Rfkannen
2020-04-27, 05:53 PM
Random exercise for fun, what is the strongest character that takes at least one level in every class?
Here is how I would do it:
My idea for this build was to get at least SOME use out of every level, I feel like in the end this makes a stronger character than one who just relies on a couple abilities and lets the rest be wasted. Id be interested in hearing if you think this isn't the best way to do it!
Character creation: take human, put your abilities at 12,13,13,12,12,13. This sets you up or decent unarmored defense, good enough dexterity to use, and charisma for getting out of problems (also eldritch blast for backup)
Take your first two levels of rogue. Take expertise in athletics and stealth. Act as a pretty normal rogue at this point. Cunning action will always be a useful feature for you.
Take three levels in gloomstalker ranger. This gives you an extra attack the first turn and invisible a lot of the time, which is always super helpful! Take dueling fighting style and use a rapier and shield.
Next, two levels of barbarian. This gets you reckless attack, meaning you can always be sneak attacking! The advantage of strength checks is also great with the expertise in athletics if you ever want to grapple or shove anyone.
Take two levels in paladin. This is mostly for divine smite, as we are going to be getting a fair amount of spell slot levels we don't have spells for, this is going to be the main way you use them. Also some healing power is nice.
take 2 levels in monk. This gets you a nice mobility bonus (which pairs well with gloomstaler and cunning action) as well as a reliable bonus action attack. At this point drop your shield and start using a dagger (a monk weapon that can sneak attack). Also you can smite with your bonus action attacks, which is a fun use of them!
take two levels in artificer. We are mostly here for the enchanted weapon, (get a +1 dagger and a hat of wizardy, the rest get fun flavor items).
Take your level in wizard. This is to get a lot of low level wizard rituals, which are always useful out of combat. you need someone with identify!!
Take a level in celestial warlock. This gets you a spellslot to smite with every short rest, as well as a nice bonus action heal that will always do some good! eldritch blast is also always a nice backup.
Take a level in storm sorcerer. This is nice because it adds some additional Arial mobility in combats where we are using spells and not raging.
Take a level in fighter, the extra fighting style is always nice, take archery so that you can use a bow well for backup in case someone is really far away.
take our level in knowledge cleric. This will give you a ton of skills and languages to be useful outside of combat.
Take your level in bard. At this point, giving your other allies a bonus for their things might be a better idea than doing your own thing, so bardic inspiration can always be a help.
And finally take your level in druid. It doesn't give you much in all honesty, but thorn whip is a fun cantrip and you get some nice low level out of combat spells like speak with animals.
So in the end you have a fairly strong progression of power from level 1 to 18 (with the last two levels I'll admit being a bit of a weak point). You get to play as a stealthy scout who has a fair amount of skills and out of combat ability, some good mobility in combat, extra attacks per turn from monk to use those smites on, and some decent bonus action healing and support!
What do you think think of this build? How would you modify it if you weren't using artificer? How would you do a all classes build?
Here is how I would do it:
My idea for this build was to get at least SOME use out of every level, I feel like in the end this makes a stronger character than one who just relies on a couple abilities and lets the rest be wasted. Id be interested in hearing if you think this isn't the best way to do it!
Character creation: take human, put your abilities at 12,13,13,12,12,13. This sets you up or decent unarmored defense, good enough dexterity to use, and charisma for getting out of problems (also eldritch blast for backup)
Take your first two levels of rogue. Take expertise in athletics and stealth. Act as a pretty normal rogue at this point. Cunning action will always be a useful feature for you.
Take three levels in gloomstalker ranger. This gives you an extra attack the first turn and invisible a lot of the time, which is always super helpful! Take dueling fighting style and use a rapier and shield.
Next, two levels of barbarian. This gets you reckless attack, meaning you can always be sneak attacking! The advantage of strength checks is also great with the expertise in athletics if you ever want to grapple or shove anyone.
Take two levels in paladin. This is mostly for divine smite, as we are going to be getting a fair amount of spell slot levels we don't have spells for, this is going to be the main way you use them. Also some healing power is nice.
take 2 levels in monk. This gets you a nice mobility bonus (which pairs well with gloomstaler and cunning action) as well as a reliable bonus action attack. At this point drop your shield and start using a dagger (a monk weapon that can sneak attack). Also you can smite with your bonus action attacks, which is a fun use of them!
take two levels in artificer. We are mostly here for the enchanted weapon, (get a +1 dagger and a hat of wizardy, the rest get fun flavor items).
Take your level in wizard. This is to get a lot of low level wizard rituals, which are always useful out of combat. you need someone with identify!!
Take a level in celestial warlock. This gets you a spellslot to smite with every short rest, as well as a nice bonus action heal that will always do some good! eldritch blast is also always a nice backup.
Take a level in storm sorcerer. This is nice because it adds some additional Arial mobility in combats where we are using spells and not raging.
Take a level in fighter, the extra fighting style is always nice, take archery so that you can use a bow well for backup in case someone is really far away.
take our level in knowledge cleric. This will give you a ton of skills and languages to be useful outside of combat.
Take your level in bard. At this point, giving your other allies a bonus for their things might be a better idea than doing your own thing, so bardic inspiration can always be a help.
And finally take your level in druid. It doesn't give you much in all honesty, but thorn whip is a fun cantrip and you get some nice low level out of combat spells like speak with animals.
So in the end you have a fairly strong progression of power from level 1 to 18 (with the last two levels I'll admit being a bit of a weak point). You get to play as a stealthy scout who has a fair amount of skills and out of combat ability, some good mobility in combat, extra attacks per turn from monk to use those smites on, and some decent bonus action healing and support!
What do you think think of this build? How would you modify it if you weren't using artificer? How would you do a all classes build?