What are some builds that are too simple/boring but hit like a truck all day?
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- Опубликовано: 19 авг 2024
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OP: "...builds that are simple/boring..."
Most of Reddit: "I'm gonna ignore that."
The off-tank rogue, requires level 8. Stack the "sentinel" and "moderately armored" feats on a rogue, and give them a whip. In combat you stand next to the main tank and... dodge. Now the enemies are in a bad position. If they attack you, they're doing so at disadvantage and you've got uncanny dodge in case they get lucky. However if they attack the tank, they're going to eat a sneak attack from the whip. Boring to play, but tremendously powerful.
That’s actually pretty interesting. Probably would get boring but not a terrible idea…
@@struanrobertsIndeed it's a bit boring in combat, so it absolutely needs a group that's fast with combat. That combo + agonizingly slow combat means you may as well not be there.
This just gave me a supremely stupid idea that I’m half sure can’t actually work. What if I do one level of fighter to get heavy armor then the rest into rogue to get heavy armor master or whatever it’s called, the one that reduces damage, then couple that with Uncanny Dodge? As a strength based goliath with 16str 14dex 16con 8int and the rest 10s. Am I being stupid?
I’m thinking Heavy Armor Master at lvl 5 and Tough at lvl 9 to bolster health.
Thanks for this one, I think it is the answer to a question I have had for a while.
judging from these builds it seems that having only one class appears truly boring to players
When you don’t care about the character, then you can make DPR but find playing it boring.
But when you put the character first, you’ll find that not one source has everything you want them to do or become. So you make multiclasses, but due to the character investment it’s fun to play.
personally this is where incorporating rules from earlier editions comes into play nicely. Losing parts of your build because you tried to be a mage, rogue, paladin, bard, barbarian just makes sense. For one, where is a barbarian going to study magic? and if they do, they kinda stop being a barbarian. Hence why the male mages are literally locked in a mountain in Rasheman. This is also why I ignore the new take on paladins. They are exemplars of their gods. A templar of Mask is not getting smite powers, they are getting the ability to move silently, or to shadow step, and the like. It's almost like people forget the books are just supposed to be guidelines.
@@mikewaterfield3599 I think the writers forgot that a long time ago as well, so they keep making the exceptions the baseline or remove flavors from the classes/races.
@@LocalMaple To be honest I find the exact opposite applies, often the most minmaxed powergaming playstyle is a multiclass of some sorts (like the infamous mage(cleric)/fighter/rogue of BG) but that leaves you with a very vague concept of a character... what exactly is a mage fighter rogue??? How does that even happen?
Whereas a single class is much less non-committal and has you actually fulfilling a role/profession (Im a druid hence I make decisions a druid would, Im a mage so I make decisions a mage would).
@@LocalMaple Honestly, even putting the character first, I will fully admit that my Evocation wizard's connection to his Warrior father (and a chance to train with him and his men) was largely an excuse to get access to Action Surge - though it did come with benefits. It let me equip the magic Chain Shirt we found, and gave me an excuse to get him a big Scythe (houseruled with Glaive stats) which, while largely pointless, is mildly iconic to the character for various reasons (he's been used elsewhere).
My party calls the barbarian/fighter combo "the Brog Build" because the character was a frat boy half orc named Brog. That was for a one off though
The only boring build is one without a proper backstory or planned character arc. Even a nurse can be incredibly fun when you know where she comes from.
it's always down to the player, the most epic backstory or exotic character counts for nothing with a milk toast player. Min maxers are often plagued with this. They spend so much time chasing meta they forget to play.
@@mikewaterfield3599 I actually made a nurse character, and used it in a couple one-shots and a halfway done campaign.
She was a Divine Soul Sorcerer working in a hospice, until a patient’s interrupted ritual created a necrotic explosion that destroyed everything else and left her scarred with Undead Warlock energy. She travels carrying his Tome, hoping to find somebody to decipher and undo her taint; until then she skips long rests to purify her corruption (chain short rests, converting warlock slots to sorcery points to excess spell slots).
I was invited to join a Spelljammer campaign halfway through. They already had a tank, a dpr, a rogue, and another character type. They needed a healer, so I pulled her out.
The DM told me they just lost a fight in a gladiator ring, so I made my nurse into their nurse, unsure about if the elven empire will help her purify her soul. The party convinced her to help them, the Prince showed up to admit his evil deeds, and I became a loyal party member.
I didn’t just use Cure Wounds and Healing Word, as well as Heroism to keep their HP padded. I also knew Silvery Barbs to protect the party, and give the Paladin and a super powerful canon a Crit each.
I was not the DPR. But I kept the party alive, and gave the party the biggest hits they’ve ever seen.
idk how op it is but bugbear way of the astral self monk using the uncommon "eldritch claw tattoo"..
the tattoo has two abilities, one passive and one active.
"Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn."
for this build, both are great but what we're focused on is the active ability. it says your unarmed strikes can now hit up to 15 feet away... this sets your baseline melee attack distance to 15 feet.
now, as a bugbear you get:
"Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal."
this adds 5 to your baseline melee range.. so that means with the tattoo you're now at 20 ft melee.
finally, the astral self monk gets Arms of the Astral Self, which has several things.. but the main one here is
"When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal."
this, again, adds 5 feet to your base melee (unarmed) attack range...
a bugbear astral self monk using an activated eldritch claw tattoo can punch you from 25 feet away.. including being able to flurry of blows from that distance...
My personal favorite is a Zealot Barbarian/Oath of Conquest Paladin mix. You'll soon be doing alot of damage for no reason and pretty much unkillable and you can be revived for free. Its great.
2nd goes too Desert Storm Barbarian Scourge Aasimar. Rage and Wing active and you're doing passive 6 damage early every turn. Down side, it will cook all your friends too.
The first one is literally just Master Oogway
"My time has come."
PANR has tuned in.
You holding up ok big cat?
For the longest time in our campaign we had a variant human Samurai Fighter with no magic. He took following feats before he died at level 6:
Started with Crossbow Expert, then Piercer, lastly Sharpshooter. This meant he had more attacks than any normal fighter, rerolled damage, had advantage, extra damage on crit, extra damage with a -5 penalty, was perfectly fine firing in front of an enemy and long distance...it was crazy.
Circle of the Shepard
Exclusively Summon Animals (Velociraptor is optimal)
Or Summon Fey (8 Pixies is optimal because of Spell list)
The best part is if you don't bring the stat blocks and worst of all, Taking 9 Turns per round is the real enemy of your party
If you're looking for extra simple, I find Sharpshooter Archer Champion to be pretty goofy if you're a little lucky. With 10th level, ask your DM if you can do Close Quarters Shooter for the second fighting style; you'd still have (Checks Notes) a +7 to hit while sacrificing 5 to-hit for that +10 to damage. Combine that with Crossbow Expert to do some funny damage (3 sets of 1d6+15 Piercing with a normal Hand Crossbow) without wasting class resources. My DM is always surprised when I wipe some poor schmuck off the face of the earth after he gave me a +3 Hand Crossbow for some reason.
If you just ask your dm for +10 damage on every hit then you will do a lot more damage
good advice
Warforged
zealot Barbarian 15
Meet…the terminator
If you’re doing dichotomous leveling, do Bear Totem as well for even more resistance
You are immune to a Barbarian’s number 1 weakness in combat:
Sleep spell
No sleep=no early end to rage
Raging=no dying (because zealot Barbarian)
Your damage will be a little on the lower side, but battles of attrition are your bread and butter anyway
But like all barbarians…they’re good at only one thing
They are REALLY fucking good at that one thing, but still only good at the one thing
And for zealot, that one thing is “not dying”
Did you find Sarah Connor?
I had a goofy face tank of a sorcerer at level 6. With Clockwork soul, you are granted bonus spells, but you can swap them out at leveling up with any abjuration or transmutation spell that belongs to sorcerers, wizards, or warlocks. Armor of Agathys is an abjuration spell. AA cool interaction is that you only have to be hit to trigger the counter from armor of agathys. At level 6, a sorcerer could expend their points to create a barrier that you can consume and roll dice to reduce the damage you take. In tandem with that and Blade Ward, you are a melee’s worse nightmare. Since this spell does cold damage, you can use the transmute spell Metamagic to convert the damage into another elemental type. The DM gave me an encounter to show off my new talents and sent my sorcerer into a crap ton of goblins that only had melee attacks. What my party expected was instant slaughter; what they saw was an ice sculpture collection.
Mutants & Masterminds 3rd Edition (point-buy, D20, superhero system) uses a concept called power level. It mostly places caps on the to-hit bonus balanced with the damage/effect rank (like at power level 10: heat vision could be +12 to-hit with damage 8, a lightsaber could be +11 to-hit with damage 9, etc... with grenades/telepathic attacks/things which don't require an attack check being capped at damage 10). Defenses are also paired, where the sum of the two linked defenses cannot equal more than twice the power level (dodge and parry are each linked to toughness, so you always want dodge and parry to be equal or the lower one will be under-capped; will and fortitude are also linked). Now, power level certainly doesn't mean that there isn't room for over-powered builds. That doesn't even mean there aren't extremely simple/boring builds which are over-powered. The simplest overpowered build would be a brick (high strength/toughness) with good mobility (super speed and/or flight), regeneration (I really don't think impervious is worth the points RAW, although the alternate version in Power Profiles is decent; I'd just opt for regeneration, although some people might even get both regeneration and the alternate version of impervious toughness), a reaction (being touched) cumulative affliction aura (not damage, since you want to couple it with melee damage), strength-based damage linked to melee weaken toughness (affects objects), and some advantages which help make up for the toughness shift (like Uncanny Dodge and Evasion 2) and some grappling advantages (improved grab, improved hold, fast-grab). Get a couple of special senses (infra-vision, ultra-hearing, extended vision and/or hearing, ranged radial tactile sense). Get insight, perception, and initiative equal to at least series power level. Get the takedown 2 advantage.
You might want some skills (like technology, investigation, some expertise skills, etc...) to have more to do outside of combat. Still, that basic build will scale to lots of power levels. It will be a strong, fast, durable hero with flight and some energy powers. A powerful concept, but not beyond Captain Marvel (Shazam), Captain Atom, and numerous heroes of that caliber. It will also be ridiculously point-efficient. If the GM wants a tight point-budget, this will let you meet caps super easily and still have a bit left over for skills and flavor advantages. If the GM gives a decent point budget, you can do this and max out some important skills as well while having a base and a sidekick. It's just an extremely efficient build. The most powerful would be something versatile (like Green Lantern or Doctor Strange), but this would be the most simple to build and play while scaling well to a low point-budget game (which Green Lantern and Doctor Strange would be difficult to do in such settings).
In 3.5 a barbarian/fighter with Monkey grip (take a -2 to hit but use a larger sized weapon), full blade proficiency (A 2d8 great sword), and powerful charge (from one of the monster manuals but it's a general feat so anyone can take it) maybe take power attack and cleave later on.
Charge up to 80ft and attack with an anime sized 2 handed sword (3d8 if oversized with monkey grip) plus an extra d8 for powerful charge.
That's all. With improved sunder, some extra HP or damage reduction feats, you get a Guts clone.
My deadliest attacker is my Centaur fighter Pallgo Caltrot (lvls: 5 fighter/1 sorcerer). They had rune knight and medium armor master with half plate. Also, they're cantrips are weapon branding spells like booming blade. Couple in the cloud rune and fire rune for extra power/reactions, I created a destroyer with Papyrus's voice
Well, he sounds....
"bone-rattling."
**ba dum tiss*
@@Dg-lp1vt best part is: they're a swindling merchant who was introduced to the party because they needed to deliver spaghetti to an enemy stronghold
@@benjaminroos2996 well, sounds like who ever gets in your way is gonna have a bad time.
@@Dg-lp1vt I pretty much duo'd 2-3 battles if that provides context, the other member being our (amazing) minotaur cleric. Both times, we had a party of about 6.
Two of them from my 3.5 days come to mind.
1 - Dwarf Warmage 8/Fighter 1. 8th level of Warmage gives you Armored Mage (medium) to get rid of Arcane Spell Failure on medium and lighter armor, then take Fighter as your 9th level and take Armored Mage as your 9th-level feat. The feat stacks with your class feature of the same name, so you now have a damage-based spellcaster who can cast spells in any kind of armor with no risk of failure; you play as a dwarf so that you don't take a penalty to speed for wearing heavy armor.
2 - Goliath Barbarian 1/Two-Weapon Ranger X. Use 2 kukris (since you can use Large ones as a Goliath) and take Improved Critical (kukri) as soon as possible. It's not uncommon at level 11 to turn an enemy into flesh-confetti if you make a full (a.k.a. 7 of them) attack against them after popping a rage.
Had this one complex multiclass build that I only went for because I rolled enough 16s plus was human variant made sure I had a high dex, con, and int. This builds thing was supposed to be such a high AC that it was a good luck hitting him without an AOE spell. He was a blade singer wizard (6 lvls), for multi attack (5 lvls I think I went champion), rest were totem of the bear barbarian. He was going to have 3 animated shields as his attuned items. Was going to have the shield master feat also. This was a Copper Jackels campaign, which unfortunately fell apart. But his copper jacket bite basically gave him a +1 to his spellattack rolls and his AC as it turned his neck into Titan copper. He liked dueling rapiers. So what would seem like a dexterous spell caster would suddenly basically start singing "Indestructible" when he starts raging and blade singing and is suddenly going from back line to in your face poking you full of holes.
Totem (bear)Barb/ Brute Ftr the combo of crit damage and brute extra damage you can put out about the same damage as hight lvl spells. Like 9d6-12d6 plus str and rage bonus make it a half orc works even better.
Not boring but super fun, a warforged juggernaught samurai fighter (two weapon fighting) and ancestral guardian barb for 3 lvls. dual weilder + mobile + tough feats. Using 2 short or long swords for that sweet 2x attacks per turn and extra dmg from your attack bonus you get to add to your dmg from your offhand weapon each time you hit with it. Including your high str and dex with unarmed defense from barb (your also just your armor anyways since your warforged) currently playing it and average about 50dmg a turn if I don't action surge. Got a AC of 22 cause of the mixture of UD and WF natural armor mixes with the +1 to your ac if your holding both your weapons
Death domain cleric. Inflict wounds+channel divinity melts face. ALL the healing/buffs. Armor and weapon proficiencies. Cloudkill.
hitting like a truck is all good, but what about being the supreme healing god(ess)?
Variant human Life Cleric - take the "Magic Initiate - Druid" feat and choose Good berry. The goodberries normally only heal 1 hp, but they give extra healing from the life cleric feature (+2+spell level) - so 4 hp each. That's 40 hp from a single casting of the spell.
You get a free casting from magic initiate once per day. That and your two spell slots at level one is up to 120 hp of healing if you use all your spell slots on just this one spell.
Since the berries last 24 hours you can make a whole batch of them, take a long rest, and have all your spell slots and magic back plus a 30 of these slightly stale foods.
The berries ALSO each give enough food for a day? That means you can mostly save a starving town just by being a mobile fruit stand selling overripe berries.
All that at level 1.
-The Variant Human Fighter. Every class (except for Fighter, which gets 7) gets up to 5 feats. Variant Humans get one extra feat, and +1 in two of their ability scores. The Variant Human Fighter is used a lot, because 8 feats is very powerful.
-A mage with Fireball. Fireball is so powerful, it has no right being a 3rd level spell, which means you can use it when you reach lv 5. It will nuke everything left and right.
-The Puss-In-Boots (Tabaxi Swashbuckler). Tabaxi get a +2 to Dex and a +1 to Cha, so it's easy to build them as high-Charisma rogues. And the Swashbuckler subclass loves a high Charisma stat. A high Dex means a better chance of going first, and a higher AC, which means you don't get hit as often, and your finesse weapons hit harder and more often.
-Bard. Bards are good at everything, best at nothing. Jack of All Trades means that none of their skills rely on mods and sheer dumb luck alone, Bardic Inspiration lets you give your teammates' rolls a little kick up, and there's so many good builds.
Dnd player have you play against type, Like, for instance, a smart orc. A stealth based Goliath. A strength based gnomes. Or an elf that is known as an Archer.
I'll keep it simple. Human, fighter, champion. The most basic of basic.
I have one that’s certainly less boring, but I’d only recommend for a one-shot.
Variant human / custom lineage, stats to strength and take tavern brawler.
Fighter level 6, start with a longbow and pick up both sharpshooter and great weapon master. RAW because of how they’re worded, they both stack on a melee longbow attack. You have a -10 penalty to all attacks, with some relief from your stats (-3 to -5 total), and hopefully you have advantage. It’s dumb but funny.
As a Fate fan (Type Moon, not the ttrpg, already made that mistake once and I haaate it), I took the time to pause and laugh at 5:34.
Also if anyone wants to try Crown of the Oathbreaker or one of the subclasses it has, steer away from Elves if you want to be a Fighter and pick Mercenary. Charm resistance will overlap.
I prefer Ancestral Guardian for a barbarian rogue combo, it'll do a little less damage but the survivability that combo gives the party more than makes up for it. But yeah for pure damage Zealot is the one to choose
> What are some builds that are too simple/boring but hit like a truck all day?
> so here is this hyper-optimized detailed triple multiclass build I have here...
which doesnt even work as he advertised since twin scimitar is not a heavy weapon so gwm cant be used and you cant booming blade and get the bonus action attack
if you are trying to tell someone about a build, make sure it works first
Variant Human Battlemaster Fighter. Choose the Archery fighting style and Piercer at the beginning, Gunner at lv 4, and Sharpshooter at lv 6.
100% Cavalier. This fighter subclass only needs the Polearm Master feat, combine that with being a Bugbear for reach a d you can easily lock down a 15 foot radius and gain a reaction on EVERYONES turn
"Me-tama-jix" actually gave me psychic damage.
My current build is all about being good at keeping the party alive.
Rune Knight fighter with Giant's Foundling backstory for free Strike of the Giants feat and go for Storm strike to impose disadvantage on their attacks for 1 round.
Then get the Soul of the Storm Giant feat as soon as you can for the ability to pop a 10-foot sphere of forcing enemies to attack you with a disadvantage for 1 round AND the ability to make any foe make a save or lose half their speed.
Pick the Cloud Rune from Rune Knight to make any foe that would crit a party member to hit someone else via portal bullshit.
Pick Protection fighting style to potentially save the party more
Get a magic shield and magic full plate.
Enjoy
For a more boring one that ..... just FUCK is it tanky.
Kalashtar Bear totem Barbarian - you are not resistant to EVERY type of damage in the game.
Kinda a one-trick pony, and absolutely screwed if you run into black puddings or shambling mounds, but tempest cleric/lord bard (for those juicy lightning spells) is a beasting combination.
There are like 3 "big damage options" that aren't aoe spells in 5e.
So all of the builds this prompt asks for can be made in some combination of:
-Polearm Master
-Great Weapon Master
-Crossbow Expert
-Sharpshooter.
-Paladin (Smites)
-Fighter dipping
-Warlock/warlock dipping
To fit in the category of boring, likely the most boring character I can think of that would be dealing great damage is non-multiclassed Champion Fighter using Crossbow Expert and Sharpshooter. After those are acquired just use all further ASI's for Dex and Con.
Since it asked for SIMPLE builds:
Paladin (Vengeance or Conquest) with Barbarian (Zealot)
Palabarians are a nasty combo: tanky, powerful, and still able to cast the paladin’s most effective spell: divine smite.
Bear Totem Barbarian. Aka: “How to piss off hour DM.”
Paladins and/or Barbarians with great sword and great weapon master feat. And don’t forget to play half orc and pick up sentinel.
For clerics: Spiritual Weapon + Spirit Guardians
10:29 the Double Scimitar's extra attack requires you to use the attack action, the booming blade part of that doesn't work.
In 5th Ed, I mean that good Ol' Half Orc Totem Barbar is pretty hard to beat. In 3.5, I made a Nasty Orc Fighter / Rogue that, because Sneak Attack doesn't say it only happens once per turn, I was doing 87 damage a turn on average with Dual Wield Kukris... At Level 7... Before Party Buffs... Against an average AC of 18...
6:40 Minor note: GWM is not an acronym; it's an initialization. Acronyms are initializations that form a word like GIF, AWOL, ASAP, etc.
It's an acronym if you pronounce it with the Welsh W so it sounds like "goom". 🤣
@@mal2ksc That's an interesting point I never would have considered.
Elven Accuracy doesn't stack with rage damage. it's one or the other. You only add rage damage if you attack with strength, and you only get elven accuracy triple advantage if you attack with dexterity intelligence or charisma.
Bear totem Barbarian5/Rogue1(up to 5). Go full strength, expertise in Athletics, take mobile. Zip around the battle, grapple any weak backliner and drag em to your group for murder. Most creatures are not strong enough to beat a +9 to +11 at advantage in athletics.
You only need a finesse weapon for SA andcan get it almost always. Either by knocking creatures prone or just reckless attacking.
I feel like nothing feels more simple and strong than a Tortle Barbarian. They’re great for when you roll only one good stat because they’re the only Barb that doesn’t need dex for AC. Just about any build can work with a high strength and a decent con. Just grab whatever heavy weapon you want and put on the GWM feat. I played a PAM build that did really well with Zealot.
Small races being the exceptions to the "just about any" part if you're using heavy weapons.
Strait Champion Fighter. Second wind, action surge and a second use at higher levels. Extra attack, and a third attack at higher levels. Several uses of indomitable, plus extra feats. Than you have the extra crit chance for the cherry on top. Easy and bland but hits like a semi truck
If you wanted it to be a little more interesting you could duel wield for a total of 10 attacks with action surge at max level, take 3 levels of bear totem Barbarian for half damage when raging, or 3 leves in swashbuckler rogue for exta damage, disengage and dash.
Paladin/draconic sorcerer elf. Max dex for a base AC of 18 with no downsides of heavy armor, and take revenant blade for a two handed finesse weapon. Take great weapon master and level up sorcerer for sorcery points and more smite slots. And take a level in rogue for sneak attack.
gwm doesnt work with twin scimitar
Goliath Berserker Barbarian with high con and strength.
You really just need to rest after a few goes, it really isn’t bad at all especially because you get that extra attack. Besides, you can nullify the disadvantage on attacks from exhaustion using Reckless Attack. So you basically become an absolute monster that eats damage like it’s nothing, especially if you take the Tough feat at level 4, and once you hit level 5 you have three attacks per turn and with rage that turns every fight into an absolute slaughter. Downside is your character is basically ONLY good at eating hits and murder.
Paladin fighter multiclass with polearm master and great weapon master. Attack, smite, attack smite, bonus action attack smite then action surge to do it all again.
Hi level 7 Dwarf Fighter here with AC 19 and allies within 5' get disadvantage on attacks made against them
Not to mention this is with basic starter gear because our DM is new to the process and isn't giving our pcs a shopping break and has openly gave us hard fights that me and my fellow plays cheese through so yeah I've got a good amount of gold he needs to add up and needs to give us a good shopping trip once we get out of hell or whatever
First the village vampire Lady then the grinch and max now hell we just get no rest
A fireball decimates most of those builds.
I'd say a fallen aasimar+ oath of conquest paladin, you got your usual paladin dps and you can basically lock most enemies in place for free starting at level 6
Unrelated but one simple but (imo) not boring build I actually suggest is battlemaster fighter+college of swords bard for a really fun and versatile melee support character
Wizard x. At level 5 take fireball and lightning bolt. Done. Take whatever spells you want from then on. Just remember to upcast fireball and lightning bolt
Why would you pick both? Also there are a lot of better uses for your higher level spell slots as a Wizard.
@@beanlord8080 Screw you, i cast fireball at 9th level
@@FancyPantaloonstempest cleric channel div.
Lightning @9th lvl, roll a New charactr plz
@@FancyPantaloons You should cast Grease using the Wish spell for optimal play 😉
@@beanlord8080 you’d pick both because if something’s immune/resistant to fire you can use lightning bolt
It would be fantastic if there weren’t loud horror movie ads in the middle of the stories. YTs ads are out of control.
I mean im a great fan of taking a maul or a greatsword with the grat weapon fighting style to reroll damage dice of 1 and 2 for an incredilby reliable damage output. Its not anything incredible, but it is goddamn reliable
Oh. I remember another one. Battle Master Variant Human with a Handcross bow. Or Medieval John Wick. You only need sharpshooter and Crossbow Expect, and by level four you'll just be gunning down most thing, as many of your battle master maneuvers can be used with a hand crossbow and you'll be getting 3 attacks doing 1d6+15 at level 5. So you only really need one to hit. Its fun but can get boring quickly.
Do that but take rogue assassin 7 first
I used to do this one back in The Day to play Live valla from Diablo. Ofc dark Magic vision is op With it And darkness. Ofc after ranger gloom u can b even +op
Or use a heavy crossbow. ALWAYS. Even at point blank range. I call this the Master Blaster.
Use a balista, I call it The Gamers Special
Just Rogue, MoonDruid.
These are simple enough to understand and are powerfull without needing to get especially creative or abusing a specific feature.
I play a cleric with a warbow that has the razing trait meaning it both damages enemies *and* does bonus damage to structures and items. It'd be a pretty boring build if I didn't play him as a Joshua Graham type character.
No build is truly boring if you put effort into the character, don't forget its a roleplaying game, being powerful in combat is, depending on DM, only a part of the game. Combat is there to help advance the story and give a break from downtime. Now powerful builds, never forget coffeelocks. Go warlock, then dip into sorcerer until you get srcery points to convert into spell slots then use all your spells short rest, convert get spells back, repeat.
These are the strong builds I'd love to see. Simple, doesn't require you to multiclass into 3+ classes, and doesn't boast how strong this build is at level 17 when most games don't even get up to 7. XD
I think its bullshit that you can consider certain builds are mundane power aside dosent make a character interesting how you play the character makes them intesting not there build but there backstory! The build is what you're character is capable of the background is what makes them come to life! That being said my builds are psi warrior and soulknife rouge
War wizard and land driud
Berserker barbarian and devil pack warlock
Barbarian/artificer kknda going with a road warrior thing !
its not the build that makes a character, its how they are played. Sometimes the most milk toast PCs have the most fun. Being boring helps you blend in for one. Sorry to all you exotic character lovers, but exotic on the Sword Coast sticks out like crazy, in Sigil not so much.
Pathfinder 1e played a campaign called wrath of the righteous. Involes killing a lot and i mean a lot(basically a full war of demons) so i played a paladin. For though who don't know pathfinder 1e paladins add their level to dmg from smite doubled if they are a demon. Plus they get cha to hit on top of str. And smite doesn't go away until the enemy dies. Make a basic two handed weapon build and buy lv 20 I did 1 thousand damage in a round. But it was a simple character to play walk up to enemy hit it till it dies
2:19 that doesn't work in RAW. You can't get a spell attackas an Opportunity Attack as required for Sentinel. Warcaster gives you the option to change an opportunity attack with a spellattack but then its no longer an opportunity attack, which also - by definition - has to a melee attack.
So yeah, everything in this build crumbles apart once you take a closer look at RAW.
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Notice most of this was martial classes.
Guess ppl cant appreciate a good whack to the enemy's face.
They forgot about War Caster feat for the Repelling Blast Warlock, otherwise it can't use Eldritch Blast when making an OA. Everything else is spot on. Additionally, as EB scales, you can still use it on an OA with War Caster, you just have to target the same creature with every beam. Repelling Blast can be used on every beam that hits, potentially allowing you to push a creature up to 40 feet (at level 17+) while reducing their speed to 0.
I wouldn't say these are boring, but in combat, they're very flowchart-y.
Warcaster lets you cast a spellinstead of making an opportumity attack, thus not activitating Sentinel. As long as there is no errata or sage advice that I'm unaware of.
Also, opportunity attacks are by definition melee attacks.
@@yarion4774 🤔 based on what you're saying, the build doesn't work in either case. They can't cast EB in place of an OA without War Caster, and if they do cast EB, then it doesn't count as an OA and thus the target's movement isn't penalized. I mean, you're right, War Caster says "cast a spell at the creature, RATHER THAN making an Opportunity Attack" and sentinel says "When you hit a creature with an OPPORTUNITY ATTACK" etc. So, yes, AS WRITTEN, it shouldn't combo. I hadn't noticed this before, and from what I've seen, an overwhelming majority of us are overlooking this verbiage. But, tbh, if you're gonna forego 3 ASIs (2 if you take V Human) just to do this one thing, I'd allow it.
@@Mr_GoR_ I mean, sure. That's always a point in these builds. You can always handwave it. That falls together with "being powerful is always relative to context." Nothing exists in a vacuum in DnD. And with handwaving clear boundaries for balancing reason can be simply ignored if that's fine for everybody.
There is no reason to stand in the way of the player (and yourself as DM) having a good time if it means to change the how these feats interact.
My point is more that people should be aware that it isn't RAW and probably not argue like it is.
@@yarion4774 Honestly, that's fair. I think my point is that it appears to be a very common misunderstanding. I wasn't even aware of this until you had brought it to my attention, which btw, thank you for the clarity.
10 Levels Necromancy Wizard and anyone with Aid Spell.
Correction for the first build, you need 3 levels barbarian to get beast barb not just 2. Build 2 you would have disadvantage because the rules on ranged disadvantage is 10 ft. If you add crossbow expert as a third feat you could mitigate this but then your level 12 most races or at best level 8 variant human. The 6th post as a fighter this is more doable on feats but still level 8 to get 3 feats, level 6 variant human. Only problem is the multiclass split will take a while to build to brutal critical and all these feats so the d10s wont fly for a while nor very often as crit fishing builds are better lucky or elven accuracy in the mix. All the rest seem pretty fun min maxed but i could see them getting boring if your not good at rp or adding quircks to make a PC interesting.
Disadvantage on ranged attacks happen if there is an enemy within 5ft of you who can see you and isnt incapacitated.
Literally neither of this is simple lol.
Just do bugbear rogue, bounty hunter/smuggler background.
Bugbear base abilities make you dont even need to use the bonus action half of the time, and bonus sneak attack damage.
Have fun roleplaying chewbacca and just pick and choose as you level up.
V human (tavern brawler) +rogue is funny. Just keep a check of usefull items in the map and throw them over the enemies head every turn, doesnt get old.
People rag on the unarmed fighting style fighter battle master, until they get a grappling strike and the only way for the monster to get out is a nat twenty because you got a 32 on the contested athletics, and essentially restrained the entire fight taking crits and unable to move.
Sharp shooter - cross bow expert (SS-CE) fighter battle master ngl its good dps but its increadible bland
So not dnd but bg3 most berserker throw build but for me it 1 lv tempest domain cleric 1 white dragon sorcerer and rest in abjeration wizard
Swiss army halfling fighter
Just go bladesinger wizard and you’ll stomp don’t even gotta multi class it’s my favorite spec in the game by far. Martial based spellcasters are forever my favorite
I re-subclassed into one last campaign for story reasons and I agree. Had a +4 dex and mage armor. Dm had given me a staff of power and I had a cloak of protection plus a boon from the world we were in for a +1 AC. 22AC then use my bladesong for a 27. Shield for 32AC. I may not have been a powerhouse outside the normal damage a wizard can do. But I tanked three avatars of eldritch gods.
@@MitchT97 yessir it gets real fun, havent played one past level 10 in a normal campaign but on a one shot i ran one level 17 and it was amazing.
Anything 5e sounds fairly nerfed not exactly boring but definitely not as hard hitting as some the hard hitting builds 3rd 3.5 builds I have seen or made such as bugbear dark ranger dervish scout rouge fighter swordsage that would make a 5 ft movemoment that granted me some 6d6 damage throw weapon at enemy jump at them cleave throw at next if dead or do maneuver it was unfair
Just got into dnd, and have had a lot of fun so far. I am dm and have two of my friends playing a ranger and a paladin. I know it's a bad idea to play as a dm, but I'm running a bard along with them.
Being a DM can be great fun! It's not a bad idea at all.
Don't run DM PCs though, that's a rookie move. Let your players shine while you challenge and boost them up. Remember, you may play all the villains, but you as the DM are still on the player's side. A victory for them is a victory for you. 😁👍
@Hobofish11 yeah I started a bard to play alongside them to give them a little more firepower in the fights. I might offramp him to be a locational npc at some point only.
Does sentinel feat let you AOO more than once per turn? I thought it was still limited by the one reaction rule? If so, the repelling blast build would be easily countered by both ranged attacks/combatants, and simply being targeted by multiple opponents?
It's just not possible. Sentinel needs an AoO to work. EB can only ever be exchange for an AoO with the Warcaster feat. Which makes it no longer an AoO.
Ac don't stack u take natural ac ur unarmed what ever is highet
Ok it doesn't "hit like a truck" but it is incredibly broken and I think it would consequently be boring. Halfling Divination Cleric with Lucky Feat and Silvery Barbs. Pretty much reroll or change the results of anything you want. I'd imagine it'd get pretty boring pretty quick basically having rules valid plot armor.
divination wizard* dunno why I put cleric.
Champion-Fighter 3 as a Half-Orc with Barb for bigger crits, and go Adamantine weapons for free crits on constructs.
Half Orc Assassin-Rogue 3 and Gloomstalker-Ranger for a free wipe in the first round by level 6.
Shield Mastery Barbarian with 1 level in Fighter for d6 Unarmed attacks. Advantage on Grapple and Shove while raging and have no issue holding a target down and pummeling them down.
Isn’t that first build wrong? The extra attack from Beast Barbarian is also a bonus action.
No, its apart of the first claw attack you use.
So is boring just shorthand for "not bad"?
How half of thats are simple?
Not me but an dear friend of mine back in a 3.5e campaign was allowed to use warforge and he went berserker barbarian and the DM ruled that warforge don't suffer exhaustion so he always frenzied like a maniac and roleplayed his pc as having suffered physical damage to his warforge brain hense he went berserker barbarian. Simple and effective blender of two axes and it was beautiful as this guy always went after the cannon fodder first unless there was a healer/spell caster among the enemy ranks which he immediately go after.
An real simple plane strong silent type.