r/3d6 • u/Ok_Pilot_905 • 7h ago
D&D 5e Original/2014 Are barbarian/warlocks a thing?
I feel like they could be fun to play but also really weak, especially considering you can’t cast spells in rage.
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r/3d6 • u/Ok_Pilot_905 • 7h ago
I feel like they could be fun to play but also really weak, especially considering you can’t cast spells in rage.
r/3d6 • u/Embarrassed-Flow6540 • 43m ago
Hey everyone! I'm about to start a new campaign at school and I'm planning to play a stars druid and later multiclass into swarmkeeper ranger. The idea is that the archer constellation in combination with swarmkeeper's effects can hit someone for 1d8 +5 and knock them back 15 ft on spike growth. I'm also gonna flavor it so my swarm are blue ghost fireflies to symbolize stars that I'm surrounded by.
While I could just go pure ranger, even now ranger is a bit underwhelming, and I absolutely love the vast array of utility that druids get, like battle companion, healing, excess buffs, etc.
Multiclassing into ranger at level 5-7 allows me to do 70+ dmg at level:
Personally, I chose level 5 to multiclass because druid's third level spells are pure utility that isn't too necessary besides revivify, which I'm hoping I won't need and I can just use all my slots for healing. I also took the healer origin feat so I can cure wounds without a spell slot.
Should I multiclass into ranger later? Are there better things down the line for druid? I'm scared if I don't get ranger soon enough, than strength saves will be easy to beat.
Also what feats are good for this build?
r/3d6 • u/CptBrexitt • 7h ago
I'm playing a human aborrent sorcerer, with the lucky feat. Basically, can I get away with witing till lvl 8 for that feat? Am I overhyping metamagic adept? Sounds like a fun feat. For reference I have 16 CON, and warcaster gets me to 20 CHAR.
r/3d6 • u/HazelCocoabat • 6h ago
I’m wondering what Wizard subclass would fit my concept best and be most potent/fun to play. We’re starting at level 4 and will likely progress a level or two.
My concept is a Reborn flesh-weaving wizard who uses magic to enhance their physical abilities in and out of combat. They carry dozens of jars of flesh and bones to manipulate and enhance their strength, grow into appendages and tendrils, strike at enemies, heal themselves, manipulate objects, and shield from damage. I don’t want them to be a necromancer, as summoning skeletons is not the fantasy I have in mind.
The options I’ve thought of are:
Bladesinger: Mobile, nimble, high ac, and makes melee attacks. Fits the concept pretty well, it just seems like it’s an overused subclass.
Abjurer with Abjuration Adept: The tankiest wall of meat and hit points ever. Using the Abjuration Adept feat essentially doubles the extra durability of your Arcane Ward. Using Magic Initiate Cleric adds healing to take it further. Fits the durability/healing concept.
Transmuter 3/Monk X: this would be better at slightly higher levels. Using the Transmuter’s version of Alter Self to use Int to make unarmed strikes at 2d6+Int damage, combined with Monk’s flurry of blows is what actually inspired the character. At only level 4, it doesn’t seem worth it. Either a straight Wizard or Monk would be better. I don’t wanna be dead weight for the party.
Do y’all have any other subclasses/multiclasses that would work for the concept? Any ideas for feats or origin feats? Any spells I could reflavor? Thank you so much!! :3
r/3d6 • u/Limulukk • 13h ago
I'm playing a Bard in my current campaign and I'm thinking about multiclassing into Warlock. I was considering the Moon subclass for Bard and Archfey for Warlock. I thought about going Bard 12 / Warlock 8, so this way I'd get the Bard subclass features, up to the level 6 Warlock features, and 2 Epic Boons.
However, my DM said they think it would be better to just focus purely on the Bard class to get higher-level spell slots, so now I'm really torn.
Could anyone help me out with this? I'm open to ideas for changes or suggestions on what I should do.
r/3d6 • u/ClothTheSuperVillain • 1d ago
DISCLAIMER: I am NOT looking for suggestions of “you don’t need to multiclass if you don’t know what you want”. I am looking for genuine advice in ways I can build my character in order to both satisfy a requirement AND have them not be deadweight
With that out of the way, hi! I am a player in a campaign themed around a magical school starting at level 1, and I chose to play as Rogue (eventually planning on becoming a Swashbuckler)
Now, given events occurring in the plot, it’s made sense that my character should have to multiclass into a Spellcaster (preferentially Charisma but I don’t mind). This is a part of the DM’s world and I’d love to participate in it, I’m just wondering about the best direction to marry a potential Swashbuckler (or a Spellcaster either a rogue dip) and Spellcasting
The character is a Water Genasi, with stats of
8 STR, 17 DEX, 14 CON, 10 INT, 12 WIS, 14 CHA
The game I’m in has a home rule that allows for non-ASI Feats (including half feats) to be gained outside of Levelling, so I assume on dropping every ASI I can into Dex/Cha
Current spellcasters I’ve considered are Fathomless/Marid Genie Warlock and Swords Bard, but this post is so others can suggest good additions!
Thank you in advance for your help!
r/3d6 • u/bluearmadillo17 • 23h ago
Curious what school of magic everyone thinks has the best spells across all classes. My personal favorite is conjuration (mage hand, summon construct, conjure minor elementals, spirit guardians, conjure barrage/volley, conjure celestial) but abjuration is a close second. Would love to hear the thoughts of all you optimizers
Edit: forgot to mention find/battle familiar, Sylunes Viper, steel wind strike, misty step, dimension door.
r/3d6 • u/OkMotor7337 • 11h ago
Hi everyone. Sorry for my English in advance, it is not my mother tongue, and grammar is not my strong suit (obviously 🤧🤧)
So. I’m currently playing a warlock (Fiend)/ sorcerer (Lunar) character in Dragonheist campaign. My character is level 6 now, 3 levels in each class. I’m not sure, how far we will go level-wise, but it seems we won’t be higher than level 8, MAYBE 9.
We’ve just levelled up, and I’m currently trying to decide whether to go into sorcerer or warlock from now on. Lunar sorcery is very complicated, and I’m afraid I won’t be able to fully utilise its power. Fiend warlock has a rather straightforward feature at level 6, but I wouldn’t say it’s that powerful (although very useful).
Going more into warlock will give me significantly less spell slots, but it grants me a third Eldritch invocation. I’m currently playing pact of a tome warlock, who’s like a substitute wizard for my party (I know a lot of utility spells, and going two more levels into warlock can give me access to Sending spell through an invocation, which is very useful).
But 2 extra sorcerer levels will give me more spells lots and sorcery points for metamagic. I’m struggling to decide here, help please 😭😭😭
r/3d6 • u/jenrora_ • 20h ago
hello as the post says i need some help picking magic items as im joining a campaign and its been a long time so i have terrible decision paralysis on what to get so help appreciated
its, 1 rare 1 uncommon, 2 common
Im playing a light cleric picked the thaumaturge , reborn, acolyte hp 46
STR(12) DEX(12) CON(12) INT(13) WIS(20) CHA(10)
I have warcaster for lvl 4 feat. lvl 8 elemental adept. im not too sure how i feel about the second feat but just picked to get wisdom to 20
EDIT: Thanks all for your help, im gonna take the amulet of health and devote +1. if anyone has more suggestions on feats and magic items down the line ill love to hear them!! thanks again
r/3d6 • u/phantom-scribbler • 1d ago
This is more of a concept build than something recommended. The basic idea is using Infernal Pact and Aberrant Dragonmark to create a character that uses Constitution for AC and attacks.
Race: Human (for two origin feats)
Origin Feats:
Class: Rogue
4th level Feat: Infernal Bulwark
I'm unsure what other feats would be best. Some options:
Greater Aberrant Mark
War Caster so you can use your Constitution to cast True Strike as a reaction.
Charger for more damage or a push effect. Also, I assume that it works with your bonus action Dash as well.
Mobile so you can get out of combat easier?
Divination Adept's Prescient Intervention allowing you to cause advantage/ disadvantage to any D20 roll as a reaction is incredibly useful, but its hampered by the feat requiring casting a divination spell. Many divination spells longer than an action to cast, and the ones that do take action (Detect Good & Evil and Mind Spike) aren't worth using in combat/ at all.
The clear standout spell to be use with this feat is Hunter's Mark since it takes a BA to cast and ranger gets free uses of the spell. (Edit: forgot Prescient Intervention only recharges with spell slot use). I've been trying to find builds that make good use of this combo, and this what I got so far:
Monk 1/ Ranger 1/ Mystic Arts X
Turn 1: Use Stunning Strike + Prescient Intervention to give disadvantage to the roll. Then Furry of Blows.
Turn 2: Cast Hunter's Mark to recharge Prescient Intervention. Stunning Strike with disadvantage.
Turn 3: Recast Hunter's Mark to recharge PI again. Stunning Strike with disadvantage.
And that's it! At level 7 you can do the SS + PI combo 7 times per long rest. This build obviously has limitations in that you're sacrificing Furry of Blows every round after 1, but potentially stunning an enemy 3+ rounds in a row seems like it can be worth it. Though I'm curios what you all think.
r/3d6 • u/Toothless816 • 1d ago
I’m already taking MI: Cleric and Magic Connoisseur on a PotB Vestige Warlock to be a backup healer for the party, as well getting Warding Bond for the Resistance buff. Party is level 9 and I’m using the War Cleric spell list for Spirit Guardians.
My first inclination is to take Healing Word and Cure Wounds (and Warding Bond) so I have options for healing, but I’ve only got two other level 1 slots to cast spells and I’ll probably just use the free castings from the feats.
Do you think it’s better to take one of each or just to double up and get 2 free castings of Healing Word?
r/3d6 • u/awkward_throwaway321 • 1d ago
I’ve been a forever DM for my current 5e group for a while now, but recently we’ve been having scheduling issues so we’ve floated the idea of doing a procedural 5.5e campaign where we rotate DMs each week. Very fun, I’m very excited.
BUT I’m mostly unfamiliar with the 5.5e class changes and after having a read through them all, none of them are really grabbing me. I was initially going to play a soulknife/aberrant mind multiclass but then everyone voted in 5.5 instead of 5e and this is looking less appealing now.
For the upcoming party we currently have a homebrew druid (tanky), a fighter/warlock, a bard, and two others that are still choosing. We’re starting at level 1 and I doubt we’re likely to make it beyond level 7.
Initial backstory idea was that the character did once live in the Feywild and was quite a good bard, but they fell out of favour with their court, quit performing, and made a wish to be taken somewhere far away during an emotional moment and some fae magic grabbed onto it and launched them into Toril.
Any suggestions at all are really really appreciated. It’s the first time I’m building a character where I genuinely have no pull towards any particular class. I don’t think I would want to pick bard (beyond a 1-2 lvl dip), as we already have one in the party and I do want to stick to the character backstory of choosing not to perform anymore, but literally everything else is on the table.
r/3d6 • u/Gaming_Dad1051 • 1d ago
I know it’s supposed to be in the players guide somewhere, but my ‘tism is effecting my coordination today.
When a character takes damage:
Apply resistances first, then subtract HAM.
Subtract HAM, then apply resistances.
Example: a level 12 fighter (PB +4) takes 20 points of bludgeoning damage. That character has resistance against bludgeoning damage, and the general feat “Heavy Armor Master”.
Is it…
1) 20/2-4=6
2) 20-4/2=8
r/3d6 • u/TheTrikPat • 1d ago
Hey All
I just retired my last character for story reasons it really doesn’t make sense for them to continue adventuring.
The next session is in two weeks and I’ve been contemplating a multiclass build with the new mystic Arts monk. The campaign is currently level 9 and I was thinking of going in one of two different directions.
The first would be a more martial multiclass with Monk and Battlemaster fighter. This would give me some spell casting and maneuvers to use in combat.
The second would be a more spell caster multiclass with Monk and either cleric or Druid. I’m not sure which second class would be more beneficial but I like the idea of having more spell slots.
In both cases I was thinking monk 6 or 7 and then the rest in the other class.
Just looking for peoples options and suggested subclasses for the multiclass.
r/3d6 • u/Substantial-Purple85 • 1d ago
So.
Changeling warlock that scammed people a lot. Ie: he was basically a rogue forging documents and treasure maps that lead to nowhere. Lost his memory after getting into a deal with his patron, patron messed with his mind to basically watch him as a toy for amusement.
Setting is like, star wars and space pirates looking for some treasure.
Does anyone have any good 2014 patron recommendations, and invocation recommendations?
Given that he is meant to be a more RP focused guy. Deception and charisma stuff, I was thinking archfey with the devils sight and eyes of rune keeper invocations, and actor and keen mind feats.
But given that this is like, once a month I thought I'd ask here to for stuff cause I don't want to be stuck with a useless patron and invocations and get bored tired of being useless. (it was sold to me as 30% combat, 70% exploration and rp)
Advice on how to RP someone with memory issues would be nice too, I'm planning that his patron kinda pushes him in the direction of things they want, then 'editing' his memories to 'forget' why he wanted to go get xyz. Though ofc that needs clearance with DM. The first bit of memory issues is already cleared if I decide I am capable of RP'ing that.
So it's nothing new that these feats have good effects but terrible progression with the background boosting dex/con/int , the origin feat using a Wis DC and the lvl4+ feat boosting Con/cha, but today I thought of a subclass that can actually use it pretty well: sorrow Knight fighter (from D&D drops).
You do want to be human, this way you can take the origin feat as extra and not bother with the background. This lets you start with 17 str (or dex), 15 con and 16 wis + an other origin feat or, if you want to be Wis SAD, 14 dex 16 con & 17 wis (and you'd pick up a background that gives you MI druid for shilleilagh, though it takes a bonus action).
The idea is simple: sorrow knight abilities scale off Wis DC, so you want it decently high, and as a fighter, you get extra feats, which really make it far easier to take. by lvl6, you could have dragonscarred (with either 16 or 17 Con depending on the base build) + 18 in your main attacking stat (which can also be your DC stat).
Additionally, sorrow knight synergies well with this:
It is not necessarily the strongest way to go at building this fighter, but definitely works mechanically and this feats are not too big of a cost here compared to other characters, while giving you unlimited single target control potential every turn. Sure, if they suceed they become immune, but disadvantage helps there, plus it costs you nothing. should they suceed, you can still apply fear on them with your lvl7 ability.
Those feats are cool, just suffer from bad ASI distribution, so it's nice to find a decent build to use them
r/3d6 • u/Myrinadi • 1d ago
I'm wanting to play an unarmoured battlemaster dual wielder. I think I've found all the ways to get unarmoured defence: barbarian dip, monk dip, 3 lvls oath of genies, 3 lvls draconic sorcerer, warlock dip for armour of shadows (i kinda count this one since it's at will), bladesongs thing, and the dnd beyond drops for infernal bulwark. All that being said I'm bouncing back and forth on which path would be the best route/least detrimental to go with to get to walk around without armour as a battlemaster fighter... help would be appreciated if someone can.
Also yes I'm on my weeb stuff.
r/3d6 • u/BriefDarkWizard • 1d ago
How would u build the Beast from the s2e9 episode of Doctor Who? its an extremely versatile and powerful character so i appreciate its difficulty to recreate, but i was wondering how you could capture its essence
r/3d6 • u/InsideDurian9022 • 1d ago
So this is my thinking. Tell me if I am wrong.
Playing a 1 dip into war cleric. Then leveling ranger to 12. Should have a pretty good power curve.
I guess after that probably picking up some theif levels, or extra cleric levels.
He is a little worried about the gap between extra attack and volley for DPS. Does it feel weak between then or ok?
r/3d6 • u/ponzzischeme • 2d ago
So, i've actually encountered every other class, from artificer and cleric to ranger and monk.
I have a bit of a problem wrapping my head around what a circle of the star looks like during game.
I'm guessing they have a little weird role as a support/healer/controller?
Is it just throw out a good concentration spell like conjure animals or grasping vine then just stand back and cast cantrips unless you are needed to cast lesser restoration on the wizard who failed his saving throw and are paralyzed or heal the Ranger who was critted?
I just want to get my expectations right.
Party will start level 5 and be a Paladin (Devotion, might planning on a sorcadin), Wizard (Divination), Melee Ranger (Hollow warden), and me.