I'm still hoping to see what a Psionic Soul Sorcerer (at least first level) can get away with on an Arcane Trickster... Cause as it stands, the way it's written out, as long as you don't roll max on your talent die twice, you never have to use verbal components for your spells, which makes the whole stealth/spell at least a little bit more viable. And honestly, with the low level spells a third cast like Arcane Trickster usually is casting, your almost always hitting that 2 and sometimes 3 or higher for the spell to not need any kind of component (significant monetary material components withstanding).
you could go 2level moon druid, 1level life cleric to heal 260hp, 11level rogue to get Reliable Talent and 6 level Shadow Monk to gain Shadow Step for the rogue's sneak attack and sneaking in general~ I think this will get you highest stealth options with great mobility (wood elf would move 50ft) you can walk next to enemy, punch them and gain Sneak attack some way dealing a lot of dmg and shadow step as bonus action 50ft away from enemy - they can't reach you with 30ft movement so technically they have to spend action to reach you to attack you. This means if you fight against guards who use only melee you can kite them endlessly because teleporting on other side of them 60ft still leaves 50ft distance between you guys. 6lvl shadow monk 11lvl rogue that is my go to multiclassing if I was allowed to multiclass :^) For this reason I'm not allowed to multiclass I mean Cat that has stealth roll minimum of 32 and can heal people from 4 to 260 hp sounds bit op . . . with observant your passive investigation and perception are also 30 ~ so to stealth against you or hide traps they need roll of 30 or higher :D trap DC 30 you can see it~ This build is meant to brake the Scouting side of the game ^_^ but can fill several other types of play. Not the highest dmg but the most versatile imo. Sorry I rambled this long :( Hope you have great day ^_^/)
Yo Ted, as a former RAGE moonBEAR myself, unfortunately while raging you cannot maintain concentration on spells. "If you are able to cast spells, you can't cast them or concentrate on them while raging."
The one I always see online is a Bladelock Bearbarian who casts Armor of Agathys before they Rage because it doesn't require concentration and their Armor of Agathys lasts longer dealing the retributive damage longer.
@@NerdImmersion You can concentrate while shapshifted, but not while raging. So a raging bear is fine, and a bear raining bolts of lightning is fine, but a raging bear raining bolts of lightning is not fine :(
I’ve posted this around before, but probably my favorite character I’ve ever played is my divination wizard/twilight cleric. Getting heavy armor proficiency for a wizard is so. Freaking. Broken. Getting plate mail and a shield turns every combat into: “Oh, you rolled a 19 to hit? Miss. Oh, now you rolled a 21 to hit? I cast Shield, and now my AC’s 25. What else you got? Nothing? My turn. I cast hold monster, and I say you rolled a 2. See ya.” So fun and SO satisfying to play
I get that all the time when I play a bladesinger, and those ACs are even higher - and I am not wearing arrmor at all. DM smiles, looks satisfied at his die, "I guess I don't need to ask, but does a 28 hit you?" "Nope, it misses. I cast Shield." Everyone looks at me, in surprise. I was just a hasted level 5 bladesinger wizard with decent stats... And my storm sorcerer/tempest cleric in plate with a greatsword always gets mistaken for a Paladin :D
In regards to using charisma for a greatsword with hexblade: in the hex warrior feature it says "If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type" and the pact weapon chosen can be any melee weapon. So even without improved pact weapon you can use Charisma for a greatsword.
I actually thought pact weapons couldn't be two-handed unless you had the improved pact invocation having it work as a focus is probably worth it though
@@Booklat1 nah any melee weapon is allowed for pact of the blade. The possible confusion comes from the Hexblade feature, which only lets you choose one-handed weapons (unless it is a pact blade). Getting improved pact weapon does still seem worth it though, especially in low magic settings where finding a +1 greatsword is difficult.
I made a level 10 build where I put 5 into sorcerer (Divine Soul), 2 into paladin, and 3 into Rouge (Swashbuckler) and it was kinda crazy cause all three of those classes are then based on charisma!
Currently playing a draconic bloodline oath of vengeance. Fantastic character. Focusing on concentrations like slow, web, hast, hold person and follow it up with massive smite damage is really fun.
@@brennanwalton6436 more melee. Tough paladin knight. Og thought is oathbreaker 15 ss 5. Probably the party tank. Got a trickery cleric and a celestial warlock (and a Psy sorc as a dmpc companion). So tank. But I need range. And that darkvision and SFTG sounds super helpful. Part of me thinks maybe divine soul for access to guidance and cleric spells, but shadow sorc really seems fitting both flavor and mechanic wise.
Something you might consider on the Paladin/Warlock combo is a Celestial Warlock. At 6th level the celestial gets radiant soul which beyond the resistances lets you add charisma modifier in damage to divine or fire on a spell you cast. Mike Mearls stated in sage advice that this bonus would be applied to all attacks done by a paladin under the effect of divine favor.. ie all attacks would do 1d4 + charisma modifier in bonus damage. On a high charisma/high strength or high charisma/high dex character this is a huge flat damage boost for the cost of a 1st level spell. At high level play if you tack on the life drinker invocation it adds necrotic damage equal to your charisma modifier which is essentially doubling your charisma modifier bonus. A character with 18 strength and 18 charisma would using divine favor and life drinker would do weapon damage + 12 + 1d4 on every hit before using divine or eldritch smite, more if using a heavy weapon and great weapon master. I'm sure there are countless interesting stories for a Fallen Aasimar character using this combo, but I did it with a decently rolled halfling on a lark and that character was a steamroller without ever getting life drinker or using great weapon master. edit: spelling
"Interesting stories" not really. You're just powergaming at this point. Nothing wrong with trying to optimize your build, but paladin/sorcerer(+warlock) is so broken it's ridiculous. People trying to pretend they are roleplaying for this extremely broken character are just lying.
@@rianrodrigues8195 I suppose we just see things from different perspectives both in terms of what power gaming is and how power really has little to do with how interesting a story is. Starting with the last point, power really has little to do with how good a story and it is plain to see in both historical and modern literature and the characters within. Heracles, Karna, Beowulf, Achilles, Merlin, Harry Dresden, Neo, Superman, Dr. Strange, Naruto, John Wick, etc... the list goes on. All of these characters are extremely powerful in relation to the rest of the people in the same setting and yet each is part of a highly popular and interesting story. The fact that you can't imagine an interesting story involving a paladin that has a celestial patron has less to do with the fact that those stories can exist and more to do with your outlook. Summer knight anyone? As far as power gaming, I totally disagree that building a character where there is synergy and reason between the multiclass is ever a situation of power gaming even if it leads to a powerful character. My opinion is that the players taking a 2 level or 3 level dip into another class is far more a case of optimizing for power than a character that is a 50/50 or 60/40 split of two classes. But if I'm being really honest, it is the tendency of players to wind up with exactly the magical items they need to cover their characters weaknesses. However I recognize this is a personal bias and likely not one shared by many other players, at least from my experience. Finally I want to point you back to the title of the video and the fact that one of the builds is a Paladin/Sorcerer which basically trades the potential for radiant damage on every attack when using a very specific spell for vastly more spell slots and therefore vastly more opportunities to use divine smite.
If it's official material only, I'd try to shoot for Dragon Scale Mail. Aside from maybe some buckles and rivets, it's not a primarily metal set of armor. Depends on the DM, but most let it slide.
My last retired 30/10 Sorceress/Cleric of Shar. I don't like Low levels I prefer going epic before finishing. Trick is to have a DM who can come up with a Epic story with many possibilities and playing for a long time coming back playing again
I really like how this is focused on melee builds/including rogues and fighters! I feel a lot of the lists like this I see are focused mostly on spell casters, which is fair enough, but I like seeing the variety!
Eldritch knight and War-magic Wizard. I had alot of fun with this, the Arcane Deflection ""reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw."" makes you this really fun tank.
Dude, I'm about to play such character. What was your lvl progression? I'm thinking getting lvl 7 EK and then get 10 lvls in war mage, in order to get the spells (obviously) and it's lvl 10 feature. Then wrap up with EK, if the campaign ever get to that point. Got any feats beyond war caster? Recommended spells? Tank + control role? Please, good sir, tell me more!
@@igorviniciustrombettadeoli2602 i play similar charachter (2 lvl fighter, 1 lvl forge cleric, rest - war mage (now is 13 lvl)) You need lucky to avoid critical hits and failed saving throws. Probably also resilient in dex/wis/con (i take dex, coz have wis from cleric start and war caster is enought to maintain a concentration). Spells: green flame blade, booming blade, any range cantrip, shield, absorb elements, false life, detect magic, mirror images (but you will not use them), invisibility, misty step, see invisibility, haste, fireball, hypnotic pattern, counterspell, dispel magic, remove curse, arcane eye, confusion, wall of force, steel wind strike, tenser transformation, soul cage, mass suggestion, simulacrum).
I made a Tempest Cleric / Eldritch Knight just because I wanted to make a Knights Radiant from the Stormlight Archives - you're basically Kaladin by level 20. 3 levels of Eldritch to summon a blade and 17 levels of Tempest Cleric to fly! Nice video!
I wouldn't discount the fighter / barbarian / paladin. Those you can basically mix and match but I really like the mostly barbarian with 3 in champion fighter so you can go reckless, crit on 19-20 and get the bonus crit damage too. Throwing in paladin for divine smites also critting more often to then double the smites is really cool! You can also do the barbarian dip for rage, reckless attack, and ideally bear barbarian for the ridiculous resistances. All of these have great front loaded abilities so to get any combination of all of them makes a great front line martial tank and damage dealer. It's also a nice combo as a DM to have an interesting NPC or villain but pretty easy to manage, always attack reckless crit on 19-20 and resist almost all damage. Lethal combo and easy to manage.
A lot of cool ideas here, I'm currently playing the druid/barbarian in a campaign (I call him a BEARzerker). Might I suggest looking into monk/cleric for a future build. Unarmored Defense synergizes well with cleric as they both involve utilizing Wisdom. High Dex and no pesky heavy armor means you can be stealthy all day long. Fun with a quarterstaff gives you that "friar" motif rather than the mace-and-shield cleric. Lots of choices in combat- Martial Arts, healing/support spells, you're quick and agile so you can navigate the field with ease.
I’m playing a faux-Sun Wukong by playing a bugbear 3 Four Elements Monk/2 Moon Druid. You keep unarmored defense, martial arts, deflect missiles, and your elemental abilities while wild shaped and since you keep your mental stats, you can have a higher AC as a beast. And as a bonus, your Ki points and Wild Shape are both Short rest
Fun Fact: A Hexblade Bladelock 12/Oathbreaker 8 multiclass can, with feats, a Haste buff, and a couple rounds of set up (possibly out of combat), NOVA for 33d8 + 14d6 + 128, an average of 326 damage in a single turn. An Ancient White Dragon has 333HP. This assumes all attacks hit along with a single crit to activate the GWM bonus action attack. With this build you also have very high magical non-NOVA damage, viable magical ranged damage, healing, minimum 19 AC with plate, high health, minimum +4 in saving throws, decent utility, and great RP skills. You can also achieve all this with just about any race, as this is a SAD CHA build. It’s definitely my favorite build I’ve come up with so far because literally the only thing you need to pull off that NOVA is a Potion of Haste. Any other magic items are just gravy for this build.
My take on this multiclass: www.dndbeyond.com/sheet-pdfs/ozymandiuskingofkings_36602704.pdf Now, that animate on dead on warlocks is becoming a thing in Tashas/ the class feature variants UA, this multiclass also becomes an excellent necromancer with the specter from Hexblade, animate dead, create undead and danse macabre (and your channel divinity)
I’m currently playing a Sorcadin. Have also played a couple variants of it at level 20 in some one shot adventures. Can confirm it is an extremely powerful and fun multiclass. Quickened or Twinned Haste into Smites is pretty nasty. If you go Divine Soul Sorcerer you can get Spirit Guardians up on as a bonus action and not lose any damage output. The Paladin’s auras plus Spirit Guardians makes for a really strong support, control and DPS character all in one.
Maybe once Tasha's out and you see where everything lands with the Artificer's UA, you could do a video theorycrafting multiclass builds with artificer. I think there's alot of potential there.
Starting level 1 as artificer is the best thing for any non blade singer wizard. Medium armor, shields, guidance, cure wounds, thieves tools, con saves, and you don't fall behind on spell slots. Flavor wise, I like evocation wizard rock gnome who is a demolition expert. There is also deep gnome abjuration wizard who is a pacifist.
I kinda fell in love with the "Echoknight" Fighter from Wildmount it meshes well with so many things and one of my players got a Echoknight/Rogue Multiclass atm. Though i wanna do hexblade/echoknight to AoA my echo.
If you want a great DPR Tank, then go Echo Knight/ Ancestral Guardian Barbarian. Reckless Attack gives Advantage to your attacks through the Echo but the Disadvantage only lands on you, somewhere 30 ft away. Also the Spirit Guardians give Disadvantage on all attack rolls, so the Echo is also protected there. If you grabbed the Sentinel Feat and the Great Weapon Master, then you can keep one guy near the Echo and chop him up. You can also try the UA Slasher Feat to keep your target close even when he bypasses the OA. There is also Echo Knight/ Astral Self Monk with Magic Initiate: Hex for army killing. I've been on an echo knight kick the last few days.
There's a combo I recently fell in love with is rogue/Barbarian. And just, the further you get into the game, the more and more ridiculous it gets because you are basically impossible to kill, and if things do happen to be getting a little dicey, you can nope out. Sneak attack allows for pretty consistent damage output when combined with reckless attack. They combo super well off each other.
As someone who has run a Warlock/Paladin multi-class (Hexblade/Conquest), I can certainly attest to their strength! Wielding two-handed weapons with Charisma, several different smites, and spell slot regeneration on short rests? You're very close to a one-man army at times. That's not even touching on multi-stacked Smite crits, either! The character I ran has single-handedly slain some of my old DM's bosses entirely by himself! Definitely a powerful build with lots of potential if your campaign is going to be running into late levels.
I had a Satyr Conquest Paladin, whos divine patron gave him hexblade magic to become a better conquerer, and dude it was legit so dang fun to play with
I always liked the paladin 6 lore bard combo. (This combo implies that every level beyond those 6 paladin levels are for lore bard.) I lovingly refer to this build as ‘plot armor.’ You end up great at all of your saving throws and so do nearby allies, you have smites and extra attack, proficiency with all armor and weapons, lots of skill proficiencies, eventually 4 separate skills with expertise, and the ability to reduce attack rolls with your reaction, effectively raising your AC. Currently playing this in a long-term campaign and having a blast doing so.
I've been considering a War Cleric/Circle of the Moon druid, myself. Using the bonus action attack feature from War Cleric sounds pretty good for certain wild shapes. Do note that you can't use a multiattack as the bonus action effect. It might change around what kind of wild shapes you'd favour, going for creatures with a single but really strong attack, or creatures who can grapple (like the Giant Octopus). A lower level one which might work based on your DM, is grappling and swallowing someone as a giant toad in one turn. All in all, sounds pretty fun. If your DM allows it, you could also go as a Zeal Cleric/Circle of the Forged druid, considering that you both get those extra attacks, and the ability to maximize the fire damage divine smite-like ability the Forge Druid gets later on
Great Old One pact of the chain warlock with gift of the ever living one invocation, and Circle of the Moon Druid gives you a way to speak to your allies even in beast form, and maxes out your heals, that's a pretty smart multiclass and makes an awesome spy. Sorcerer/warlock is an insane multiclass. The infamous coffelock gives you more spell slots than you'll ever be able to use, and sea sorcery 18/Warlock 2 gives you an unkillable sniper that will just blast every enemy at 1200 feets. Probably the multiclass with the best interactions ever ! Surprised he didn't mention it in his top 10 !
My favorite one is an odd one: Ranger/ cleric. It gives ranger so many new tools and my fav is HW ranger with trickery cleric. Because you can teleport all over the place.
I actually thought about using a Mastermind Rogue multiclassed with Trickery Cleric, so it's really cool to see such a combo in this video mentioned. Anyway, here's what I'd call each of these multiclass builds. 10.) The Trickster The name's obvious and bland, but it works. 9.) The Beast A tribal warrior with the powers of Rage and Wild Shape. 8.) The Caretaker A forest-dwelling spellcaster that cares for all life. 7.) The Expert A roguish bard with vast knowledge and expertise. 6.) The Lorekeeper A bard who knows many stories and legends, as well as many gods. 5.) The "Ranger" A scout that can handle the rugged wilds. 4.) The Duelist A swashbuckler trained in both swordplay and charm. 3.) The Fury A knight wielding not just spell and sword, but the might of tempest. 2.) The Prideful A crusader with a sorcerous bloodline and strong sense of justice. 1.) The Smiteblade A white knight that swears to their oath, as well as their patron, for the sake of smiting. Feel free to comment on the titles and their brief descriptions and what I might've missed from these multiclass builds.
My personal favourite multiclass build is Scourge Aasimar Fighter/Celestial Warlock (Chain). My current level 8 (Fighter 1/Warlock 7) character looks like this: - Stats: 16 Str, 10 Dex, 14 Con, 8 Int, 12 Wis, 16 Cha - 61 HP (Although realistically this is closer to an effective 150-200 HP after considering all her defensive features. More on this later) - AC 21 - Fighter: Con-saves, Heavy armour and shields, Defence Fighting Style, Second Wind - Warlock: Healing Light, Familiar (Near-permanently invisible Imp), Radiant Soul - Evocations: Gift of the Ever-Living Ones, Cloak of Flies, Tomb of Levistus, Trickster’s Escape - Feats: Heavy Armour Master - Cantrips: Green Flame Blade, Create Bonfire, Blade Ward, Sacred Flame - Spells: Armor of Agathys, Counterspell, Cure Wounds, Flaming Sphere, Revivify, Shadow of Moil, Thunder Step, Wall of Fire Defence: Insane AC and self-healing. Good Con saves Reactions (Counterspell, Tomb of Levistus) and self-buffs (Blade Ward, Freedom of Movement, Armor of Agathys) boosts my defence. Shadow of Moil gives advantage on attacks and further boosts defence (doubly so against spellcasters since creatures cannot see you and therefore can’t target you with most single-target spells). Offence: Green-Flame Blade that triggers both Radiant Soul and Radiant Consumption for a total of weapon dice + Str mod + Cha mod + total level + GFB damage. On top of this you have ways to turn your defence into offence (Armor of Agathys with Heavy Armor Master to get the most out of the THP. Cloak of Flies and Radiant Consumption for damage over time. Shadow of Moil for near-fireball levels of damage on enemies with many attacks). Utility: Wall of Fire is excellent for both damage and battlefield control. Thunder Step is great for clearing out minions while closing the distance to the enemy backline. Revivify is somewhat hard to use with the Warlocks limited spell-slots, but is nevertheless worth having on one’s list. The imp can both fly and becomes invisible and has no problems staying alive during a fight to keep up Gift of the Ever-Living Ones. Having an invisible familiar is also excellent for out-of-combat recon . The main issues with the build are it using Str for attacks and only having a single attack per turn, leading to damage being very inconsistent (feels a lot like playing a Rogue). There are however plenty of ways to boost your weapon attacks (Str boosting items, magic weapons, flanking/Shadow of Moil for advantage). Radiant Consumption has broken my concentration a few times, but high Con saves makes it a decently rare occurrence (and picking up War Caster + Con saves increasing at later levels should more or less eliminate the issue). Thinking of going Fighter 3/Warlock 17 for the final build. Fighter 3 gets me Battlemaster for the Precision Attack manoeuvre to make sure those GFB’s really connect, and other manoeuvres for extra utility. Action Surge is great for getting off a second GFB if the first misses and using self-buffs in combat (Turn 1 Radiant Consumption + Cloak of Flies + Action Surge -> Shadow of Moil/another concentration buff gets you ready to roll in one turn). Everything comes back on a short rest as well which works wonderfully with the Warlock class. Cavalier is good too by making you harder to ignore and giving you bonus action attacks to proc Radiant Consumptions in cases where I miss your GFB. Warlock 17 gives me more Healing Light die, a boatload of powerful invocations, Celestial Resistance and Searing Vengeance for even more defence. 4 spell slots and a full suite of Mystic Arcanum gives a ton of powerful options both in and outside of fights. In particular the 6th level Arcanum is excellent, giving the Elemental Investure spells for a breadth of resistances and immunities, or the Soul Cage spell for even more bonus action heals and on-demand advantage. Hopefully the UA spell Otherworldly Form gets added in Tasha’s as this is another excellent choice for this Arcanum (4 different immunities, flight, +2 AC and extra attacks that use Cha? What else could you want for this build?).
I like three levels of trickster rogue. It allows you to 1. Invoke duplicity 2. Mirror image makes you Damn near impossible to kill 3. Gain advantage AND +10 to stealth checks on top of expertise and your dex bonus. 4. Heal! Edit: additionally you could get guidance to add a d4 to stealth or skill checks but I’m pretty sure it and pass without trace are concentration.
My primary character in Curse of Strahd campaign right now is an Arcane Trickster Rogue + Trickery Domain Cleric, so I'll shed some light on the build -- I am currently Level 6 Rogue / Level 3 Cleric, and have in a few fights versus less intelligent enemies been able to operate as the party's tank (versus spellcasters and intelligent enemies, however, I don't offer anything to make enemies attack me, so they can just ignore me). However, if there's a situation where it's you versus 3-4 enemies in a hallway... Studded Leather Armor with maxed Dexterity = high base AC 18 Intelligence (Spell DC 16) Cast Sanctuary on Self - Enemies that wish to attack you must succeed on a DC 16 Wisdom Saving Throw. Cast Mirror Image on Self - Three duplicates, each with 15 AC. Depending on number of foes and likelihood of being attacked, round 3 you choose a Concentration spell: Shield of Faith (+2 AC), Bane, or Bless. (For roleplaying reasons, my character will never use Bless or Healing from the Cleric spells, he is a devout worshipper of Loki and ALL about the trickster bits...however for sheer power gaming, Bless is the best option since it will give you the additional d4 on saving throws.) ...and if, somehow, they manage to succeed on the DC16 Saving Throw, have you roll below a 6/8/11, break the duplicate's/your 15/18-20 AC even with a -d4 penalty to its attack roll... You can Reaction Uncanny Dodge to reduce the damage by half. ...So yeah, it's a pretty interesting build, though it's still not incredibly useful overall in combat (I highly recommend taking Green-Flame Blade or Booming Blade as one of your AT cantrips, since those can be combined WITH Sneak Attack.) But the -really- incredible gimmick of the class comes in using the Duplicate outside of combat. That 120 range away from you which "can be used for the purposes of spellcasting ranges" applies to the Arcane Trickster's Mage Hand...which means your Mage Hand's range goes from 30 feet to 150 feet...but you must use your own senses... Which is where part 2 of Arcane Trickster steps in: Your level 3 includes one "Not Illusion or Enchantment" spell, which is very easy to pick: Find Familiar. Now you can sense through your Familiar's senses as long as it is within 100 feet of you. Mage Hand, Thieves Tools, Familiar's senses... Now you're able to open a locked door that is 150 feet away from you without a hitch.
A half-elf rogue 1, knowledge cleric 1, ranger 1 & bard 4, add the skilled feat w/a background (sage) gives your character all 18 skills at level 7 in an AL legal build.
That's what I like. You can get the same results with human variant and warlock 2 instead 1 ranger 1 bard. I'm waiting for class variant features to come out. Human variant prodigy feat, rogue 1, lore bard 3, knowledge cleric 1, ranger 1, and barbarian 2 gets 18 proficiencies, 10 expertise at level 8.
Paladin 3/Moon Druid X is one I always wanted to try. Love the idea of a multi-attack beasts with smites, divine sense, lay on hands and channel divinity which can all be used while wild shaped.
Master of Fates build: Lightfoot Halfling with Lucky and Bountiful Luck, 11 Scout Rogue, 5 Lore Bard, 2 Divination Wizard, 2 G.O.O. Warlock (for Devil's Sight and Beguiling Influence). Has Proficiency in 17 of 18 Skills, Expertise in 8 of them and the ability to change any roll made at the table
Artificer/Wizard is the best one by far. The reason for this is that Artificer rounds up their levels for spellcasting instead of down. So for example if you went Artificer 3 and 17 Wizard you would still be a 19th-level spellcaster for the purposes of your spell slots. This might not sound like much but that's an extra 7th-level slot and more. You get things like Light and Medium Armor Proficiencies, Artificer features like Arcane Turret or Iron Defender. It's a lot of benefits for Wizards. That Medium Armor Proficiency means you don't need Mage Armor anymore. Iron Defender is very powerful for it's slot cost. For a 1st-level slot you can deal a maximum 20d8 force damage over a minute as opposed to 3d8 from Chromatic Orb. This isn't even mentioning the biggest benefit: Invocations. Need better spell books? Get an Enduring Spellbook. Need better spells? Get an Enhanced Arcane Focus. Need to solo the Tarrasque? Just get a War Horse and make a Repeating Crossbow. Need the end-all be-all? Get a Bag of Holding. The possibilities are limitless!
Moon Druid Open Hand Monk has stat synergy with Wisdom, plus if you get Extra Attack (from any class) you can make 2 attacks with a creature that can only normally make 1 (like Ankylosaurus), plus Flurry of Blows
Not to mention anything other than claw and bite attacks is considered unarmed, so you can headbutt for a stunning strike + use any of the open hands push/drop tactics. Though they will be rolling against the beast shapes stats.
One of my favorite multiclass builds is Fighter 11 / Artificer 9. It works out really well because you get your third attack from Fighter and your level 9 Artificer feature. You can easily multiclass into the INT-based Fighters like Eldritch Knight and Arcane Archer by taking Battle Smith. Artificer is great for Fighter because you get a bonus action to use along with infusions to stack AC or get around weapon limitations. I love going into Artificer in ranged builds for Repeating Weapon so I don't have to worry about ammo, and can use a d10 Heavy Crossbow with my multiple attacks.
Playing a Shepard Druid with lvls in the UA Unity Cleric. Its tons of fun and versatility. Fight starts drop a concentration spell like Conjure xyz, Polymorph, Insect swarm or Maelstrom. Next turn Action: Enboldening Bond 2 allies who need to do damage like your pally and sorc and Bonus Action: Drop your totem for THP. Reaction to share burden. Later rounds BA healing word + cantrip or guiding bolt for advantage and concentration breaking. 6th lvl unity is also so great for a Barb or pally + a midline caster like yourself u grant your ally as a reaction resistance to all damage.
A Battlemaster Fighter 12 / Gloomstalker Ranger 4 / Assassin Rogue 4 multiclass, that is an elf with elven accuracy and sharpshooter can do some insane things. I added alert to make the initiative +15 to make sure they go first, because that allows the assassin advantage to kick in. With elven accuracy, you roll thrice and pick the best one. First round, hunter's mark, three attacks, 4th bonus attack with gloomstalker. Then you action surge and do it again. It ends up being 10d8 + 8d6 + 120 with a regular longbow for an average of 184 damage. If you get the ever elusive surprise round, up to an additional 10d8 + 8d6 can be added. This doesn't even include magic weapon bonuses or superiority die bonuses. With a +3 longbow, I ended up downing a balor in one round, setting off its explosion which killed all of the archmages that had huddled around it, and keeping my team out of the blast radius.
For 10 I'm actually playing a cleric rogue right now, AL legal. Yes, starting rogue gives you the Optimization. I went cleric for the story/funsies. But the key is going 3 rogue (mastermind) and then 17 cleric. My cleric is Light, but it works well for Trickery, life, grave and forge really well also. The key is to use Sanctuary on yourself then using the help action as a bonus action. Then, on subsequent turns you buff and help. You can help with action and bonus. Tanky AC, great DC and so easy to pull all the enemies to you very quickly. Plus it allows you to save your higher level spells for much needed FIREBALLS once your sanctuary drops if you go light
I'm gonna drop one of mine too - celestial warlock (pact of the blade) x/champion fighter 3 - preferably scourge aasimar, but other races are even better for stats (but none fits better in the theme). Get 14 dex and 16 con/cha. Start as warlock, don't pick eldritch blast, you won't use it anyway, at level 3 you get access to improved pact weapon and pact of the blade, use that to conjure a longbow and keep leveling up until level 5 as a warlock, it will let you get thirsting blade and eldritch smite. After that, multiclass into fighter for 3 levels, get archery fighting style at level 1 for that sweet +2 and choose champion at level 3 for improved critical. Rest of the levels as warlock. At level 4 and all other ASI's bump your dex first, you want to rush dex to 20. Around level 10 (7 warlock) you can get another invocation, you can get armor of shadows for an extra AC of 13+dex mod, or just keep using light armor for 12+dex mod. At level 15, if you ever get that high, you can get lifedrinker invocation to add both cha and dex mods to your bow. The idea of the build is to just shoot some arrows at the enemy, hoping for a crit - if you do get a crit, you use an eldritch smite for double damage. At level 9 warlock and 3 champion you max out your spell slot level at 5, doing 6d8 force damage, and 12d8 on a crit added to your bow damage of 1d8+dex mod. To be honest, this build would be simpler going hexblade (AKA hexblade and anything), but I like to make it as celestial since you get a really solid healing pool in the healing light feature, and you can use that as a bonus action, and use only a single dice in order to make it into a makeshift healing word you can use 1+ warlock level times per long rest.
You can not conjure a long bow as Pact of the blade specifically says melee weapon when you summon a pact weapon. "You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it." Now later on when it says you can bind a magic weapon as a pact weapon it does not restate the melee part but that seems implied from the earlier statement.
I'm actually playing a Trickery Domain Cleric/Mastermind Rogue, and he's great support. Currently Rogue 4/Cleric 3, and I'm holding up alright. Help is a very useful action.
Here's my high AC/damage build: Wood Elf 15 levels Scout Rogue + 5 levels Bladesinger Rogue. Max out Intelligence and Dex. Take Booming Blade, Mage Armor, Shield, and Haste. Base AC without armor is 15. With Mage Armor, Haste, and your Blade Song ability your AC will become 25 and if you use Shield 30. With Sneak Attack, you can deal 8d6 damage and a possible 7d8 if you use Booming Blade. Basically with two attacks (from Haste) you can deal around a max of 130 damage on a turn but probably closer to around half that amount. Also your speed will be around 55ft or 65ft if you take the Mobile feat.
Pact of the Blade Hexblade Warlock + Shadow Sorcerer + Rogue = • You can use your Eyes of the Dark feature by spending two sorcery points and cast Darkness without it affecting your vision, so not only do others in the darkness have disadvantage on their attacks but you have advantage on your attacks, triggering Sneak Attack. • Another good use of this build is if you take the True Strike cantrip and when you pair it with the Quickened Spell metamagic you can use your bonus action to give yourself advantage on your next attack, and then use your action to attack, once again triggering Sneak Attack. • But wait, there's more: summon your pact weapon in the form of a shortsword, then in battle cast Shadow Blade; it only requires a Bonus Action to do so, it deals 2d8 psychic damage, it has the Light and Finesse properties (as well as Thrown 20/60) so not only can you can dual wield, but both weapons qualify for Sneak Attack, and if the target is in dim light or darkness your attack with the Shadow Blade automatically has advantage, triggering your Sneak Attack if you didn't already use it on your turn (because without the Two-Weapon Fighting Fighting Style your offhand weapon isn't granted a modifier bonus, but also since in this case it's Shadow Blade it doesn't have a damage modifier anyway, therefore you should use your Action to attack with your pact weapon and your Bonus Action to attack with the Shadow Blade). - - - Normally to land a Critical Hit one needs to roll a 20 (a 5% chance of happening), if you place your Hexblade's Curse on a creature and strike them you crit on a 19 or 20 (a 10% chance, or about 20% if you have advantage), now - leaving class talk and getting into race - if you happen to be an Elf or Half-Elf you can take the Elven Accuracy feat which - in addition to granting you a plus-one to your DEX, INT, WIS, or CHA score - allows you to re-roll one of the dice when you have advantage on an attack that uses any of the previously mentioned abilities (which raises your chance to crit on a hit to about 30% given the circumstances). With the Thirsting Blade Eldritch Invocation you can attack with your pact weapon twice whenever you take the Attack action on your turn, then Bonus Action attack and that's three attacks that when given applicable circumstances each one has about a 30% of critting (because the 19 and 20 applies to the creature under your Hexblade's Curse, it doesn't specify that it needs to be with your Pact Weapon). I have a Level 20 Shadar-kai Warlock 8 / Rogue 8 / Sorcerer 4 - The Cleric just hit the creature marked with my Hexblade's Curse with their Guiding Bolt, so knowing I have advantage I use my Bonus Action to cast Staggering Smite (4th Level), crit with my Pact Weapon (Shortsword just to stay in theme with the above examples, I'm actually board-n-sword), and of course I've taken the Eldritch Invocation of Eldritch Smite, so that's 1d6+12 slashing (6 from Hex Warrior because of a +5 CHA and the Improved Pact Weapon Eldritch Invocation, and then 6 from Hexblade's Curse), an additional 4d6 slashing from the Sneak Attack, 4d6 psychic for the Stagger Smite, 5d8 force from Eldritch Smite - and then if your game works the same as mine: you double the dice. That is a bare minimum 40 points of damage if you roll all 1s, and on the other end you could potentially do a maximum of 200 points of damage.
So quick note on the Rogleric: I'm currently playing this build, but I opted for the 2 levels of rogue instead. A trickery cleric with cunning action and expertise is extraordinarily strong for mobility and protection and roleplay. Similarly, if aim makes it into Tasha's as is, upcasting Inflict Wounds/Guiding Bolt and guaranteeing advantage is just very very strong in practice. It doesn't make great use of its one d6 sneak attack, but I'd argue the more levels of cleric earlier is just more useful to your party
Variant human is definitely the way to go for the Rogue/Bard multiclass, since you can either get three more skills via Skilled or one skill, one expertise, one tool, and one language via Prodigy.
I played a scout/samurai variant human. Rogue 10, Fighter 6. He ended up being a VERY effective PC. Feats: Resilient (CON), Sharpshooter, Observant, Tough Magic Items of Note: Amulet of Health, Cloak of Elvenkind, Ring of Spell Storing (using spells from my allies), Goggles of Night, Longbow +2, Glamoured Studded Leather, and some nice homebrew items like a belt of potion holding that allowed me to play battlefield medic and administer potions as a bonus action. He was also a point-buy PC, my first PC of that ilk, and he survived the campaign.
Some of my favs: Played a Valor Bard/Swashbuckler Rogue once. I rolled shit on stats and my terrible rolls didn't help, but I truly did love that character. I made her an npc in my homebrew world. Her skill check bonuses are now so good. This is what I originally wanted. I also have an npc who probably won't come up for a long time (maybe not even in this campaign) who is a war domain cleric/vengeance paladin. Focusing on cleric, but two attacks as an action and 5/time per long rest being able to making another as a bonus? Casting holy weapon before 17th level? And smites? Fuck yeah dude. As for theoretical characters I wanna play, a Barbarian/Rogue sounds fun to use reckless attack to get advantage for sneak attack, Paladin/Zealot Barbarian sounds almost entirely for flavor, and apparently in my character idea list i have Barbarian/Monk which I don't remember coming up with but it seems pretty rad. I think the only way I would enjoy Barbarian is if it is with a weird multiclass because I am a spellcaster at heart. I also had a backup character that was a sorcerer/warlock but it was hyper-specific to a campaign that fell through. Oh yeah, and I'm glad I'm not the only one who though a rogue/trickery cleric sounded pretty rad. I was just gonna stick with like two levels in rogue for cunning action to be as mobile as possible and go the rest in cleric.
I was leveling a simic hybrid 7 totem barb/13 thief rogue. Simic gives you 2 extra arms to grapple with so you can use a shield + rapier while grappling 2 targets. Expertise and advantage make your grapple checks unbeatable. Grapple > shove prone and they can't get up unless they miraculously break your grapple, plus you're now making all attacks with advantage, and you can provide additional utility/battlefield control via your Thief's Fast Hands ability.
@@Oniphire Ohhhh that sounds nasty! I'm curious as to why you would go all the way to 13 in rogue, though. I could see going to 11 for Reliable Talent but Use Magic Item from thief feels more like a ribbon ability. I'd rather have Brutal Critical and slightly more hit points. To each their own, though.
@@trikkinikki6843 Yeah it'll work either way. I did it for RP reasons. My character was a former sage who lost a lot of his intellect during an experiment (the simic hybridization process). UMD was him still trying to fight intelligently rather than brutishly.
A variant of the first one that I played during a level 20 one shot was a Grave cleric 3 Assassin 17. Going damage focused and being so heavily reliant on being able to sneak up made him realistically much less effective than a lot of the other characters, but being able to channel divinity to give them disadvantage, get a guaranteed crit, and activate the level 17 feature all in the same strike, was really really cool. It was basically like “okay I’m just gonna Octuple my damage on this attack. Please don’t mind me as I do almost a minute’s worth of damage in a single blow”
Half Elf Conquest Paladin 7/Hexblade 3/Whisper Bard 10 is the most efficient critfish smite build I've played. You get to triple dip smites with Eldritch Smite, Divine Smite, and Psychic Blades. With a reliable source of advantage, you hit crits fairly regularly with Elven Accuracy, even more so with 19-20 range from Hexblade Curse. And if that wasn't enough, you also become a pretty decent source of control/lockdown via Conquest and Whisper abilities.
Before watching this, I was making fantasy builds and I made Griffith(from Berserk). I used the Swashbuckler/Samurai build for him and it is really good and it fits the character really closely. It's nice to see that I wasn't the only one that thought that mixing the two would be fun and provide good roleplaying.
Character Name: Jaquve Alt’raid Go Half Elf (Acrobatics, Animal Handling) (+2 Cha, +1 Dex, +1 Con) Go Rogue (Insight, Intimidation, Perception, Persuasion) Expertise (Insight, Perception) Go Charlatan (Deception, Sleight of Hand) Point Buy: 13, 12, 12, 13, 13, 12 3rd level: Go Scout (Nature, Survival) 4th level: Get Prodigy (Arcana, x2 Sleight of Hand) 6th level: (x2 two more skills) 7th level: Go Bard (Stealth) 9th level: Go Lore Bard (Athletics, History, Investigation) (x2 Stealth) 10th level: Get Skilled (Medicine, Performance, Religion) Congratulations! You are now skilled with every single skill in the game and have expertise in half of those skills. Go nuts.
10. Faith’s Magician 9. All Natural Beast, Fangs and Gains 8. Medicine Man/Woman 7. Skills that Kills 6. Sexual Healing 5. Another way to avoid playing a ranger 4. The Royal Blade 3. Eldritch Tempest is dope so no need to change that. 2. The Magus Crusader, The Pious Battlemage, Arch-Paladin, lots of options for this one. 1. H E B ‘S - Hex, Eldritch Blast, Smite (repeat) Runner ups: Tempest Cleric/Storm Sorcerer- Spray and Pray
Wow, that Life Cleric Goodberry hack blew my damn mind. I built a Life Domain Cleric/Druid multiclass for a Phandelver campaign I'm playing in rn and I hadn't even considered using GB. My current strategy is at the start of each adventuring day to dedicate a spell slot to casting Aid to beef up my party's max HP. Might have to prepare Goodberry and include handing out 2 to each member and holding onto the rest myself. +5 max HP *and* two 4HP berries every day? Sounds solid enough to me
Hexblade 13 (Lifedrinker + Improved Pact Weapon) + Oathbreaker 7. Add your Charisma Mod THREE TIMES, PLUS 1, PLUS WEAPON DAMAGE. That on top of improved crits and massive smites. Definitely my favorite.
a fun multi class i came up with is this. Level 1 Fighter with Great Weapon Fighting (Great Sword), ether Goblin or 2 levels of Rogur (Disengage as bunus action), level 1 Wizard for Booming Blade and Green Fire. the rest of your levels should be Wizard for more and better spells
I recently did a 14th level Assassin Rogue (3)/Shadow Sorcerer (3) /Battlemaster Fighter (5)/Gloom Stalker Ranger (3) for Season 9 of Adventure League. The build revolves around Shadow Blade a 2nd level spell that does all sorts of crazy useful things including 2d8 base damage. The key is surprise. You surprise a target which as a 14th level Rogue having a +13 to Stealth is a given. Also if you take the metamagic Subtle Spell you can cast without verbal components so again easy to surprise something. So we start with 2d8 and as long as we are in dim light or darkness have advantage on every attack with Shadow Blade (unseen attacker also gives this so it can be redundant but still). We then add a maneuver such as Distracting Strike to add another 1d8 for 3d8. Gloom Stalker ranger then gives us an additional attack and adds 1d8 to the base damage for another 3d8 totalling 6d8. Fighter gives an extra attack which we add another maneuver to for 3d8 so now we have 9d8. Use Action Surge and do it all again for 18d8. And since we are surprising the target all the hits become crits which doubles the dice to 36d8. Then of course we add Sneak Attack for 4d6, and each attack adds our Dex modifier plus Dueling is a great fighting style for this build so another +2 per attack which if your Dex is 16 like mine was means +30 more damage. This means doing 36d8 + 4d6 + 30 damage or an average of 206 psychic damage. And it cost a level 2 spell and Action Surge.
One of my current characters is similar to your #3. I did a 2 Tempest Cleric/Swashbuckler Rogue who has Booming Blade. Since BB still counts as a melee attack, you can get Sneak Attack off of it (even easier as Swashbuckler). At level 5 (3/2), you can do 2d8 thunder and 2d6 on the SA every hit. If you could talk your DM into making a lightning version of the sun sword, you could do 56 damage on a critical hit before modifiers by choosing to max out the dice.
I'm in a game right now playing a Hexblade 2/Swashbuckler 5 right now and loving it. Max Charisma for heavy hits and being the party face for RP heavy times, War Caster with Booming Blade and Swashbuckler Rakish Audacity for absolutely massive damage any time I hit, and Panache once I hit 9th in Rogue gives better party survivability.
One of your better lists I agree with 8/10 with this one. The big standout disappointment is the Bard/Lifecleric... just isn’t up to snuff. Paladin/Rogue, Ranger/Rogue, and Sorcerer/Warlock are some shout outs. Seems like there’s alotta options out there.
There is no invocation that allows your Hex weapon to be two-handed. It’s actually in the Hex weapon ability itself. It tells you that your Pact weapon can be your hex weapon, and your pact weapon has no two-handed restrictions. So, you then can wield a greataxe with charisma and chop chop away. I actually currently have a hexblade warlock, lore bard that his weapon is a greataxe that he flips around to use as his bardic instrument, arcane strings appearing along the front, producing a more arcanely distorted sound than your average lute. Levistus Tiefling for story/lore reasons within my DM’s world. Heavy Metal Bardlock that plays on the whole calling a guitar an “Axe” thing lmao
Ngl, reading your list first I thought you were going to expound the virtues of the dreaded coffee-lock. I had a good time with my bladesinger wizard/swashbuckler rogue, but any way you can get booming blade is deadly combination with fancy footwork!
Add knowledge Cleric to the Bard + Rogue for a small dip big reward of skills/expertises this also gives you access to guidance. If you want to include UA, you can go mastermind Rogue instead of scout and take the Historian feat. Once you have reliable talent you can dish out advantage and add 7-10 (proficiency+guidance) to a skill check per turn.
One neat idea I saw was Inquisitive Rogue with Ranger multiclass with the purpose of creating the ultimate sniper. One multiclass I think is more thematically perfect as a matchup for the inquisitive rogue is the knowledge cleric. Another idea I heard that was very thematically appropriate was Zealot Barbarian and War Cleric; in their words “the most religious barbarian combined with the most aggressive and violent cleric”. One idea I came up with was Eloquence Bard with Mastermind Rogue to help create the most effective and diabolical master manipulator. I also artificer makes a good multiclass with wizards since they’re both intelligence based spellcasters; I particularly think the armorer subclass would be a good combo with any wizard since it gives them the much needed protection.
My own personal choice for a multiclass build is Eldritch Knight and either Bladesinger or War Magic. Even just two levels in either wizard school adds a bit of versatility to an Eldritch Knight, as they both run off INT. I personally favor Bladesinger for the perks given by Bladesong (higher AC, higher bonus for concentration, higher speed). I was also never a big fan of medium or heavy armor, so this being a Dexterity-based PC with light armor (or even Mage Armor) would make them quite effective.
Eloquence Bard is really strong, on par with the lore bard if not even stronger. It's basically a control caster/face subclass, two fundamental aspects of the class, with the possibility to have so many more inspiration dices and a less flexible but more potent save-based casting. And almost-no fail persuasion at level 3 is a thing XD
A Wolf-Totem Barbarian/Moon Druid wild shaped into a dire wolf would give advantage to all allies in melee with it AND have advantage on its own attacks for having allies in melee with it.
Awesome video I would love to see one including the bloodhunter or some UA (my Lycan bloodhunter/ Astral monk is pretty strong) 1. Rogue/Trickery Cleric- The Rascal build 2. Moon Druid/Totem Barbarian - bearbarian/ bearbearian/ The wild child build 3. Druid/Life Cleric- the medic/ The mom friend build 4. Lore Bard/Scout Rogue- skirmisher/ spellslinger/ the know it all build 5. Bard/Life Cleric- the evangelist build 6. Scout Rogue/Fighter - pseudo ranger/renegade build 7. Samurai Fighter/Swashbuckler- the ronin/dread pirate build 8. Tempest Cleric/Eldritch Knight Fighter -Thor/ Thunder hammer build 9. Paladin/Sorcerer- Sorcadin/ The Arthurian (depending on the build feels like an Arthurian knight) Runner up - Storm Sorcerer/Tempest Cleric- The ion cannon/tesla coil 10. Warlock/Paladin- Padlock/waradin, Eldritch Champion (my friend calls it oath of the Bottom)
What do you think of the interactions between features on a Half-Orc Barbarian (Path of the Zealot)? They really only need to get to level 14/15 in Barbarian, then 5/6 levels in whatever else, like Fighter or Paladin. Thoughts? Can they actually be killed if they don't want to be?
If I encountered this as DM, I would rule that, after you have taken two hits, that is four automatic death save fails. Thus you have been killed out right and the coming back to 1 HP isn't an option for you.
My personal favorite is the Storm Sorcerer, Tempest Cleric multiclass. The biggest struggle I had was a lack of a thematic ranged cantrip. I've also had a lot of fun with the Gloom Stalker/ Scout Rogue build. Umbral Sight helps a lot with enabling rogues in darkness, plus the stacking movement bonuses let's you practically sprint around the battlefield.
Paladin and bard with college of blades. You get benefit of having access to full spell slots and can use your bardic inspiration to defensive riposte adding it as dmg and upping your ac at the same time. If you get your bard to lvl 5 the inspiration becomes 1d8 and refreshes every short rest and also heal more with your hit die. Your character can hit ac 29 with just plate, a shield and a 1d8 put any protective items and he basically becomes immune to hits by the vast majority of enemies (used it against Zariel and she hit me 2 times in the whole fight). Basically forcing the dm to just use save or suck spells which the paladin tends to exceed at.
@Nerd Immersion Your character concept for the Swashbuckler/Samurai is EXACTLY what I'm playing right now in the campaign I've been in for the past three years. And yes, he's loads of fun to play both from a combat and roleplaying perspective. The only difference is that I did go with Battlemaster instead of Samurai. Because manueveurs--especially riposte--were just too good to pass up.
I played 6 Oath of watchers Paladin - 14 Divine soul sorcerer. Oh man ! It's a fantastic build. Super versatile, he is both tanky and a damage Nova and a decent healer as well.
+1 for the runner up Storm Sorc / Tempest Cleric. I'm playing it in a game currently and it is so much fun. I went Goliath and basically RP as Thor. Heavy armor, tons of spells, buffs, healing, and metamagic. Tempestuous magic is an amazing ability, and maximizing a lightning bolt is just devastating to enemies in an encounter.
The class combo I want to play is a College of Swords Bard/Battle Master Fighter. The Blade Flourishes are essentially just extra Manuevers. In my mind you go Fighter 15/Bard 5 putting points into Cha and Str. This gives you maximum uses and your various Dice get refreshed every short rest. This build is a little selfish for a Bard, because you use your Inspiration Dice on yourself mostly, but your primary roll is Fighter/Face. I was looking at Game of Thrones' Syria Forel and Daario Naharis as my character reference. Brash, flamboyant and charming. You either taunt your way to victory making it a show, or move quickly and end your opponent as quickly as you can. And spells are sort of an afterthought in this build, but the Bard has some fun choices. Hold Person being my must have. But you can flavor your presentation as you see fit.
I just build a backup character for our current campaign. I wanted it to be a utility caster with a little healing that can still do some damage. I wanted to concentrate on cantrips as a test. I went with Celestial Warlock pact of the Tome/Storm Sorcerer. At 5th lever I have 12 Cantrip that can deal I think 6 different damage types, plus healing, plus limited flight. Can't wait to see what it will do in action.
One Multiclass I was always interested in trying is a 3 Barbarian / 17 Drunnken master Monk. Basically I wanted to make a bruiser type criminal (akin to something like Kiryu from the Yakuza games), so I wanted to see if I could make a strength based monk work. If you prioritise strength, dex, and constitution, like a Barbarian, but take your first level in monk so you can forgo the wisdom requirement, it works decently if you can start a campaign at at least 2nd level (because a wisdomless monk will have garbage AC, so you need the second level for the Barbarian multiclass for unarmored defence.) The beauty of this class combo is that because you're using strength based unarmed strikes, you can get rage damage bonus on top of each punch, which adds up to a nice guarenteed damage bonus. Drunken master doesn't need Wisdom for any of their abilities so the only thing you will be lacking on on the monk side will be your stunning strike DC, and while that sucks because stunning strike is amazing, my midser is that your going to be using your flurry of blows more. Monk maneuverability, with a Barbarian Rage, on top of a nice little Barbarian health boost. Bonus points if you pick your path as a Bear totem Barbarian for that sweet rage damage resistance except psychic. If anyone wants my level-by-level build guide, send me a message and I'll try and send it to you :)
I love the idea and concept of this, but by RAW you need to meat the multiclass requirements of both classes :/ Although any sane DM would still allow this!
@@aldoushuxley5953 Only for the class you are multiclassing into. Your 1st class you pick doesn't have any requirements to pick it. RAW says you can technically do things like pick a wizard when you got 8 int, or a druid with no wisdom, as long as it is your first class. With that workaround, you can pick a monk at 1st level and ignore Wisdom. Then if you prioritise strength, you meet the Barb multiclass requirement.
@@legion2k111 Quote PHB: "To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table."
@@aldoushuxley5953 Dang you alwats miss one little bit in a sentence XD. Thanks for the info, im sure you could still make it work. I'll workshop it a bit. The idea of a guy just haymakering everyone is too good to give up on! You learn something new everyday. In the case of DnD you learn a rule youve been using wrong everyday.
@@aldoushuxley5953 Ok so this'll work but not quite as good before. Point buy, Variant human, get your +1 in STR and DEX. Stats will be 16 14 14 9 13 8. This meets the multiclass requirements. Then you got 4 ASIs to work with to buff stats. You have your variant human feat to play around with too. Tavern brawler if you want the full blown Yakuza experience (and maybe your DM might let you use your Martial Arts die for improvised weapons since it technically shouldn't let you RAW.) Also if your DM is a nice one, you might get yourself a nice magic item to buff one of your stats for you, say some gauntlets of ogre power or something.
Chain Lightning on the Sorcerer/Cleric mix is possibly a fucking beast. 40/80 damage guaranteed to 4 different targets, and that's just your first action.
Ranger Rogue is a really good combination, especially if you pick the Gloom Stalker subclass. Ranger gives Rogues more opportunities to use Sneak Attack with stuff like Hunter's Mark and Zephyr Strike, Canny is essentially another Expertise and Gloom Stalker helps a lot with those Stealthy assassin type Rogues, especially if you have a non darkvision race since Gloom Stalker gives you Darkvision.
Divine Soul Sorcerer+Paladin of Conquest - Race Fallen Aasimar + the basic sentinel+polearm master feat combo Basically, u have 2 Fear effects and the paladin aura doesn't let the frightened enemies move if they are closer than 10 feet of you. Use polearms to hit them from the distance while they can't move at all :D I have a lv 15 character like this with 25AC(add more if u use spells like shield ), I kept a whole army stuck around me; only 2 or 3 enemies attacked and none of them hit me ^^ I didn't realize at first how broken it is if you're not fighting spellcasters, felt bad for my DM.
add 2 levels of Paladin to the Moon Druid/Totem barbarian one, you get plenty of spell slots for SMITE! also since you're not casting a spell, you can do it in your raging wildshape
I've seen DMs rule that Disciple of Life doesn't work with Goodberry due to how powerful it can be. The argument is that because RAW, Disciple only applies when you use a spell to restore HP. Therefore it doesn't work with Gooberry because the Goodberry SPELL technically doesn't restore HP - the spell merely creates berries, and then it is the berries themselves that restore HP, not the spell. Just something to keep in mind for anyone that plans to use that combination that you may wanna check with your DM what way they would rule that combo.
Many 1-3 Level dips can be worth it. Eg, L1 Barbarian/Monk gives Unarmored Defense; Starting @ L1 Rogue gives the most Proficiencies & Xpertise, plus the Bonus Actions; L3 Bard gives + 2 Xpertise + Jack of All Trades; L1-3 Warlock give not only more Cantrips but also +2/SR Spell Slots, +2 All Day Invocations, and possibly the Best Familiar in the Game--and that's the Worst (Pact) option; etc
The newly released Skill Expert feat will be nice for Skill Monkeys that have a spare ASI slot or if they are a race that doesn't get Prodigy Videos of building out these builds would be a pretty cool idea. I'm actually alright with Multi-Class builds yielding to OP stuff because they are putting other stuff on the table meaning they might need to benefit from it in order to prevent them from being gimped. My homebrew ruleset thrives on Multi-Classing but it has some measures for those who want to stay as one class. The cool thing about Swashbuckler/ Samurai getting Wisdom saves from the latter is that it matches what single-class Rogues would get at a high level.
My druid did the whole "life cleric goodberry" trick about 3 months ago and its saved the party on several occasions. Especially the one undead character who can't be healed by regular magic
My party needed to fill the gap of tank and healer before I joined so I joined as a war cleric fighter. Basically my concept is Frontline fighter that pops Spirit guardians and can dull out healing as needed. My party consists of a sorcerer, a druid, a tortle monk(constantly using shell defense due to what I believe is a fear of taking any damage so their action economy is garbage) and an archer (rogue ranger multi-class). My favorite thing that happens is when I pop my spirit guardians, The sorcerer throws a fireball with metamagic to avoid hitting me, The Arch er deals massive single target damage to anything outside the radius, the druid doing fog cloud (took blindfighting as my fighting style), and the monk complains that he didn't get to hit anything before it all died because he spent two rounds in his shell
❄️ Giveaway link: gleam.io/qUIag/icewind-dale-rime-of-the-frost-maiden-giveaway ❄️
I'm still hoping to see what a Psionic Soul Sorcerer (at least first level) can get away with on an Arcane Trickster... Cause as it stands, the way it's written out, as long as you don't roll max on your talent die twice, you never have to use verbal components for your spells, which makes the whole stealth/spell at least a little bit more viable. And honestly, with the low level spells a third cast like Arcane Trickster usually is casting, your almost always hitting that 2 and sometimes 3 or higher for the spell to not need any kind of component (significant monetary material components withstanding).
Oh my goodness, finally saw this... the "Expertiese Master" did you ever flesh one out?!? 14/6 Scout Rogue / College of Lore Bard sounds sick!
Ah yes, but no one thinks about the moon druid/shadow monk until it's dark and an elephant teleports to land on top of you
I suppose they didn't notice the elephant in the room.
@@theeighthsin3729 dang you beat me to it
you could go 2level moon druid, 1level life cleric to heal 260hp, 11level rogue to get Reliable Talent and 6 level Shadow Monk to gain Shadow Step for the rogue's sneak attack and sneaking in general~
I think this will get you highest stealth options with great mobility (wood elf would move 50ft) you can walk next to enemy, punch them and gain Sneak attack some way dealing a lot of dmg and shadow step as bonus action 50ft away from enemy - they can't reach you with 30ft movement so technically they have to spend action to reach you to attack you. This means if you fight against guards who use only melee you can kite them endlessly because teleporting on other side of them 60ft still leaves 50ft distance between you guys.
6lvl shadow monk
11lvl rogue
that is my go to multiclassing if I was allowed to multiclass :^) For this reason I'm not allowed to multiclass
I mean Cat that has stealth roll minimum of 32 and can heal people from 4 to 260 hp sounds bit op . . . with observant your passive investigation and perception are also 30 ~ so to stealth against you or hide traps they need roll of 30 or higher :D trap DC 30 you can see it~
This build is meant to brake the Scouting side of the game ^_^ but can fill several other types of play. Not the highest dmg but the most versatile imo.
Sorry I rambled this long :(
Hope you have great day ^_^/)
Ask a ninja's ninjelephant is a real thing? ._.
@@xezzee Maybe I'm missing something. Can someone explain to me how a 1 level dip in life cleric allows a character to heal 260 hp?
"No, I didn't forget about the archer that can do two cool things before needing a short rest."
Shots fired.
But not by the Arcane Archer.
Only 2
While the Arcane Archer's abilities are cool, they are terribly hampered by its limitations. I'd rather make a ranged Battle Master. And I have.
"You can still spend hitpoints to heal yourself"
The wise words of Ted
Life needs things to live.
;)
@@NerdImmersion Is this that you spend HP from your natural form to heal the Wild Shape body?
@@HasegawaRayven no, you can consume spell slots to heal
Yo Ted, as a former RAGE moonBEAR myself, unfortunately while raging you cannot maintain concentration on spells.
"If you are able to cast spells, you can't cast them or concentrate on them while raging."
Huh, I thought that still worked, whoops
The one I always see online is a Bladelock Bearbarian who casts Armor of Agathys before they Rage because it doesn't require concentration and their Armor of Agathys lasts longer dealing the retributive damage longer.
@@NerdImmersion
You can concentrate while shapshifted, but not while raging. So a raging bear is fine, and a bear raining bolts of lightning is fine, but a raging bear raining bolts of lightning is not fine :(
@@hamstsorkxxor Was about to explain the rules myself but then I saw you did it in such a beautiful way lol
@@hamstsorkxxor Well if you choose storm herald you could technically still fire lightning
I’ve posted this around before, but probably my favorite character I’ve ever played is my divination wizard/twilight cleric.
Getting heavy armor proficiency for a wizard is so. Freaking. Broken. Getting plate mail and a shield turns every combat into: “Oh, you rolled a 19 to hit? Miss. Oh, now you rolled a 21 to hit? I cast Shield, and now my AC’s 25. What else you got? Nothing? My turn. I cast hold monster, and I say you rolled a 2. See ya.”
So fun and SO satisfying to play
What's fun in breaking the game?
@Hunter Edep best combo is 1 Fighter X Bladesinger. Unhittable. And you are basically a full Wizard.
I usually like doing a tortle wizard for 17 set AC lol
@Hunter Edep Not wanting to be in close combat is often not enough for not being in close combat.
I get that all the time when I play a bladesinger, and those ACs are even higher - and I am not wearing arrmor at all. DM smiles, looks satisfied at his die, "I guess I don't need to ask, but does a 28 hit you?" "Nope, it misses. I cast Shield." Everyone looks at me, in surprise. I was just a hasted level 5 bladesinger wizard with decent stats...
And my storm sorcerer/tempest cleric in plate with a greatsword always gets mistaken for a Paladin :D
In regards to using charisma for a greatsword with hexblade: in the hex warrior feature it says "If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type" and the pact weapon chosen can be any melee weapon. So even without improved pact weapon you can use Charisma for a greatsword.
Yeah ironically he skipped over the actual pact and went to the Invocation that requires the Pact.
I actually thought pact weapons couldn't be two-handed unless you had the improved pact invocation
having it work as a focus is probably worth it though
@@Booklat1 nah any melee weapon is allowed for pact of the blade. The possible confusion comes from the Hexblade feature, which only lets you choose one-handed weapons (unless it is a pact blade).
Getting improved pact weapon does still seem worth it though, especially in low magic settings where finding a +1 greatsword is difficult.
+1 great sword that is your focus at lvl 3 is really good, only artificer can do the same.
Paladin-Sorcerer sounds interesting af! So many lore possibilities...
I made a level 10 build where I put 5 into sorcerer (Divine Soul), 2 into paladin, and 3 into Rouge (Swashbuckler) and it was kinda crazy cause all three of those classes are then based on charisma!
@@brennanwalton6436 for me I'm about to go Oathbreaker x shadow sorcerer.
Any advice? Currently pally 4.
@NNick Plays What are you trying to go for character wise? A spell caster, a melee fighter, a skill master, or all of the above?
Currently playing a draconic bloodline oath of vengeance. Fantastic character. Focusing on concentrations like slow, web, hast, hold person and follow it up with massive smite damage is really fun.
@@brennanwalton6436 more melee. Tough paladin knight. Og thought is oathbreaker 15 ss 5. Probably the party tank. Got a trickery cleric and a celestial warlock (and a Psy sorc as a dmpc companion). So tank. But I need range. And that darkvision and SFTG sounds super helpful.
Part of me thinks maybe divine soul for access to guidance and cleric spells, but shadow sorc really seems fitting both flavor and mechanic wise.
Something you might consider on the Paladin/Warlock combo is a Celestial Warlock. At 6th level the celestial gets radiant soul which beyond the resistances lets you add charisma modifier in damage to divine or fire on a spell you cast. Mike Mearls stated in sage advice that this bonus would be applied to all attacks done by a paladin under the effect of divine favor.. ie all attacks would do 1d4 + charisma modifier in bonus damage. On a high charisma/high strength or high charisma/high dex character this is a huge flat damage boost for the cost of a 1st level spell. At high level play if you tack on the life drinker invocation it adds necrotic damage equal to your charisma modifier which is essentially doubling your charisma modifier bonus. A character with 18 strength and 18 charisma would using divine favor and life drinker would do weapon damage + 12 + 1d4 on every hit before using divine or eldritch smite, more if using a heavy weapon and great weapon master. I'm sure there are countless interesting stories for a Fallen Aasimar character using this combo, but I did it with a decently rolled halfling on a lark and that character was a steamroller without ever getting life drinker or using great weapon master.
edit: spelling
"Interesting stories" not really. You're just powergaming at this point. Nothing wrong with trying to optimize your build, but paladin/sorcerer(+warlock) is so broken it's ridiculous. People trying to pretend they are roleplaying for this extremely broken character are just lying.
@@rianrodrigues8195 I suppose we just see things from different perspectives both in terms of what power gaming is and how power really has little to do with how interesting a story is.
Starting with the last point, power really has little to do with how good a story and it is plain to see in both historical and modern literature and the characters within. Heracles, Karna, Beowulf, Achilles, Merlin, Harry Dresden, Neo, Superman, Dr. Strange, Naruto, John Wick, etc... the list goes on. All of these characters are extremely powerful in relation to the rest of the people in the same setting and yet each is part of a highly popular and interesting story. The fact that you can't imagine an interesting story involving a paladin that has a celestial patron has less to do with the fact that those stories can exist and more to do with your outlook. Summer knight anyone?
As far as power gaming, I totally disagree that building a character where there is synergy and reason between the multiclass is ever a situation of power gaming even if it leads to a powerful character. My opinion is that the players taking a 2 level or 3 level dip into another class is far more a case of optimizing for power than a character that is a 50/50 or 60/40 split of two classes. But if I'm being really honest, it is the tendency of players to wind up with exactly the magical items they need to cover their characters weaknesses. However I recognize this is a personal bias and likely not one shared by many other players, at least from my experience.
Finally I want to point you back to the title of the video and the fact that one of the builds is a Paladin/Sorcerer which basically trades the potential for radiant damage on every attack when using a very specific spell for vastly more spell slots and therefore vastly more opportunities to use divine smite.
Trickery Rogue - Trickery Dickery Doc
Moon Druid Totem - The Party Animal
Druid Life Cleric - Healy McHealerson
Lore Scout - Always Be Prepared
Bard Life Cleric - The Neverending Story
Scout Fighter - Run 'n' Gun
Samurai Swashbuckler - Dread Pirate Ronin
Tempest Eldritch - The Magical Meat Shield
Paladin Sorcerer - The Natural
Storm Tempest Cleric - Thoreo
Warlock Paladin - The Conflicted
Life Cleric Druid: Good Berry Juice, aka GBJ dealer.
wolfofsummerbreeze aka, inventor of the Magic Bullet™️ blender artifact
@@GrassPokeKing You know it! Now for the low, low price of 299 gp!!
wolfofsummerbreeze It slices, it dices, it liquifies mices, there's nothing the Magic Bullet™️ blender artifact can't do!
Lore scout. the know it all.
Hey Ted, for the druid / life cleric, bone half plate is still medium armor. Though a druid in full bone plate armor is a great mental image.
nah, full plate mail made out of Bulette hide...
If it's official material only, I'd try to shoot for Dragon Scale Mail. Aside from maybe some buckles and rivets, it's not a primarily metal set of armor. Depends on the DM, but most let it slide.
I never understand why people show lvl 20 builds, I've almost NEVER seen people play full level PC's.
My last retired 30/10 Sorceress/Cleric of Shar. I don't like Low levels I prefer going epic before finishing. Trick is to have a DM who can come up with a Epic story with many possibilities and playing for a long time coming back playing again
I really like how this is focused on melee builds/including rogues and fighters! I feel a lot of the lists like this I see are focused mostly on spell casters, which is fair enough, but I like seeing the variety!
Barbarian Druid should be called “guess I’ll never die”
Bearry Beariton?
Xp to level 3?
Eldritch knight and War-magic Wizard. I had alot of fun with this, the Arcane Deflection ""reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw."" makes you this really fun tank.
Dude, I'm about to play such character. What was your lvl progression? I'm thinking getting lvl 7 EK and then get 10 lvls in war mage, in order to get the spells (obviously) and it's lvl 10 feature. Then wrap up with EK, if the campaign ever get to that point.
Got any feats beyond war caster? Recommended spells? Tank + control role?
Please, good sir, tell me more!
@@igorviniciustrombettadeoli2602 i play similar charachter (2 lvl fighter, 1 lvl forge cleric, rest - war mage (now is 13 lvl)) You need lucky to avoid critical hits and failed saving throws. Probably also resilient in dex/wis/con (i take dex, coz have wis from cleric start and war caster is enought to maintain a concentration).
Spells: green flame blade, booming blade, any range cantrip, shield, absorb elements, false life, detect magic, mirror images (but you will not use them), invisibility, misty step, see invisibility, haste, fireball, hypnotic pattern, counterspell, dispel magic, remove curse, arcane eye, confusion, wall of force, steel wind strike, tenser transformation, soul cage, mass suggestion, simulacrum).
I made a Tempest Cleric / Eldritch Knight just because I wanted to make a Knights Radiant from the Stormlight Archives - you're basically Kaladin by level 20. 3 levels of Eldritch to summon a blade and 17 levels of Tempest Cleric to fly!
Nice video!
I wouldn't discount the fighter / barbarian / paladin. Those you can basically mix and match but I really like the mostly barbarian with 3 in champion fighter so you can go reckless, crit on 19-20 and get the bonus crit damage too. Throwing in paladin for divine smites also critting more often to then double the smites is really cool! You can also do the barbarian dip for rage, reckless attack, and ideally bear barbarian for the ridiculous resistances. All of these have great front loaded abilities so to get any combination of all of them makes a great front line martial tank and damage dealer.
It's also a nice combo as a DM to have an interesting NPC or villain but pretty easy to manage, always attack reckless crit on 19-20 and resist almost all damage. Lethal combo and easy to manage.
I have a lvl 13 barb.. 10 bear totem 3 champ fighter and it's one of my favorite characters that I have played
A lot of cool ideas here, I'm currently playing the druid/barbarian in a campaign (I call him a BEARzerker). Might I suggest looking into monk/cleric for a future build. Unarmored Defense synergizes well with cleric as they both involve utilizing Wisdom. High Dex and no pesky heavy armor means you can be stealthy all day long. Fun with a quarterstaff gives you that "friar" motif rather than the mace-and-shield cleric. Lots of choices in combat- Martial Arts, healing/support spells, you're quick and agile so you can navigate the field with ease.
I’m playing a faux-Sun Wukong by playing a bugbear 3 Four Elements Monk/2 Moon Druid. You keep unarmored defense, martial arts, deflect missiles, and your elemental abilities while wild shaped and since you keep your mental stats, you can have a higher AC as a beast. And as a bonus, your Ki points and Wild Shape are both Short rest
Fun Fact: A Hexblade Bladelock 12/Oathbreaker 8 multiclass can, with feats, a Haste buff, and a couple rounds of set up (possibly out of combat), NOVA for 33d8 + 14d6 + 128, an average of 326 damage in a single turn. An Ancient White Dragon has 333HP. This assumes all attacks hit along with a single crit to activate the GWM bonus action attack. With this build you also have very high magical non-NOVA damage, viable magical ranged damage, healing, minimum 19 AC with plate, high health, minimum +4 in saving throws, decent utility, and great RP skills. You can also achieve all this with just about any race, as this is a SAD CHA build. It’s definitely my favorite build I’ve come up with so far because literally the only thing you need to pull off that NOVA is a Potion of Haste. Any other magic items are just gravy for this build.
My take on this multiclass:
www.dndbeyond.com/sheet-pdfs/ozymandiuskingofkings_36602704.pdf
Now, that animate on dead on warlocks is becoming a thing in Tashas/ the class feature variants UA, this multiclass also becomes an excellent necromancer with the specter from Hexblade, animate dead, create undead and danse macabre (and your channel divinity)
Quick Multiclass list, in no particular order...
Wonder Woman: 11 Battle Master Fighter, 9 Kensei Monk
Robin: 12 Battle Master Fighter, 8 Mastermind Rogue
Power of God and Anime: War Cleric 15, Kensei Monk 5
Speed God: Tabaxi, Shadow Monk 18, Rogue 2
Holy Flourish: Ancient Paladin 15, Sword Bard 5
Beast Stance: Open Hand Monk 11, Moon Druid 9
Shadow Thief: Thief Rogue 14, Shadow Monk 6
Damned Pirate: Swashbuckler Rogue 15, Hexblade Warlock 5
I’m currently playing a Sorcadin. Have also played a couple variants of it at level 20 in some one shot adventures. Can confirm it is an extremely powerful and fun multiclass.
Quickened or Twinned Haste into Smites is pretty nasty. If you go Divine Soul Sorcerer you can get Spirit Guardians up on as a bonus action and not lose any damage output. The Paladin’s auras plus Spirit Guardians makes for a really strong support, control and DPS character all in one.
I'm personally a fan of quicken Hold Person/Monster into a big Divine Smite.
Maybe once Tasha's out and you see where everything lands with the Artificer's UA, you could do a video theorycrafting multiclass builds with artificer. I think there's alot of potential there.
Starting level 1 as artificer is the best thing for any non blade singer wizard. Medium armor, shields, guidance, cure wounds, thieves tools, con saves, and you don't fall behind on spell slots. Flavor wise, I like evocation wizard rock gnome who is a demolition expert. There is also deep gnome abjuration wizard who is a pacifist.
The demolition dude sounds sweet!
I'm looking at doing a necromancer armourer that gives out infusions to a skeleton family.
Currently playing an artificer/arcane trickster rogue and she does big damage with her homemade firearms
I played a Storm sorcerer and Tempest Cleric. Great build, major crowd control ability
4:27 Blessing of the Trickster specifically doesn't work on you, only others.
I kinda fell in love with the "Echoknight" Fighter from Wildmount it meshes well with so many things and one of my players got a Echoknight/Rogue Multiclass atm.
Though i wanna do hexblade/echoknight to AoA my echo.
It's super fun with moon druid
If you want a great DPR Tank, then go Echo Knight/ Ancestral Guardian Barbarian. Reckless Attack gives Advantage to your attacks through the Echo but the Disadvantage only lands on you, somewhere 30 ft away. Also the Spirit Guardians give Disadvantage on all attack rolls, so the Echo is also protected there. If you grabbed the Sentinel Feat and the Great Weapon Master, then you can keep one guy near the Echo and chop him up.
You can also try the UA Slasher Feat to keep your target close even when he bypasses the OA.
There is also Echo Knight/ Astral Self Monk with Magic Initiate: Hex for army killing.
I've been on an echo knight kick the last few days.
Hot damn, thank you for that intro. Started off my day with a hearty chuckle.
There's a combo I recently fell in love with is rogue/Barbarian. And just, the further you get into the game, the more and more ridiculous it gets because you are basically impossible to kill, and if things do happen to be getting a little dicey, you can nope out. Sneak attack allows for pretty consistent damage output when combined with reckless attack. They combo super well off each other.
The Owlbear approves this message
As someone who has run a Warlock/Paladin multi-class (Hexblade/Conquest), I can certainly attest to their strength! Wielding two-handed weapons with Charisma, several different smites, and spell slot regeneration on short rests? You're very close to a one-man army at times.
That's not even touching on multi-stacked Smite crits, either! The character I ran has single-handedly slain some of my old DM's bosses entirely by himself! Definitely a powerful build with lots of potential if your campaign is going to be running into late levels.
I had a Satyr Conquest Paladin, whos divine patron gave him hexblade magic to become a better conquerer, and dude it was legit so dang fun to play with
I always liked the paladin 6 lore bard combo. (This combo implies that every level beyond those 6 paladin levels are for lore bard.) I lovingly refer to this build as ‘plot armor.’ You end up great at all of your saving throws and so do nearby allies, you have smites and extra attack, proficiency with all armor and weapons, lots of skill proficiencies, eventually 4 separate skills with expertise, and the ability to reduce attack rolls with your reaction, effectively raising your AC. Currently playing this in a long-term campaign and having a blast doing so.
I've been considering a War Cleric/Circle of the Moon druid, myself. Using the bonus action attack feature from War Cleric sounds pretty good for certain wild shapes. Do note that you can't use a multiattack as the bonus action effect. It might change around what kind of wild shapes you'd favour, going for creatures with a single but really strong attack, or creatures who can grapple (like the Giant Octopus). A lower level one which might work based on your DM, is grappling and swallowing someone as a giant toad in one turn. All in all, sounds pretty fun.
If your DM allows it, you could also go as a Zeal Cleric/Circle of the Forged druid, considering that you both get those extra attacks, and the ability to maximize the fire damage divine smite-like ability the Forge Druid gets later on
Great Old One pact of the chain warlock with gift of the ever living one invocation, and Circle of the Moon Druid gives you a way to speak to your allies even in beast form, and maxes out your heals, that's a pretty smart multiclass and makes an awesome spy.
Sorcerer/warlock is an insane multiclass. The infamous coffelock gives you more spell slots than you'll ever be able to use, and sea sorcery 18/Warlock 2 gives you an unkillable sniper that will just blast every enemy at 1200 feets. Probably the multiclass with the best interactions ever ! Surprised he didn't mention it in his top 10 !
My favorite one is an odd one: Ranger/ cleric.
It gives ranger so many new tools and my fav is HW ranger with trickery cleric. Because you can teleport all over the place.
I actually thought about using a Mastermind Rogue multiclassed with Trickery Cleric, so it's really cool to see such a combo in this video mentioned. Anyway, here's what I'd call each of these multiclass builds.
10.) The Trickster
The name's obvious and bland, but it works.
9.) The Beast
A tribal warrior with the powers of Rage and Wild Shape.
8.) The Caretaker
A forest-dwelling spellcaster that cares for all life.
7.) The Expert
A roguish bard with vast knowledge and expertise.
6.) The Lorekeeper
A bard who knows many stories and legends, as well as many gods.
5.) The "Ranger"
A scout that can handle the rugged wilds.
4.) The Duelist
A swashbuckler trained in both swordplay and charm.
3.) The Fury
A knight wielding not just spell and sword, but the might of tempest.
2.) The Prideful
A crusader with a sorcerous bloodline and strong sense of justice.
1.) The Smiteblade
A white knight that swears to their oath, as well as their patron, for the sake of smiting.
Feel free to comment on the titles and their brief descriptions and what I might've missed from these multiclass builds.
My personal favourite multiclass build is Scourge Aasimar Fighter/Celestial Warlock (Chain). My current level 8 (Fighter 1/Warlock 7) character looks like this:
- Stats: 16 Str, 10 Dex, 14 Con, 8 Int, 12 Wis, 16 Cha
- 61 HP (Although realistically this is closer to an effective 150-200 HP after considering all her defensive features. More on this later)
- AC 21
- Fighter: Con-saves, Heavy armour and shields, Defence Fighting Style, Second Wind
- Warlock: Healing Light, Familiar (Near-permanently invisible Imp), Radiant Soul
- Evocations: Gift of the Ever-Living Ones, Cloak of Flies, Tomb of Levistus, Trickster’s Escape
- Feats: Heavy Armour Master
- Cantrips: Green Flame Blade, Create Bonfire, Blade Ward, Sacred Flame
- Spells: Armor of Agathys, Counterspell, Cure Wounds, Flaming Sphere, Revivify, Shadow of Moil, Thunder Step, Wall of Fire
Defence: Insane AC and self-healing. Good Con saves
Reactions (Counterspell, Tomb of Levistus) and self-buffs (Blade Ward, Freedom of Movement, Armor of Agathys) boosts my defence.
Shadow of Moil gives advantage on attacks and further boosts defence (doubly so against spellcasters since creatures cannot see you and therefore can’t target you with most single-target spells).
Offence: Green-Flame Blade that triggers both Radiant Soul and Radiant Consumption for a total of weapon dice + Str mod + Cha mod + total level + GFB damage.
On top of this you have ways to turn your defence into offence (Armor of Agathys with Heavy Armor Master to get the most out of the THP. Cloak of Flies and Radiant Consumption for damage over time. Shadow of Moil for near-fireball levels of damage on enemies with many attacks).
Utility: Wall of Fire is excellent for both damage and battlefield control.
Thunder Step is great for clearing out minions while closing the distance to the enemy backline.
Revivify is somewhat hard to use with the Warlocks limited spell-slots, but is nevertheless worth having on one’s list.
The imp can both fly and becomes invisible and has no problems staying alive during a fight to keep up Gift of the Ever-Living Ones. Having an invisible familiar is also excellent for out-of-combat recon
.
The main issues with the build are it using Str for attacks and only having a single attack per turn, leading to damage being very inconsistent (feels a lot like playing a Rogue). There are however plenty of ways to boost your weapon attacks (Str boosting items, magic weapons, flanking/Shadow of Moil for advantage). Radiant Consumption has broken my concentration a few times, but high Con saves makes it a decently rare occurrence (and picking up War Caster + Con saves increasing at later levels should more or less eliminate the issue).
Thinking of going Fighter 3/Warlock 17 for the final build. Fighter 3 gets me Battlemaster for the Precision Attack manoeuvre to make sure those GFB’s really connect, and other manoeuvres for extra utility. Action Surge is great for getting off a second GFB if the first misses and using self-buffs in combat (Turn 1 Radiant Consumption + Cloak of Flies + Action Surge -> Shadow of Moil/another concentration buff gets you ready to roll in one turn). Everything comes back on a short rest as well which works wonderfully with the Warlock class. Cavalier is good too by making you harder to ignore and giving you bonus action attacks to proc Radiant Consumptions in cases where I miss your GFB.
Warlock 17 gives me more Healing Light die, a boatload of powerful invocations, Celestial Resistance and Searing Vengeance for even more defence. 4 spell slots and a full suite of Mystic Arcanum gives a ton of powerful options both in and outside of fights. In particular the 6th level Arcanum is excellent, giving the Elemental Investure spells for a breadth of resistances and immunities, or the Soul Cage spell for even more bonus action heals and on-demand advantage. Hopefully the UA spell Otherworldly Form gets added in Tasha’s as this is another excellent choice for this Arcanum (4 different immunities, flight, +2 AC and extra attacks that use Cha? What else could you want for this build?).
I like three levels of trickster rogue. It allows you to
1. Invoke duplicity
2. Mirror image makes you Damn near impossible to kill
3. Gain advantage AND +10 to stealth checks on top of expertise and your dex bonus.
4. Heal!
Edit: additionally you could get guidance to add a d4 to stealth or skill checks but I’m pretty sure it and pass without trace are concentration.
My primary character in Curse of Strahd campaign right now is an Arcane Trickster Rogue + Trickery Domain Cleric, so I'll shed some light on the build -- I am currently Level 6 Rogue / Level 3 Cleric, and have in a few fights versus less intelligent enemies been able to operate as the party's tank (versus spellcasters and intelligent enemies, however, I don't offer anything to make enemies attack me, so they can just ignore me).
However, if there's a situation where it's you versus 3-4 enemies in a hallway...
Studded Leather Armor with maxed Dexterity = high base AC
18 Intelligence (Spell DC 16)
Cast Sanctuary on Self - Enemies that wish to attack you must succeed on a DC 16 Wisdom Saving Throw.
Cast Mirror Image on Self - Three duplicates, each with 15 AC.
Depending on number of foes and likelihood of being attacked, round 3 you choose a Concentration spell:
Shield of Faith (+2 AC), Bane, or Bless. (For roleplaying reasons, my character will never use Bless or Healing from the Cleric spells, he is a devout worshipper of Loki and ALL about the trickster bits...however for sheer power gaming, Bless is the best option since it will give you the additional d4 on saving throws.)
...and if, somehow, they manage to succeed on the DC16 Saving Throw, have you roll below a 6/8/11, break the duplicate's/your 15/18-20 AC even with a -d4 penalty to its attack roll...
You can Reaction Uncanny Dodge to reduce the damage by half.
...So yeah, it's a pretty interesting build, though it's still not incredibly useful overall in combat (I highly recommend taking Green-Flame Blade or Booming Blade as one of your AT cantrips, since those can be combined WITH Sneak Attack.)
But the -really- incredible gimmick of the class comes in using the Duplicate outside of combat.
That 120 range away from you which "can be used for the purposes of spellcasting ranges" applies to the Arcane Trickster's Mage Hand...which means your Mage Hand's range goes from 30 feet to 150 feet...but you must use your own senses... Which is where part 2 of Arcane Trickster steps in: Your level 3 includes one "Not Illusion or Enchantment" spell, which is very easy to pick: Find Familiar. Now you can sense through your Familiar's senses as long as it is within 100 feet of you.
Mage Hand, Thieves Tools, Familiar's senses... Now you're able to open a locked door that is 150 feet away from you without a hitch.
A half-elf rogue 1, knowledge cleric 1, ranger 1 & bard 4, add the skilled feat w/a background (sage) gives your character all 18 skills at level 7 in an AL legal build.
That's what I like. You can get the same results with human variant and warlock 2 instead 1 ranger 1 bard. I'm waiting for class variant features to come out. Human variant prodigy feat, rogue 1, lore bard 3, knowledge cleric 1, ranger 1, and barbarian 2 gets 18 proficiencies, 10 expertise at level 8.
Paladin 3/Moon Druid X is one I always wanted to try. Love the idea of a multi-attack beasts with smites, divine sense, lay on hands and channel divinity which can all be used while wild shaped.
Gonna need one of these when my current character dies
Master of Fates build: Lightfoot Halfling with Lucky and Bountiful Luck, 11 Scout Rogue, 5 Lore Bard, 2 Divination Wizard, 2 G.O.O. Warlock (for Devil's Sight and Beguiling Influence). Has Proficiency in 17 of 18 Skills, Expertise in 8 of them and the ability to change any roll made at the table
Artificer/Wizard is the best one by far. The reason for this is that Artificer rounds up their levels for spellcasting instead of down. So for example if you went Artificer 3 and 17 Wizard you would still be a 19th-level spellcaster for the purposes of your spell slots. This might not sound like much but that's an extra 7th-level slot and more. You get things like Light and Medium Armor Proficiencies, Artificer features like Arcane Turret or Iron Defender.
It's a lot of benefits for Wizards. That Medium Armor Proficiency means you don't need Mage Armor anymore. Iron Defender is very powerful for it's slot cost. For a 1st-level slot you can deal a maximum 20d8 force damage over a minute as opposed to 3d8 from Chromatic Orb.
This isn't even mentioning the biggest benefit: Invocations. Need better spell books? Get an Enduring Spellbook. Need better spells? Get an Enhanced Arcane Focus. Need to solo the Tarrasque? Just get a War Horse and make a Repeating Crossbow. Need the end-all be-all? Get a Bag of Holding. The possibilities are limitless!
Moon Druid Open Hand Monk has stat synergy with Wisdom, plus if you get Extra Attack (from any class) you can make 2 attacks with a creature that can only normally make 1 (like Ankylosaurus), plus Flurry of Blows
Not to mention anything other than claw and bite attacks is considered unarmed, so you can headbutt for a stunning strike + use any of the open hands push/drop tactics. Though they will be rolling against the beast shapes stats.
One of my favorite multiclass builds is Fighter 11 / Artificer 9. It works out really well because you get your third attack from Fighter and your level 9 Artificer feature. You can easily multiclass into the INT-based Fighters like Eldritch Knight and Arcane Archer by taking Battle Smith.
Artificer is great for Fighter because you get a bonus action to use along with infusions to stack AC or get around weapon limitations. I love going into Artificer in ranged builds for Repeating Weapon so I don't have to worry about ammo, and can use a d10 Heavy Crossbow with my multiple attacks.
The " Ninja " 11 levels of Assassin Rogue , 3 levels of Gloom Stalker Ranger , 6 levels Shadow Monk .
you actually get more out of using Sleep/hold person with an Arcane trickster than the death strike from assassin
Playing a Shepard Druid with lvls in the UA Unity Cleric. Its tons of fun and versatility. Fight starts drop a concentration spell like Conjure xyz, Polymorph, Insect swarm or Maelstrom. Next turn Action: Enboldening Bond 2 allies who need to do damage like your pally and sorc and Bonus Action: Drop your totem for THP. Reaction to share burden. Later rounds BA healing word + cantrip or guiding bolt for advantage and concentration breaking. 6th lvl unity is also so great for a Barb or pally + a midline caster like yourself u grant your ally as a reaction resistance to all damage.
A Battlemaster Fighter 12 / Gloomstalker Ranger 4 / Assassin Rogue 4 multiclass, that is an elf with elven accuracy and sharpshooter can do some insane things. I added alert to make the initiative +15 to make sure they go first, because that allows the assassin advantage to kick in. With elven accuracy, you roll thrice and pick the best one. First round, hunter's mark, three attacks, 4th bonus attack with gloomstalker. Then you action surge and do it again. It ends up being 10d8 + 8d6 + 120 with a regular longbow for an average of 184 damage. If you get the ever elusive surprise round, up to an additional 10d8 + 8d6 can be added. This doesn't even include magic weapon bonuses or superiority die bonuses.
With a +3 longbow, I ended up downing a balor in one round, setting off its explosion which killed all of the archmages that had huddled around it, and keeping my team out of the blast radius.
For 10 I'm actually playing a cleric rogue right now, AL legal.
Yes, starting rogue gives you the Optimization. I went cleric for the story/funsies. But the key is going 3 rogue (mastermind) and then 17 cleric. My cleric is Light, but it works well for Trickery, life, grave and forge really well also. The key is to use Sanctuary on yourself then using the help action as a bonus action. Then, on subsequent turns you buff and help. You can help with action and bonus. Tanky AC, great DC and so easy to pull all the enemies to you very quickly. Plus it allows you to save your higher level spells for much needed FIREBALLS once your sanctuary drops if you go light
I'm gonna drop one of mine too - celestial warlock (pact of the blade) x/champion fighter 3 - preferably scourge aasimar, but other races are even better for stats (but none fits better in the theme). Get 14 dex and 16 con/cha.
Start as warlock, don't pick eldritch blast, you won't use it anyway, at level 3 you get access to improved pact weapon and pact of the blade, use that to conjure a longbow and keep leveling up until level 5 as a warlock, it will let you get thirsting blade and eldritch smite. After that, multiclass into fighter for 3 levels, get archery fighting style at level 1 for that sweet +2 and choose champion at level 3 for improved critical. Rest of the levels as warlock.
At level 4 and all other ASI's bump your dex first, you want to rush dex to 20. Around level 10 (7 warlock) you can get another invocation, you can get armor of shadows for an extra AC of 13+dex mod, or just keep using light armor for 12+dex mod. At level 15, if you ever get that high, you can get lifedrinker invocation to add both cha and dex mods to your bow.
The idea of the build is to just shoot some arrows at the enemy, hoping for a crit - if you do get a crit, you use an eldritch smite for double damage. At level 9 warlock and 3 champion you max out your spell slot level at 5, doing 6d8 force damage, and 12d8 on a crit added to your bow damage of 1d8+dex mod.
To be honest, this build would be simpler going hexblade (AKA hexblade and anything), but I like to make it as celestial since you get a really solid healing pool in the healing light feature, and you can use that as a bonus action, and use only a single dice in order to make it into a makeshift healing word you can use 1+ warlock level times per long rest.
You can not conjure a long bow as Pact of the blade specifically says melee weapon when you summon a pact weapon.
"You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it."
Now later on when it says you can bind a magic weapon as a pact weapon it does not restate the melee part but that seems implied from the earlier statement.
@@adarian You didn't really read what I wrote right ?
Go check the improved pact weapon invocation I mentioned that you need to pick at level 3.
I'm actually playing a Trickery Domain Cleric/Mastermind Rogue, and he's great support. Currently Rogue 4/Cleric 3, and I'm holding up alright. Help is a very useful action.
Here's my high AC/damage build:
Wood Elf 15 levels Scout Rogue + 5 levels Bladesinger Rogue.
Max out Intelligence and Dex. Take Booming Blade, Mage Armor, Shield, and Haste.
Base AC without armor is 15.
With Mage Armor, Haste, and your Blade Song ability your AC will become 25 and if you use Shield 30.
With Sneak Attack, you can deal 8d6 damage and a possible 7d8 if you use Booming Blade.
Basically with two attacks (from Haste) you can deal around a max of 130 damage on a turn but probably closer to around half that amount.
Also your speed will be around 55ft or 65ft if you take the Mobile feat.
Pact of the Blade Hexblade Warlock + Shadow Sorcerer + Rogue =
• You can use your Eyes of the Dark feature by spending two sorcery points and cast Darkness without it affecting your vision, so not only do others in the darkness have disadvantage on their attacks but you have advantage on your attacks, triggering Sneak Attack.
• Another good use of this build is if you take the True Strike cantrip and when you pair it with the Quickened Spell metamagic you can use your bonus action to give yourself advantage on your next attack, and then use your action to attack, once again triggering Sneak Attack.
• But wait, there's more: summon your pact weapon in the form of a shortsword, then in battle cast Shadow Blade; it only requires a Bonus Action to do so, it deals 2d8 psychic damage, it has the Light and Finesse properties (as well as Thrown 20/60) so not only can you can dual wield, but both weapons qualify for Sneak Attack, and if the target is in dim light or darkness your attack with the Shadow Blade automatically has advantage, triggering your Sneak Attack if you didn't already use it on your turn (because without the Two-Weapon Fighting Fighting Style your offhand weapon isn't granted a modifier bonus, but also since in this case it's Shadow Blade it doesn't have a damage modifier anyway, therefore you should use your Action to attack with your pact weapon and your Bonus Action to attack with the Shadow Blade).
- - -
Normally to land a Critical Hit one needs to roll a 20 (a 5% chance of happening), if you place your Hexblade's Curse on a creature and strike them you crit on a 19 or 20 (a 10% chance, or about 20% if you have advantage), now - leaving class talk and getting into race - if you happen to be an Elf or Half-Elf you can take the Elven Accuracy feat which - in addition to granting you a plus-one to your DEX, INT, WIS, or CHA score - allows you to re-roll one of the dice when you have advantage on an attack that uses any of the previously mentioned abilities (which raises your chance to crit on a hit to about 30% given the circumstances).
With the Thirsting Blade Eldritch Invocation you can attack with your pact weapon twice whenever you take the Attack action on your turn, then Bonus Action attack and that's three attacks that when given applicable circumstances each one has about a 30% of critting (because the 19 and 20 applies to the creature under your Hexblade's Curse, it doesn't specify that it needs to be with your Pact Weapon).
I have a Level 20 Shadar-kai Warlock 8 / Rogue 8 / Sorcerer 4
- The Cleric just hit the creature marked with my Hexblade's Curse with their Guiding Bolt, so knowing I have advantage I use my Bonus Action to cast Staggering Smite (4th Level), crit with my Pact Weapon (Shortsword just to stay in theme with the above examples, I'm actually board-n-sword), and of course I've taken the Eldritch Invocation of Eldritch Smite, so that's 1d6+12 slashing (6 from Hex Warrior because of a +5 CHA and the Improved Pact Weapon Eldritch Invocation, and then 6 from Hexblade's Curse), an additional 4d6 slashing from the Sneak Attack, 4d6 psychic for the Stagger Smite, 5d8 force from Eldritch Smite - and then if your game works the same as mine: you double the dice. That is a bare minimum 40 points of damage if you roll all 1s, and on the other end you could potentially do a maximum of 200 points of damage.
So quick note on the Rogleric: I'm currently playing this build, but I opted for the 2 levels of rogue instead. A trickery cleric with cunning action and expertise is extraordinarily strong for mobility and protection and roleplay. Similarly, if aim makes it into Tasha's as is, upcasting Inflict Wounds/Guiding Bolt and guaranteeing advantage is just very very strong in practice. It doesn't make great use of its one d6 sneak attack, but I'd argue the more levels of cleric earlier is just more useful to your party
Variant human is definitely the way to go for the Rogue/Bard multiclass, since you can either get three more skills via Skilled or one skill, one expertise, one tool, and one language via Prodigy.
I played a scout/samurai variant human. Rogue 10, Fighter 6. He ended up being a VERY effective PC.
Feats: Resilient (CON), Sharpshooter, Observant, Tough
Magic Items of Note: Amulet of Health, Cloak of Elvenkind, Ring of Spell Storing (using spells from my allies), Goggles of Night, Longbow +2, Glamoured Studded Leather, and some nice homebrew items like a belt of potion holding that allowed me to play battlefield medic and administer potions as a bonus action.
He was also a point-buy PC, my first PC of that ilk, and he survived the campaign.
Some of my favs:
Played a Valor Bard/Swashbuckler Rogue once. I rolled shit on stats and my terrible rolls didn't help, but I truly did love that character. I made her an npc in my homebrew world. Her skill check bonuses are now so good. This is what I originally wanted.
I also have an npc who probably won't come up for a long time (maybe not even in this campaign) who is a war domain cleric/vengeance paladin. Focusing on cleric, but two attacks as an action and 5/time per long rest being able to making another as a bonus? Casting holy weapon before 17th level? And smites? Fuck yeah dude.
As for theoretical characters I wanna play, a Barbarian/Rogue sounds fun to use reckless attack to get advantage for sneak attack, Paladin/Zealot Barbarian sounds almost entirely for flavor, and apparently in my character idea list i have Barbarian/Monk which I don't remember coming up with but it seems pretty rad. I think the only way I would enjoy Barbarian is if it is with a weird multiclass because I am a spellcaster at heart. I also had a backup character that was a sorcerer/warlock but it was hyper-specific to a campaign that fell through.
Oh yeah, and I'm glad I'm not the only one who though a rogue/trickery cleric sounded pretty rad. I was just gonna stick with like two levels in rogue for cunning action to be as mobile as possible and go the rest in cleric.
I was leveling a simic hybrid 7 totem barb/13 thief rogue. Simic gives you 2 extra arms to grapple with so you can use a shield + rapier while grappling 2 targets. Expertise and advantage make your grapple checks unbeatable. Grapple > shove prone and they can't get up unless they miraculously break your grapple, plus you're now making all attacks with advantage, and you can provide additional utility/battlefield control via your Thief's Fast Hands ability.
@@Oniphire Ohhhh that sounds nasty! I'm curious as to why you would go all the way to 13 in rogue, though. I could see going to 11 for Reliable Talent but Use Magic Item from thief feels more like a ribbon ability. I'd rather have Brutal Critical and slightly more hit points. To each their own, though.
@@trikkinikki6843 Yeah it'll work either way. I did it for RP reasons. My character was a former sage who lost a lot of his intellect during an experiment (the simic hybridization process). UMD was him still trying to fight intelligently rather than brutishly.
A variant of the first one that I played during a level 20 one shot was a Grave cleric 3 Assassin 17.
Going damage focused and being so heavily reliant on being able to sneak up made him realistically much less effective than a lot of the other characters, but being able to channel divinity to give them disadvantage, get a guaranteed crit, and activate the level 17 feature all in the same strike, was really really cool.
It was basically like “okay I’m just gonna Octuple my damage on this attack. Please don’t mind me as I do almost a minute’s worth of damage in a single blow”
My goodness man your uploads never stop! Thanks for the steady, up-to-date stuff!
Half Elf Conquest Paladin 7/Hexblade 3/Whisper Bard 10 is the most efficient critfish smite build I've played. You get to triple dip smites with Eldritch Smite, Divine Smite, and Psychic Blades. With a reliable source of advantage, you hit crits fairly regularly with Elven Accuracy, even more so with 19-20 range from Hexblade Curse. And if that wasn't enough, you also become a pretty decent source of control/lockdown via Conquest and Whisper abilities.
Before watching this, I was making fantasy builds and I made Griffith(from Berserk). I used the Swashbuckler/Samurai build for him and it is really good and it fits the character really closely. It's nice to see that I wasn't the only one that thought that mixing the two would be fun and provide good roleplaying.
Character Name: Jaquve Alt’raid
Go Half Elf (Acrobatics, Animal Handling) (+2 Cha, +1 Dex, +1 Con)
Go Rogue (Insight, Intimidation, Perception, Persuasion)
Expertise (Insight, Perception)
Go Charlatan (Deception, Sleight of Hand)
Point Buy: 13, 12, 12, 13, 13, 12
3rd level:
Go Scout (Nature, Survival)
4th level:
Get Prodigy (Arcana, x2 Sleight of Hand)
6th level: (x2 two more skills)
7th level:
Go Bard (Stealth)
9th level:
Go Lore Bard (Athletics, History, Investigation) (x2 Stealth)
10th level:
Get Skilled (Medicine, Performance, Religion)
Congratulations! You are now skilled with every single skill in the game and have expertise in half of those skills. Go nuts.
10. Faith’s Magician
9. All Natural Beast, Fangs and Gains
8. Medicine Man/Woman
7. Skills that Kills
6. Sexual Healing
5. Another way to avoid playing a ranger
4. The Royal Blade
3. Eldritch Tempest is dope so no need to change that.
2. The Magus Crusader, The Pious Battlemage, Arch-Paladin, lots of options for this one.
1. H E B ‘S - Hex, Eldritch Blast, Smite (repeat)
Runner ups: Tempest Cleric/Storm Sorcerer- Spray and Pray
Wow, that Life Cleric Goodberry hack blew my damn mind. I built a Life Domain Cleric/Druid multiclass for a Phandelver campaign I'm playing in rn and I hadn't even considered using GB. My current strategy is at the start of each adventuring day to dedicate a spell slot to casting Aid to beef up my party's max HP. Might have to prepare Goodberry and include handing out 2 to each member and holding onto the rest myself. +5 max HP *and* two 4HP berries every day? Sounds solid enough to me
Hexblade 13 (Lifedrinker + Improved Pact Weapon) + Oathbreaker 7. Add your Charisma Mod THREE TIMES, PLUS 1, PLUS WEAPON DAMAGE. That on top of improved crits and massive smites. Definitely my favorite.
a fun multi class i came up with is this. Level 1 Fighter with Great Weapon Fighting (Great Sword), ether Goblin or 2 levels of Rogur (Disengage as bunus action), level 1 Wizard for Booming Blade and Green Fire. the rest of your levels should be Wizard for more and better spells
I recently did a 14th level Assassin Rogue (3)/Shadow Sorcerer (3) /Battlemaster Fighter (5)/Gloom Stalker Ranger (3) for Season 9 of Adventure League. The build revolves around Shadow Blade a 2nd level spell that does all sorts of crazy useful things including 2d8 base damage. The key is surprise. You surprise a target which as a 14th level Rogue having a +13 to Stealth is a given. Also if you take the metamagic Subtle Spell you can cast without verbal components so again easy to surprise something.
So we start with 2d8 and as long as we are in dim light or darkness have advantage on every attack with Shadow Blade (unseen attacker also gives this so it can be redundant but still). We then add a maneuver such as Distracting Strike to add another 1d8 for 3d8. Gloom Stalker ranger then gives us an additional attack and adds 1d8 to the base damage for another 3d8 totalling 6d8. Fighter gives an extra attack which we add another maneuver to for 3d8 so now we have 9d8. Use Action Surge and do it all again for 18d8. And since we are surprising the target all the hits become crits which doubles the dice to 36d8. Then of course we add Sneak Attack for 4d6, and each attack adds our Dex modifier plus Dueling is a great fighting style for this build so another +2 per attack which if your Dex is 16 like mine was means +30 more damage.
This means doing 36d8 + 4d6 + 30 damage or an average of 206 psychic damage. And it cost a level 2 spell and Action Surge.
One of my current characters is similar to your #3. I did a 2 Tempest Cleric/Swashbuckler Rogue who has Booming Blade. Since BB still counts as a melee attack, you can get Sneak Attack off of it (even easier as Swashbuckler). At level 5 (3/2), you can do 2d8 thunder and 2d6 on the SA every hit.
If you could talk your DM into making a lightning version of the sun sword, you could do 56 damage on a critical hit before modifiers by choosing to max out the dice.
I'm in a game right now playing a Hexblade 2/Swashbuckler 5 right now and loving it. Max Charisma for heavy hits and being the party face for RP heavy times, War Caster with Booming Blade and Swashbuckler Rakish Audacity for absolutely massive damage any time I hit, and Panache once I hit 9th in Rogue gives better party survivability.
One of your better lists I agree with 8/10 with this one. The big standout disappointment is the Bard/Lifecleric... just isn’t up to snuff. Paladin/Rogue, Ranger/Rogue, and Sorcerer/Warlock are some shout outs. Seems like there’s alotta options out there.
There is no invocation that allows your Hex weapon to be two-handed. It’s actually in the Hex weapon ability itself. It tells you that your Pact weapon can be your hex weapon, and your pact weapon has no two-handed restrictions. So, you then can wield a greataxe with charisma and chop chop away. I actually currently have a hexblade warlock, lore bard that his weapon is a greataxe that he flips around to use as his bardic instrument, arcane strings appearing along the front, producing a more arcanely distorted sound than your average lute. Levistus Tiefling for story/lore reasons within my DM’s world. Heavy Metal Bardlock that plays on the whole calling a guitar an “Axe” thing lmao
Ngl, reading your list first I thought you were going to expound the virtues of the dreaded coffee-lock.
I had a good time with my bladesinger wizard/swashbuckler rogue, but any way you can get booming blade is deadly combination with fancy footwork!
Add knowledge Cleric to the Bard + Rogue for a small dip big reward of skills/expertises
this also gives you access to guidance.
If you want to include UA, you can go mastermind Rogue instead of scout and take the Historian feat. Once you have reliable talent you can dish out advantage and add 7-10 (proficiency+guidance) to a skill check per turn.
1. Chapel Dagger (Cleric/Rogue)
2. Blood Moon Rager (Barbarian/Druid)
3. Shepherd of Life (Cleric/Druid)
4. Jack of Lies (Rogue/Bard)
5. Master Militant (Fighter/Rogue1)
6. Sly Duelist (Fighter/Rogue2)
7. Battering Wind (Fighter/Cleric)
8. Resolute Soul (Paladin/Sorcerer)
9. Eye of the Storm (Cleric/Sorcerer)
10. Champion of the Occult (Paladin/Warlock)
love the names :)
One neat idea I saw was Inquisitive Rogue with Ranger multiclass with the purpose of creating the ultimate sniper. One multiclass I think is more thematically perfect as a matchup for the inquisitive rogue is the knowledge cleric.
Another idea I heard that was very thematically appropriate was Zealot Barbarian and War Cleric; in their words “the most religious barbarian combined with the most aggressive and violent cleric”.
One idea I came up with was Eloquence Bard with Mastermind Rogue to help create the most effective and diabolical master manipulator. I also artificer makes a good multiclass with wizards since they’re both intelligence based spellcasters; I particularly think the armorer subclass would be a good combo with any wizard since it gives them the much needed protection.
My own personal choice for a multiclass build is Eldritch Knight and either Bladesinger or War Magic. Even just two levels in either wizard school adds a bit of versatility to an Eldritch Knight, as they both run off INT. I personally favor Bladesinger for the perks given by Bladesong (higher AC, higher bonus for concentration, higher speed). I was also never a big fan of medium or heavy armor, so this being a Dexterity-based PC with light armor (or even Mage Armor) would make them quite effective.
Eloquence Bard is really strong, on par with the lore bard if not even stronger. It's basically a control caster/face subclass, two fundamental aspects of the class, with the possibility to have so many more inspiration dices and a less flexible but more potent save-based casting. And almost-no fail persuasion at level 3 is a thing XD
A Wolf-Totem Barbarian/Moon Druid wild shaped into a dire wolf would give advantage to all allies in melee with it AND have advantage on its own attacks for having allies in melee with it.
THAT is how to embody your spirit animal
Awesome video I would love to see one including the bloodhunter or some UA (my Lycan bloodhunter/ Astral monk is pretty strong)
1. Rogue/Trickery Cleric- The Rascal
build
2. Moon Druid/Totem Barbarian - bearbarian/ bearbearian/ The wild child build
3. Druid/Life Cleric- the medic/ The mom friend build
4. Lore Bard/Scout Rogue- skirmisher/ spellslinger/ the know it all build
5. Bard/Life Cleric- the evangelist build
6. Scout Rogue/Fighter - pseudo ranger/renegade
build
7. Samurai Fighter/Swashbuckler- the ronin/dread pirate build
8. Tempest Cleric/Eldritch Knight Fighter -Thor/ Thunder hammer build
9. Paladin/Sorcerer- Sorcadin/ The Arthurian (depending on the build feels like an Arthurian knight)
Runner up - Storm Sorcerer/Tempest Cleric- The ion cannon/tesla coil
10. Warlock/Paladin- Padlock/waradin, Eldritch Champion (my friend calls it oath of the Bottom)
I always liked Lore Bard 10/Scout Rogue 9/Knowledge Cleric 1
What do you think of the interactions between features on a Half-Orc Barbarian (Path of the Zealot)? They really only need to get to level 14/15 in Barbarian, then 5/6 levels in whatever else, like Fighter or Paladin. Thoughts? Can they actually be killed if they don't want to be?
If I encountered this as DM, I would rule that, after you have taken two hits, that is four automatic death save fails. Thus you have been killed out right and the coming back to 1 HP isn't an option for you.
My personal favorite is the Storm Sorcerer, Tempest Cleric multiclass. The biggest struggle I had was a lack of a thematic ranged cantrip.
I've also had a lot of fun with the Gloom Stalker/ Scout Rogue build. Umbral Sight helps a lot with enabling rogues in darkness, plus the stacking movement bonuses let's you practically sprint around the battlefield.
Paladin and bard with college of blades. You get benefit of having access to full spell slots and can use your bardic inspiration to defensive riposte adding it as dmg and upping your ac at the same time. If you get your bard to lvl 5 the inspiration becomes 1d8 and refreshes every short rest and also heal more with your hit die. Your character can hit ac 29 with just plate, a shield and a 1d8 put any protective items and he basically becomes immune to hits by the vast majority of enemies (used it against Zariel and she hit me 2 times in the whole fight). Basically forcing the dm to just use save or suck spells which the paladin tends to exceed at.
@Nerd Immersion Your character concept for the Swashbuckler/Samurai is EXACTLY what I'm playing right now in the campaign I've been in for the past three years. And yes, he's loads of fun to play both from a combat and roleplaying perspective. The only difference is that I did go with Battlemaster instead of Samurai. Because manueveurs--especially riposte--were just too good to pass up.
I played 6 Oath of watchers Paladin - 14 Divine soul sorcerer.
Oh man ! It's a fantastic build. Super versatile, he is both tanky and a damage Nova and a decent healer as well.
+1 for the runner up Storm Sorc / Tempest Cleric. I'm playing it in a game currently and it is so much fun. I went Goliath and basically RP as Thor. Heavy armor, tons of spells, buffs, healing, and metamagic. Tempestuous magic is an amazing ability, and maximizing a lightning bolt is just devastating to enemies in an encounter.
The class combo I want to play is a College of Swords Bard/Battle Master Fighter. The Blade Flourishes are essentially just extra Manuevers. In my mind you go Fighter 15/Bard 5 putting points into Cha and Str. This gives you maximum uses and your various Dice get refreshed every short rest. This build is a little selfish for a Bard, because you use your Inspiration Dice on yourself mostly, but your primary roll is Fighter/Face. I was looking at Game of Thrones' Syria Forel and Daario Naharis as my character reference. Brash, flamboyant and charming. You either taunt your way to victory making it a show, or move quickly and end your opponent as quickly as you can.
And spells are sort of an afterthought in this build, but the Bard has some fun choices. Hold Person being my must have. But you can flavor your presentation as you see fit.
Here's my multiclass names for this list:
1. "Rickery Domain"
2. Druibarian
3. Cluid
4. Barogue
5. Baric
6. Scighter
7. Swamuri
8. Magic Swordboy
9. Sorcadin
RU: Clercerer
10: Waradin
#2 is obviously the bearbearian.
@@zaclittlejohn2701 You're not wrong, but not every barbarian is smart... err, I mean a bear totem...
I just build a backup character for our current campaign. I wanted it to be a utility caster with a little healing that can still do some damage. I wanted to concentrate on cantrips as a test. I went with Celestial Warlock pact of the Tome/Storm Sorcerer. At 5th lever I have 12 Cantrip that can deal I think 6 different damage types, plus healing, plus limited flight. Can't wait to see what it will do in action.
One Multiclass I was always interested in trying is a 3 Barbarian / 17 Drunnken master Monk. Basically I wanted to make a bruiser type criminal (akin to something like Kiryu from the Yakuza games), so I wanted to see if I could make a strength based monk work. If you prioritise strength, dex, and constitution, like a Barbarian, but take your first level in monk so you can forgo the wisdom requirement, it works decently if you can start a campaign at at least 2nd level (because a wisdomless monk will have garbage AC, so you need the second level for the Barbarian multiclass for unarmored defence.)
The beauty of this class combo is that because you're using strength based unarmed strikes, you can get rage damage bonus on top of each punch, which adds up to a nice guarenteed damage bonus. Drunken master doesn't need Wisdom for any of their abilities so the only thing you will be lacking on on the monk side will be your stunning strike DC, and while that sucks because stunning strike is amazing, my midser is that your going to be using your flurry of blows more.
Monk maneuverability, with a Barbarian Rage, on top of a nice little Barbarian health boost. Bonus points if you pick your path as a Bear totem Barbarian for that sweet rage damage resistance except psychic.
If anyone wants my level-by-level build guide, send me a message and I'll try and send it to you :)
I love the idea and concept of this, but by RAW you need to meat the multiclass requirements of both classes :/
Although any sane DM would still allow this!
@@aldoushuxley5953 Only for the class you are multiclassing into. Your 1st class you pick doesn't have any requirements to pick it. RAW says you can technically do things like pick a wizard when you got 8 int, or a druid with no wisdom, as long as it is your first class. With that workaround, you can pick a monk at 1st level and ignore Wisdom. Then if you prioritise strength, you meet the Barb multiclass requirement.
@@legion2k111 Quote PHB:
"To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table."
@@aldoushuxley5953 Dang you alwats miss one little bit in a sentence XD. Thanks for the info, im sure you could still make it work. I'll workshop it a bit. The idea of a guy just haymakering everyone is too good to give up on!
You learn something new everyday. In the case of DnD you learn a rule youve been using wrong everyday.
@@aldoushuxley5953 Ok so this'll work but not quite as good before.
Point buy, Variant human, get your +1 in STR and DEX. Stats will be 16 14 14 9 13 8. This meets the multiclass requirements. Then you got 4 ASIs to work with to buff stats. You have your variant human feat to play around with too. Tavern brawler if you want the full blown Yakuza experience (and maybe your DM might let you use your Martial Arts die for improvised weapons since it technically shouldn't let you RAW.)
Also if your DM is a nice one, you might get yourself a nice magic item to buff one of your stats for you, say some gauntlets of ogre power or something.
Chain Lightning on the Sorcerer/Cleric mix is possibly a fucking beast. 40/80 damage guaranteed to 4 different targets, and that's just your first action.
Ranger Rogue is a really good combination, especially if you pick the Gloom Stalker subclass.
Ranger gives Rogues more opportunities to use Sneak Attack with stuff like Hunter's Mark and Zephyr Strike, Canny is essentially another Expertise and Gloom Stalker helps a lot with those Stealthy assassin type Rogues, especially if you have a non darkvision race since Gloom Stalker gives you Darkvision.
Divine Soul Sorcerer+Paladin of Conquest - Race Fallen Aasimar + the basic sentinel+polearm master feat combo
Basically, u have 2 Fear effects and the paladin aura doesn't let the frightened enemies move if they are closer than 10 feet of you. Use polearms to hit them from the distance while they can't move at all :D
I have a lv 15 character like this with 25AC(add more if u use spells like shield ), I kept a whole army stuck around me; only 2 or 3 enemies attacked and none of them hit me ^^
I didn't realize at first how broken it is if you're not fighting spellcasters, felt bad for my DM.
add 2 levels of Paladin to the Moon Druid/Totem barbarian one, you get plenty of spell slots for SMITE! also since you're not casting a spell, you can do it in your raging wildshape
I've seen DMs rule that Disciple of Life doesn't work with Goodberry due to how powerful it can be. The argument is that because RAW, Disciple only applies when you use a spell to restore HP. Therefore it doesn't work with Gooberry because the Goodberry SPELL technically doesn't restore HP - the spell merely creates berries, and then it is the berries themselves that restore HP, not the spell. Just something to keep in mind for anyone that plans to use that combination that you may wanna check with your DM what way they would rule that combo.
I think just going 1/19 actually works pretty well with the rouge bard. You're just a full caster with a crap tons of skills.
Nice video! I like the idea of the
storm cleric/Eldritch Knight Fighter!
Many 1-3 Level dips can be worth it. Eg, L1 Barbarian/Monk gives Unarmored Defense; Starting @ L1 Rogue gives the most Proficiencies & Xpertise, plus the Bonus Actions; L3 Bard gives + 2 Xpertise + Jack of All Trades; L1-3 Warlock give not only more Cantrips but also +2/SR Spell Slots, +2 All Day Invocations, and possibly the Best Familiar in the Game--and that's the Worst (Pact) option; etc
The newly released Skill Expert feat will be nice for Skill Monkeys that have a spare ASI slot or if they are a race that doesn't get Prodigy
Videos of building out these builds would be a pretty cool idea.
I'm actually alright with Multi-Class builds yielding to OP stuff because they are putting other stuff on the table meaning they might need to benefit from it in order to prevent them from being gimped.
My homebrew ruleset thrives on Multi-Classing but it has some measures for those who want to stay as one class.
The cool thing about Swashbuckler/ Samurai getting Wisdom saves from the latter is that it matches what single-class Rogues would get at a high level.
My druid did the whole "life cleric goodberry" trick about 3 months ago and its saved the party on several occasions. Especially the one undead character who can't be healed by regular magic
Well played
My party needed to fill the gap of tank and healer before I joined so I joined as a war cleric fighter. Basically my concept is Frontline fighter that pops Spirit guardians and can dull out healing as needed. My party consists of a sorcerer, a druid, a tortle monk(constantly using shell defense due to what I believe is a fear of taking any damage so their action economy is garbage) and an archer (rogue ranger multi-class). My favorite thing that happens is when I pop my spirit guardians, The sorcerer throws a fireball with metamagic to avoid hitting me, The Arch er deals massive single target damage to anything outside the radius, the druid doing fog cloud (took blindfighting as my fighting style), and the monk complains that he didn't get to hit anything before it all died because he spent two rounds in his shell