r/3d6 • • 2d ago

Quick Prompt Megathread

7 Upvotes

Post your quick prompts here! Anything goes! All parent comments should contain a simple prompt or image that could conceivably be made into a character. Please don't just comment Gnome Illusionist on everything, it makes the tribbles sad.


r/3d6 • • 2d ago

New Player Questions

0 Upvotes

This is a dedicated thread for brand new players to ask simple questions in.

Examples include, but are not limited to:

  • What should I make with these rolls?
  • What kind of character fits this party?
  • Which race/class best matches X?

If you think your question involves more than a couple of paragraphs to answer, feel free to make a new post, but bear in mind you may be redirected here.


r/3d6 • • 55m ago

D&D 5e Revised/2024 A new way to become pseudo immortal

• Upvotes

Remember this post?

https://www.reddit.com/r/onednd/s/77ip7T99wn

With diviner/sorcerer multiclass, you can get infinite level 5 and below spell slots by using font of magic and lucubration.

With the magic school mastery boon, you can learn any spell of level 7 or lower regardless of what spell list it belongs to.

In the new wow book we have the divine shield spell which makes you immune to all damage for a round. It is a 4th level spell.

It is literally a level 20 build since you need the epic boon, but I still found it pretty neat.


r/3d6 • • 18h ago

D&D 5e Revised/2024 Is Graze a good mastery?

60 Upvotes

I just watched the Dungeon's Dudes ranking of weapon masteries, and the only one they put in the D Tier (lowest) was Graze.

I'm kind of baffled by this. I got to use Graze a little bit on a GWM Pallock before the campaign ended, and I wish I had taken it sooner. Topple and Push are great for a myriad of reasons, but martials get two attacks per turn for the majority (if not all) of their career. There will absolutely be turns where you whiff twice, and your contribution to that round is largely in the gutter. With Graze, you at least know you'll always deal some kind of damage in a round.

What do you all think?


r/3d6 • • 9h ago

D&D 5e Revised/2024 Looking for Recommendations for a Long D&D Campaign

4 Upvotes

Hello everyone! I'm a Dungeon Master who plays D&D 5.5e.

I've been playing D&D for a long time and have experienced a variety of adventures, but I'm having trouble deciding which adventure to run next.

Here are the adventures I've already played or run:

  • Lost Mine of Phandelver
  • Curse of Strahd
  • Storm King's Thunder
  • Tomb of Annihilation
  • Dragon of Icespire Peak (Essentials Kit)
  • Icewind Dale: Rime of the Frostmaiden
  • Candlekeep Mysteries
  • Baldur's Gate: Descent Into Avernus
  • Chains of Asmodeus
  • Tales from the Yawning Portal
  • Dragon Delves

I'd love to hear your recommendations for long-form campaigns other than the ones listed above.

I'd also really appreciate it if you could explain why you recommend them.

Thanks in advance!


r/3d6 • • 6h ago

D&D 5e Revised/2024 hows my monk/wizard build ?

2 Upvotes

Fighter 1. for base and con save proficiency. Options of blind fighting.

Monk 5. Unarmed. Flurry. Astral and Mystic is a good pick for subclass.

Transmuter Wizard 4. Alter self. 2d6 unarmed. advantage to concentration check.

Action to activate Alter self. BA flurry for 2d6+5 twice. after that u can 2d6+5 four times. Average of 12 each hit, totalling 48 wtih 4 hits.

Feedback and suggestions are welcome. Thanks.


r/3d6 • • 10h ago

D&D 5e Revised/2024 Ranged Character?

4 Upvotes

Going to be joining a Storm King's Thunder campaign some time in early January. This gives plenty of time to prep my character, but I'm thinking of rolling up a character that uses ranged weapons, specifically a bow or crossbow. We'll be using a mix of 2024 and 2014 rules, but for the ease of building, let's just say 2024 options only. We begin at 3rd level and get a free feat at first level. The other two party members are going to be a Mystic Arts Monk and a Scribes Wizard. I have a few ideas in mind already but want to know what other people might think/come up with:

- Githyanki Drakewarden - Focusing mostly on damage riders from the Drake, Hunter's Mark, and Gift of the Chromatic Dragon (free feat) to boost bow damage. Use slots for soft control via Ensnaring Strike and Entangle while also keeping the Drake healthy.

- Human Valor Bard - I've seen so many people suggest multiclassing out of Valor Bard, but I want to keep it pure Bard. I was initially thinking Hand Crossbow and shield to maximize AC while focusing largely on spellcasting and utilizing True Strike out of turn via Warcaster. Additionally, they could easily act as the face of the party since we lack a CHA character atm.

- ??? War Cleric - I like the idea of running a ranged War Cleric, but also can help but feel they work better in melee due to Shillelagh. Any suggestions for this one?


r/3d6 • • 13h ago

D&D 5e Revised/2024 Whip idea

4 Upvotes

There is an interaction im looking at and im trying to get a second opinion on if it would work how I assume and if it would be useful.

  1. Agonizing blast and repelling blast plus true strike (or other cantrips that prompt a weapon attack)

I know there is some contention on if these work together but for the sake of it let's assume its allowed

  1. War caster

Specifically the part that allows you to take an opportunity attack with a cantrip to do the aforementioned cantrip

  1. Sentinel to reduce their speed to 0

  2. Quarter staff

  3. shillelagh

  4. Pole Arm Master

This would allow me to use a weapon with shillelagh to do extra damage from the cantrip amd invocation plus knock them back 10 ft and reduce their speed to 0 on a reaction if they enter within 5 ft of me if I have everything correct

Alternatively, I could drop 6 and possibly 4 and 5 and make use of zehentrum tactics for a less expensive but less potent interaction when someone in melee hits me

So for my actual question, does the interactions listed above work and if so is one or both of them actually viable in practice? This could be either for a new campaign im starting up or as a back up for a campaign thats currently at level 10 and about half way through the plot if my current character dies for context


r/3d6 • • 14h ago

D&D 5e Revised/2024 So death knight?

6 Upvotes

go watch insight checks or DSR’s video if you haven’t seen it yet? but it’s not great. Their smite is just worse divine smite, their channels don’t scale and are very weak compared to genie, vengeance, devotion. death coil sucks until lvl 14. the 15 features aren’t very good. and the capstone is terrible. the lvl 3 is ok? i guess. blood gets temp on kills so worse than new fiend warlock (doesn’t work unless you kill them), unholy gets ignore necrotic resist and a bit of extra damage (necrotic resistance is surprisingly rare though), the frost gives ignore cold resist (ok I guess). overall DK just seems like a worse paladin though. it can’t even vaguely compete in offensive power with devotion or vengeance, and it’s channel compared poorly to genie. the aura is basically ancients so it’s decent. but i dont know if you can even say it’s better than glory since at least glory gets real lay on hands and radiant strikes. it’s just not great. I guess it has some ok unique spells, and it’s better at AOE.

I mean it’s still a good half caster, but it’s weaker than a normal paladin. I think it’s better than a ranger Sure but it’s definitely a disappointment design wise. the “capstone” is insultingly bad, the channels feel super weak after tier 1 and don’t improve or scale. and the lvl 15 is just some not great 1 per LR abilities.

i dont think there is any area it standouts at all, artificer is a much better half caster blaster particularly in tier 3. And regular devotion or vengeance are a better melee DPS chassis. i think the only real advantage it has is some of its AOE unique spells are ok.


r/3d6 • • 11h ago

D&D 5e Revised/2024 Long Death Monk in 2024 D&D

2 Upvotes

Im making a character as a bit of a thought experiment, seeing how good I can make the 2024 Monk class for a campaign me or my friend will be running.

I always loved long death Monks in 2014, so I wanna see how op it can be powerbuilt with the 2024 Monk rules and all 2024 stuff available. Any ideas to make this dude as strong as possible?


r/3d6 • • 20h ago

D&D 5e Original/2014 2014 Javelin of Lightning is great for wizards and sorcerers

13 Upvotes

Normally line Aoes are hard to use because to hit more than one enemy you end up getting a friend too. The 2014 Javelin of Lightning has you roll an attack roll against your target and everyone else gets a saving throw for half damage. If you are bad at throwing javelins the safest place for your buddy to be is directly at the point of impact.

Sorcerers and wizards are not proficient in javelins and they usually don't need str. So it's likely that from lvl 1-20 they will have a -1 modifier to their attack roll. It's also pretty common for a squishy caster to misty step away from an attacker and the Aoe is way better damage than a cantrip. Plus the tank likely has a couple of targets around them that you could get lined up as well.

Just make sure you have disadvantage on your attack roll and if silvery barbs is available have it ready. Your lightning rod should be fine (and if not it will be memorable)

Javelins of lightning don't require attunement so there's no reason not to have one at your side. They're also in the SRD so they appear in loot tables and magic item shops. They're also a more exciting option than a +1 weapon. So your likely to be able to get your hands on one.


r/3d6 • • 9h ago

D&D 5e Revised/2024 Armorer Artificer Tanking Help

1 Upvotes

So I'm going to play the game with a bunch of new players and we lacked both intelligence and a frontliner for the party so I decided to play an Armorer Artificer, but I'm wondering how I can draw more focus on me rather than my squishy allies. Correct me if I'm wrong as I've never played armorer before, but the soft taunt I'm going to be applying does not seem like its going to be enough to grab the attention of the creatures, especially because with the amount of AC I have there's basically an equal chance of them hitting me as them hitting my allies.

Obviously, the easiest way would be to increase my damage to make myself impossible to ignore, but regardless of what I do, I'm going to get outdamaged by everyone else. Booming blade + Warcaster was also something I was thinking of, but even then it's only stopping one enemy.

So anyways, my biggest question is how I can increase my aggro (or if I need to at all). Any suggestions on building the character would also be appreciated.


r/3d6 • • 17h ago

D&D 5e Original/2014 2024/2014 Anti-Air + Anti-Airship build

3 Upvotes

Say I want to make a character who’s whole shtick is that they are perfect at destorying or dealing with enemy air battalions/airships, at level 14, how do i go about it?

the stats are bg3 point buy as well

(magic items will also be appreciated up to very rare level)


r/3d6 • • 17h ago

D&D 5e Original/2014 Rogue/Bard multiclass for a "lethal but dumb" charismatic Changeling — does it make sense at a comedy-focused table? (5e 2014)

3 Upvotes

Hi all! I just started playing D&D with a group of friends — first time ever, three sessions in so far. Our table is mostly about having fun and laughing rather than optimizing combat. The party dynamic is already pretty chaotic: we have a cleric who constantly misreads scripture and a fighter who's against violence, among others.

I been getting help with Claude, but wanted to hear your opinion.

My character: A Changeling Rogue, currently level 2. We're using 2014 rules.

Stats: STR 10, DEX 16, CON 13, INT 8, WIS 14, CHA 14

Background: Charlatan (also his backstory is that he was born into the circus)

Expertise: Deception and Stealth

Plan: Assassin subclass at level 3

The roleplay concept is lethal but stupid: a killer-for-hire who infiltrates by winning his targets' trust, but who is also the least intelligent member of the party, which creates a lot of funny situations. At the table he ends up being the charismatic, joke-cracking guy.

What I'm considering: multiclassing into Bard, mainly for:

  1. Vicious Mockery — so I can humiliate enemies and make jokes with actual mechanical backing

  2. Bardic Inspiration — to support the party in a way that doesn't depend on being smart

  3. Social spells (Charm Person, Disguise Self, etc.) — more tools for chaos

  4. Jack of All Trades at Bard 2, to soften all those low-INT rolls without removing the comedy

My current idea is Rogue 3 (Assassin) → Bard 1–2 → back to Rogue, since I'm not sure I'd go all the way to College of Whispers.

My questions:

  1. Does this split make sense, or would you dip earlier/later?

Is 1–2 levels of Bard enough to get the flavor, or is it worth committing to a full Bard subclass?

  1. Would you skip the multiclass entirely and just play a charismatic Rogue, given the table's focus?

r/3d6 • • 12h ago

D&D 5e Revised/2024 Weighing between Vengeance Paladin and Blood Death Knight to pair with Whispers Bard multiclass.

0 Upvotes

I’m running a 20th level PC and was looking to just see what people’s thoughts were for a sort of dark elf knight assassin spy type character.

The idea would be a 15 bard/5 paladin split for 9th level spells and for extra attack as well as the max number for the college of whispers extra damage.

So from there it’s just weighing what people think between the guaranteed benefit of temp hp and the restore on kill, plus the drain on smite channel divinity of death knight, versus the advantage vs a target channel divinity of vengeance and the much better spell list.

Just curious to see what other people are thinking!

Edit: I should add character is dual wielding a Vex weapon and a Nick weapon so that does help with the advantage that is provided by vengeance as well.


r/3d6 • • 20h ago

D&D 5e Original/2014 Trying to make a Cloud monk (Air Genasi - Astral Self)

2 Upvotes

I’m trying to build a Cloud Monk using an Air Genasi - Astral Self monk, and i’d like some advice on how to handle the elemental flavor without ruining the monk stuff. The main idea is to reflavor the Astral Self features as clouds and mist. I’m not really looking for optimization of a build, rather just trying to make flavourful without harming the experience for the table

I’m considering either taking one level of druid for water/frost/thunder-themed spells and cantrips, or picking up the druid magic initiate feat so i can get a little elemental magic without delaying monk levels. I’m not sure which path is better, or whether I should skip the magic entirely and just focus on monk features, since I want to actually get the monk stuff and have fun with it rather than feel behind. I also really like the idea of adding fog, gust, shape water, frost, or thunder effects for flavor. I’ve only played barbarian, fighter, and paladin before, nor i had a monk on the table so this is my first time with a monk. Any advice on whether the Druid dip, the feat, or pure monk with just reflavoring is the best way to make this concept work would be appreciated.


r/3d6 • • 1d ago

D&D 5e Revised/2024 Magic item suggestions

8 Upvotes

[Question]

So I am about to bring in a new character to an existing campaign as my original PC is retiring to become an NPC. New character is an Owlin Divine Soul Sorcerer, I am allowed to bring in 3 rare and 3 uncommon magic items from any 5e or 5.5e source I know I want a bag of holding, silencing satchel, amulet of health and a bloodwell vial+2 am looking for suggestions for the remaining uncommon and rare items. Things I have considered are Shar's tears (moonstone cufflinks), ring of candor from arcana unleashed as I will be the face and want to be able to do well on Insight checks, Astral Shard. I am just having a hard time deciding on the last two items


r/3d6 • • 1d ago

D&D 5e Revised/2024 Fitting weapon/weapon reflavor for a Plagueborn Barbarian?

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3 Upvotes

r/3d6 • • 1d ago

D&D 5e Original/2014 I played a Hellspeaker Illrigger (MCDM) for 32 sessions and felt useless. Is this subclass trap design, or did I build it completely wrong? Help me find the fun in it.

45 Upvotes

Hey everyone. In our year-long Vecna: Eve of Ruin campaign (2014 rules) I played a Hellspeaker Illrigger from level 5 to 16 as active representative and team's pocket expert on Baator. Narratively, I absolutely love the concept of an infernal smooth-talker, but gameplay-wise, it was an incredibly frustrating experience.

It felt like almost every subclass feature was either completely situational, actively anti-synergistic, or flat-out detrimental to my party.

Here is my breakdown of why it felt so bad, and I am genuinely asking: what did I miss? Is there a build or a playstyle that actually makes this subclass fun and effective somewhere other than an urban setting packed with NPCs??

Level 3 Features:

Moloch’s Blessing

+1 Social Skill Proficiency: Congratulations, now you can Persuade, Deceive, and Intimidate. Уou will never actually need all three. The only real value here is getting expertise, but the "Skill Expert" feat gives you exactly that along with a +1 stat increase. I see absolutely no reason not to just take Skill Expert for Deception if that's what you want to focus on.

+1 Language with Advantage on Social Checks: (3 languages at level 3, 4 at level 9). This is basically a "guess roulette" to predict which language you'll need next before long rest. As soon as your campaign moves away from a city full of diverse humanoids who are willing to talk all those languages rather than kill you on sight, this feature becomes almost useless.

 

Charm Enemy

Oh boy, here we go. Your core Illrigger seal additionally charms humanoids X times per long rest. This would be incredibly cool, IF we hadn’t encountered a grand total of maybe 15 humanoids across all 32 sessions. You can usually pass social encounters with regular skill checks anyway, without messing with an NPC's mind only to have them realize an hour later that they were charmed and get pissed off.

Furthermore, the subclass design actively pushes you to use this feature in combat:
"When you use this bonus action, you can additionally burn one or more seals on one or more other interdicted Humanoids within 30 feet of you, attempting to charm those targets as well. After taking damage from the burned seals, each of those targets must succeed on a Charisma saving throw or be under the same charmed effect."

And my question is: what is this even for? Sure, I get that it’s supposed to be a power move to avoid rolling initiative so three guards leave you alone. But those three guards have a very real chance of straight-up dying from your 2d6–3d6 seal damage since they only have about 11 HP.

And did I mention that charming an enemy in combat is completely useless unless you're a DM-controlled boss? For a player, it sounds cool: "Haha, you're charmed, you can't attack me!" But the enemy just says "Okay, whatever," walks right past you, and beats up your squishy teammate instead, who now takes all the damage for you.

Long story short: guess which feature I have NEVER used, even when I was completely out of resources and running on fumes and on 10 hp.

 

Invoke Hell: Honey-Sweet Blades

As a Hellspeaker, you really don't want to go crit-fishing, especially as a core feature. Congratulations, you just dealt 2d8 damage instead of 1d8 (in my case, it was actually 2d6 instead of 1d6 because my DM only gave me a +2 mace). Wow, rolling two ones instead of a single one on your damage dice – such a great use of an action AND a feature.

This feature only functions IF you happen to have some crazy high-impact weapon that does some massive "bada-bing, bada-boom" effect on a critical hit. By the way, we are going to talk a lot about "IF" when it comes to the Hellspeaker. I didn’t have a weapon like that (and honestly, the DM is under no obligation to hand out specific artifacts just to make your subclass work), so I completely forgot about this option around session 10 and never looked back.

 

Invoke Hell: Turncoat

Now, this actually looks like a decent button to press since it burns enemy reactions, BUT...

First of all, the enemies must either have ranged weapon attacks or be within 5 feet of each other. Spoiler alert: they are almost never standing within 5 feet of each other.

Secondly, you absolutely have to win initiative to drop this ability before enemies spend their reactions. I was a metagaming tryhard, that took the Alert feat, which put my initiative at 20+ in about 90% of encounters. But now imagine playing this subclass without the Alert feat...

Thirdly, those targets actually have to hit their attacks. It’s super cool IF all three of these "IFs" happen to align. In reality, I used this feature maybe 4 times across 32 sessions. It felt kinda cool exactly twice when things actually landed. I guess I can't call it a completely hopeless feature, considering it worked a whopping 4 times.

 

Levels 7, 13, and 18 Features

Red Cant (Level 7): THE ONE AND ONLY amazing, fully functional button this subclass has. As long as you have a seal available, your Deception checks will be so monstrously high that the poor NPC won't even know what hit them. 10/10, this is the only feature I am actually going to miss, really.

Slippery Ploy (Level 13): And we're back to completely underwhelming features. Great, so instead of hitting me, the enemy is going to attack our Warlock who has a 19 AC compared to my 21 AC. Fantastic. In theory, this could work, but ONLY IF you are the sole melee character in the party. Good luck being sole melee character in the party.

Incontrovertible (Level 18): I never actually made it to this level, but it gives enemies marked by your seals disadvantage on Wisdom and Charisma saving throws. Super cool, thanks, but I was already too tired of putting up with this subclass to even think about enduring it until level 18.

 

Level 11 Features

Intransigent. Absolutely amazing. BUT. This would have been so incredibly clutch IF we hadn't been targeted by a charm effect a grand total of exactly two times across 32 sessions. Man, this would have been so useful in Curse of Strahd... wait, that module ends around level 10 anyway. WHAT A SHAME.

 

Let’s Make a Deal

I mean... dynamic-wise, it's just glorified gambling. Rolling two natural 1s with advantage is still very much a thing under this feature (and yes, it absolutely happened to us). Honestly, you’d probably have to ask my teammates whether they actually liked it or hated it, but they did occasionally ask for it. So yeah, sure, whatever, have fun guys. As a player, I didn't get much enjoyment out of it. Most of the time, it felt like a filler feature you throw out just to clog your bonus action when you don’t want to spend your seals.

Me: "Hey, anyone want a deal?"
Party: "Uh... sure, I guess? Why not."

 

Level 15 Features

Quid Pro Quo

Now, this is something you can actually drop a massive bomb with. Using MCDM's Devil Jurist, I once literally wiped 72 skeletons off the board in a single turn because its recharge ability targets EVERY SINGLE creature within a 60-foot radius. The Horned Devil is also a cool unit, but it’s essentially just a glorified damage sponge to soak up hits before the banished target passes its saving throw.

It is honestly an incredible feature, but – and here we go again – ONLY IF your target is something like a skeleton with a -3 Charisma modifier that metaphysically cannot pass a Charisma save at this level, and ONLY IF you are facing a massive horde of low-HP minions. Plus, you still have to suffer through playing a Hellspeaker all the way to level 15 just to be able to drop this bomb exactly once per long rest.

Conclusion

To sum it up, the Hellspeaker feels either completely artifact-dependent or strictly a "just for the vibes" subclass. Unfortunately, our campaign wasn't about "just for the vibes."

The only thing this subclass can actually achieve is being a decent face of the party, provided you manage to pull off a language royal flush. But for that exact purpose, we already had a Warlock in our party with a +1 check item, all the same skill proficiencies, and the exact same 20 Charisma, whom I could just assist in social encounters anyway. Other than that, I honestly have no idea how anyone is supposed to play Hellspeaker. I originally joined the campaign thinking, "Haha, let's pick the weakest subclass for the memes," but I felt so completely useless that it almost drove me into a genuine depression (and yes, I’m a no-lifer whose life is currently 60% D&D, so it hit hard).

By the approaching end of the campaign, I felt like a character without a subclass. Recently, I finally switched my subclass to Shadowmaster, and a single session of playing it felt better than all 32 games on the Hellspeaker combined. I’m running around with 40ft of movement, 60ft of darkvision, rolling buckets of dice on attacks with advantage, rerolling 1s and 2s, and everything is completely FREE. I finally feel like [the storm that is approaching].

But I still look back at the Hellspeaker concept and wish it worked. For those of you who love mechanics and optimization: How do you actually save this subclass? Or is it truly just a "paper design" that fails in actual play?


r/3d6 • • 21h ago

D&D 5e Revised/2024 Invocador bruxo vestígio

0 Upvotes

Talvez eu seja louco mas estou ativamente construindo um bruxo do vestígio que pretende ser um pé no saco no quesito invocação, simplesmente tenho dois anéis de armazenamento de feitiço um que coloco em meu familiar diabrete (ele sintoniza) e outro que forneço ao meu vestígio (ele sintoniza) sendo assim.

Com minha ação eu utilizo invocar morto-vivo ou fey

Ação bônus comando o vestígio a utilizar o anel para fazer mais uma invocação de morto-vivo ou fey

Sendo assim é a vez de meu familiar e ele também utiliza a ação dele pra conjurar a magia com o anel

Nos tornamos 6 criaturas capazes de atacar

E ainda estou em busca de um guardião do escudo e seu emblema para também armazenar nele uma magia de invocação a fim de faze-lo utiliza-la, provavelmente ele vai carregar spirit guardians e ficar próximo dos inimigos ou só outro invocar morto-vivo/fey.

Sou louco? KKKKKKKKKKKK


r/3d6 • • 1d ago

D&D 5e Original/2014 What's a good Swashbuckler/Hexblade split?

8 Upvotes

Currently level 3 in Strahd, 2 Rogue/1 Hexblade and trying to plan out the rest of my character build. I’m a half elf and we used standard array for stats, so I’ve got 8 Str / 16 Dex / 14 Con / 10 Int / 12 Wis / 16 Cha

I’m leaning more towards taking most or all rogue levels from here because we already have a warlock who doesn’t plan on multiclassing so i figured the extra utility would be helpful, but I am open to reasons/suggestions to take more warlock levels.


r/3d6 • • 1d ago

D&D 5e Original/2014 [2014 5e] Optimizing a STR Battle Master / Bard inspired by Jaghatai Khan — is Swords Bard worth the investment?

5 Upvotes

I'm building a character inspired by Jaghatai Khan from Warhammer 40k, and I'm struggling to find the right balance between mechanical effectiveness and thematic identity.

The character is meant to be an exceptionally skilled, mobile warrior who is also a poet, philosopher, and charismatic leader. I want his abilities to come primarily from martial mastery rather than divine or supernatural power.

I'm not trying to recreate a Primarch's power level. I just want a character whose gameplay reflects those qualities.

The current concept:

  • 2014 D&D 5e rules, including Xanathar's and Tasha's options.
  • Variant Human or Custom Lineage
  • Battle Master Fighter as the primary class.
  • Strength-based, using a greatsword reflavored as a dao.
  • Great Weapon Master and Slasher are important to the build.
  • Slasher's +1 STR is intended to help reach 20 STR efficiently.
  • Standard 27-point buy.
  • Considering College of Swords or College of Glamour Bard.

Why Bard?

Jaghatai isn't just a fast swordsman. He's also cultured, eloquent, independent, and capable of inspiring extraordinary loyalty.

Bard seemed like a way to represent those qualities while adding utility, support, and more interesting combat decisions.

However, I'm concerned about investing levels in a class that doesn't meaningfully complement what Fighter already does.

Why I'm reconsidering College of Swords

Initially, I leaned toward Glamour Bard for Mantle of Inspiration and its ability to protect and reposition allies.

But Swords Bard's Blade Flourishes are increasingly appealing.

Defensive Flourish provides an AC boost without requiring concentration or a reaction. Mobile Flourish adds positioning options, and the free movement bonus when taking the Attack action fits the character.

I also like that flourishes can complement Battle Master maneuvers rather than replacing them.

My concern is that Swords Bard's Fighting Style is effectively wasted on a greatsword user, and several of its proficiencies are redundant with Fighter.

More importantly, with only 13–14 CHA, Bard 3 provides just one or two flourishes per long rest. Bard 5 fixes the recharge issue, but that's a substantial investment.

The progression dilemma

I'm considering several routes:

  1. Fighter 6 → Swords Bard 3: Get flourishes relatively early, but delay Fighter's additional maneuvers, ASI, and third attack.
  2. Fighter 8 → Swords Bard 3: Secure Battle Master improvements and an ASI first, but delay Fighter 11 until character level 14.
  3. Fighter 11 → Swords Bard 3–5: Preserve the third attack, but spend most of the campaign playing almost entirely as a Fighter.

I don't mind sacrificing some raw damage for meaningful tactical options. However, I don't want the multiclass to feel like a straight downgrade.

The ability-score and feat dilemma

I want GWM, Slasher, and eventually 20 STR.

Slasher isn't just there for the critical-hit interaction with GWM; its +1 STR is part of the ability-score progression, and its movement reduction is thematically appropriate.

But fitting those feats alongside the Bard multiclass requirement of CHA 13, decent Constitution, and respectable Wisdom is proving difficult.

I'm open to changing the order of feats, ASIs, and multiclass levels. I'd prefer not to sacrifice the greatsword or the character's fundamental identity.

What I'm hoping to get advice on:

  • Is Battle Master / Swords Bard mechanically worthwhile for a Strength-based greatsword user, despite the redundant Fighting Style?
  • Would Glamour Bard actually offer better party value, even if it contributes less to personal swordsmanship?
  • Is Bard 3 enough, or is Bard 5 effectively necessary to make flourishes worth building around?
  • What's the most efficient level progression without delaying important Fighter features too severely?
  • Is there a legal 27-point-buy and feat progression that gets GWM, Slasher, and 20 STR without unnecessarily compromising survivability?
  • Are there mechanical interactions, rules limitations, or alternative approaches I'm overlooking?

I'm primarily interested in keeping Battle Master as the foundation. I know straight Fighter is powerful, but I find its turn-to-turn gameplay a little repetitive and want more tactical variety.

I'm also not looking to switch to Hexblade, a finesse weapon, or a completely different character concept just to improve damage.

I'd especially appreciate advice from anyone who's actually played a Battle Master / Swords Bard or a similar martial-focused Bard multiclass.

Thanks in advance!


r/3d6 • • 2d ago

D&D 5e Revised/2024 [5.5e][Showcase] Fey Wanderer Ranger 5/Knowledge Cleric 5 - Shillelagh, Summons, Silver Tongue

19 Upvotes

https://www.dndbeyond.com/characters/144327944

Hey everyone, I've been planning out the advancement for my current 3rd level Fey Wanderer. My idea for the character is an Indiana Jones style archeologist, an academic who's most at home in the field, and who has picked up some feywild magic due to the nature of his work. As the only healer in my party, it is looking like the limited spell slots from Ranger might become limiting, and multiclassing for slots seemed like a decent way to go about things, although it would mean delaying 3rd level spells.

Enter the new feats from Arcana Unleashed!

These are so great for multiclass casters who have access to higher level spell slots than the highest level spells they can prepare, especially combined with going from a half caster to a full caster.

With Conjuration Adept at level 4, I will be able to prepare Summon Animals, Dimension Door and Summon Elemental, all very on theme spells for a fey wanderer ranger, at their appropriate spell levels, even though I will only be eligible for 2nd level Ranger spells. Taking Enchantment Adept at Ranger 5/Cleric 4 will also bridge the mind altering magic associated with the fey wild with the "psychic" aesthetic from Knowledge Cleric by giving subtle spell on enchantments, as well as a full compliment of level 1-5 suitably thematic spells known.

For bread and butter damage in combat, round 1 is spent casting shillelagh and casting summon beast at level 4. Beast with pack tactics attacks twice with advantage at +8 for 1d8+8 damage. Round two I begin to attack twice at +8 for 1d10+4 and the beast continues. On top of that, I add my wisdom score to my concentration saves for conjuration spells due to the adept feat.

He's also an amazing infiltrator and spy, with subtle enchantment spells, pass without trace, divination spells.

I'd love any comments, criticism, advice, feed back, etc as this is the first serious multiclass build I've made.

I'd especially be interested in advice on whether to take the build to Ranger 5/Cleric 15 or possibly go for Ranger 8/Cleric 12. It loses level 7 and 8 Cleric spells, but in exchange the character gets the Beguiling Twist Fey Wanderer class feature, which would synergize very well with the enchantment aspects of the character. It would also be able to take two epic boons if I saved Ranger 8 for last.


r/3d6 • • 2d ago

D&D 5e Original/2014 Are barbarian/warlocks a thing?

45 Upvotes

I feel like they could be fun to play but also really weak, especially considering you can’t cast spells in rage.


r/3d6 • • 2d ago

D&D 5e Revised/2024 When is it the best time to multiclass out of druid?

12 Upvotes

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:

  • Setup spike growth, shoot BA with archer, move 15 ft (6d4) + 1d8+5+1d8+4: average 33
  • Thorn whip(1d6) + spike growth movement (4d4) + shoot BA with archer(1d8+4), move 15 ft (6d4) + owl flyby (1d8+5): average 46.5

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?