gets even better with a Brute Level 15 Trait called "Devastating Critical" that does damage equal to one's Level.
Yeah, it was fun making "Random Crits" on a boss with a frying pan. XD
Add 2 levels of fighter to the Sorlock for action surge. Even more blasty blast
The 5e Mystic class specifically states in the write-up that it’s not meant for multiclassing. So, that one build isn’t null; they should swap out those six levels with something else, though. I recommend 4 more warlock and 2 more sorc. Or 6 more sorcerer.
Tortle moon druid. 1 on 1, PVP battle Royale, adventuring by yourself or with a a group, you can do it all at high levels. If you're going for individual prowess and strength or you want to be the best overall and a team player as long as you're strategic there's no setting or range you can't fight and excel in. You can be a tank, you can be utility, you can take a level or 2 of cleric early on (after 2) or later and depending on you're preference be a healer or dish out damage. (grave, tempest, war domain) You get to prepare spells and it only takes 1-3 minutes to switch a spell out. If you utilize a shield you have 19 AC. You can cast absorb elements for the splash damage that hits you no matter what. (Fire Ball) You have Moonbeam and call lightning for your own splash damage that you can maintain with concentration. Heat metal for anyone wearing metal armor. Plant growth will stop any melee/tanky characters in their tracks. You can cast guidance for your teammates when not in combat. Guiding hand will get you where you're going. Shape water and Mold earth can provide you or your bandmates with cover. Summon beast, and spike growth for damage and battlefield control. Fog cloud for when the Low IQ sorcerers cast it for the 90871th time. Or protection from energy. If you need to be stealthy, well you don't wear armor and you can cast pass without trace for you and your squad. Revify Will bring someone back to life who's just died. And Aura of vitality will heal for 2d6 every turn for a minute as a bonus action. This is all just up to level 6 so far. If you're looking for more damage, again you can take 1 level of cleric and cast inflict wounds at level 3 for 5d10 necrotic damage. Gain one more level and you get blight. 8d8 necrotic damage. Or Polymorph.
I am doing an Eldritch Knight Fighter with some Arcane Trickster Rogue for expertise/spell options. I can pick up haste as a spell once I hit high levels and can drop 7 attacks with sharpshooter on a single turn. If a team can feed something like paralysis or fairy fire to get advantage on this then the attack damage is easily north of 160-190 on a single round, and at level fighter I'll get to do it twice per short rest.
Echo Knight is inherently broken. Slap Sentinel on it and you have an inescapable damage machine that can and will kill literally anything that approaches it.
1 lvl Cleric of the Forge, 12 levels warcaster mage. Aasimar race. Taking Resilient in CON, and Shieldmaster feat for ASIs, then Lucky feat to keep crits from hitting. Shield to get 31 AC, Abuse Wall of Force, Melf's Minute Meteors, and Sickening Radiance.
I don't consider this a super OP build, but so far it's had the versatility to make me one of the most useful players in my current group. The idea was to make a really good Archer build that balanced good damage output with excellent non-combat skills, I landed on used Bard (College of Valor) 10-11/Fighter (Arcane Archer) 4-7/Rogue (Assassin) 3-5 with the first ten levels straight bard. The aim of this build was to allow myself all the utility of the bards spells and expertise until I reached 10th level where I could use the bards Magical Secrets ability to grab Swift Quiver from the Ranger spell list which is concentration but gives extra attacks on top of an infinite supply of magic arrows. (I could also use Magical Secrets to pick op Revivify, but only if I feel we are lacking in that department) The rest of the build is a little flexible on how many levels you place in either Fighter or Rogue. The fighter having Action Surge and Archery Fighting Style works to enhance your archery along with and all the fun stuff Arcane Archer has available, and the Rogue gives you the additional means to inflict more damage especially if you catch the enemy off guard, which at a max distance 600ft with a longbow can make that pretty easy. Add the Resilient and Sharpshooter feats, one for help on concentration checks and the other for obvious reasons and an Outlander background (or any of your choice), and you have yourselves an archer with pretty good spell casting and the archery skills to put any ranger to shame, but maybe see if the DM will let you trade some of your instrument proficiency for a tool proficiency instead. The Character I'm using this build on is called Alai, and he is quickly becoming my all time favorite Character ever!
Thanks for this. I nearly have a character that this would work on, but unfortunately I focused on strength over dex. So this won't work, but I'll keep this in mind, cheers for the build.
Try having to explain to a 3.5 player that, "Sorry, in 5e, Loxodon's Natural Armor doesn't stack with Monk's Unarmored Defense." Here's the kicker - he's currently a Druid (level 1) who has Crocodile Scale (reskinned Scale Mail) armor, and with 14 Dexterity and a Shield, he's got 18 AC. Not sure why he wants to multi-class into Monk (might be to do something with the trunk but I got a trick for that), but I know that the guy suffers from the "Ohh! Shiny!" issue when it comes to "What do I want to make?"
This makes me so mad. I prefer 3.5 so much
@@donovanloreman Well, sadly, the ACs don't stack, hence why things like a Barbarian/Monk multiclass doesn't do Dex+Con+Wis, or whatever - it's one or the other. Still, the thing with the guy was that he liked making crazy builds, and thus had the "Ohh! Shiny!" thing going on.
It's worth noting:
The moon barbarian multi-attack at level three, you have basically the same amount of attacks at that point. Per two weapon fighting, you can make two attacks at level three. You cannot use a multi-attack in Bear form, and then another as a bonus action. Why? Because the multi-attack action as a beast is not the same as the attack action, which is what triggers two weapon fighting. The reason why a moon barbarian is overpowered, is because you will never ever die.
Also the best race for the moon barbarian is the kalashtar, because you innately are resistant to psychic damage which is the only thing a bear barbarian is not resistant to.
The sorlock: no, you cannot push people back up to 30 ft. That is false. You can push people back once per turn. You could feasibly push people back by 10 ft and then push them forward by 10 ft.
💯 luck! All stats. Class fisher man. Everyone has to pee, there's slight water. Drop line in and boom pop miricals lol
i have a 5 lvls bear totem barbarian, 5 lvls of battle master fighter half orc. He's a beefy boy and he loves slaughtering his enemies.
TIP : Play video on 0.75 speed if you're new to DnD and don't have years and years of experience to understand all this , this fast. Also MrRipper, nice video but again a bit too speedy for newbies like me :) .
This is my second time sharing this:
Forge adept artificer with (min) 2 levels into swordsinger wizard and max the hell out of INT.
You essentially can get a attack bonus of up to +14, an AC bonus of +5 with sword song (and more from artificer and another +5 from shield) and a high as hell spell save DC/attack bonus for both class's spells ALL using INT!
You're essentially a diet paladin with a side of extra utility.
My character is a dragonborn because reasons so I'll have the dragon hide feat so I always have a 13+DEX for my AC.
You cannot use a shield and bladesong or the song ends. Same with med or heavy armor. Best you can do is infuse some studded leather to meet or beat mage armor.
So quicken spell would not allow you to cast 2 cantrips in a round. RAW is 1 cantrip, 1 1st+ level spell. Now there is the illusionists bracers from Guildmaster's guide to Ravencia (spelling?) that does allow this. A better combo with Lock/Sorc is cast Hex in a previous round, and then Eldritch Blast + Quickened Scorching Ray. Each ray from both spells triggers Hex (all are separate attack rolls), and boosting the level of SR adds additional rays so you get a lot of them at high levels. As long as you're not facing something fire resistant that can add up to a ton of damage.
YES!!! Bugbear guardian ranger polearm master, i came up with that build on my own once i saw the ranger subclass, made Trapicord Beyblade Von Bugendorf the First (yes, you cant have "the first" as a title ik ik)
never got to play it higher than level 6 sadly, im so glad i hear about the same build somewhere on the internet, i was always thinking"did i get something wrong? this shits OP, where is all its mentions?
Another thing to add, at level 14 i think you get windwall? making ranged non-spell attacks never hit you
And yes, Beyblade coz he essentially was swinging that Halberd round in circles like a blender, rip ;-;
You _can_ have "The First" as a Title, but you'd be extraordinarily pretentious.
11 level paladin 5 level warlock 4 level barbarian
Get the thirsting blade eldritch invocation for a second attack with the pact weapon
If you use two long swords you get 4 attack actions with multi attack and pact weapon.
If you have two flame touched long swords that is 8d8 per turn with paladin 11 level ability that adds a 1d8 to attack rolls and if you add smite it goes to 20d8 per turn.