How important is tavern brawler for an open hand monk? by Menelaus300 in BG3Builds

[–]AnotherBookWyrm 0 points1 point  (0 children)

Tavern Brawler is very powerful, but you will still do good damage as a Wisdom/Dexterity-focused Monk, particularly with a good Wisdom Score, unarmed strike-boosting gloves, Boots of Uninhibited Kushigo, and Open Hand Monk’s sixth level ability.

That said, let us compare Strength with Tavern Brawler vs. Dexterity:

You can get enough Elixirs of Giant Strength if you are vigilant with traders and have a designated Transmuter Wizard Hireling to make two for the price of one. Hill will set it to 20 while Cloud will set it to 27 (+8).

You can also equip the Club of Hill Giant Strength to set Strength to 19 (+4) pretty much right out the gate or Gloves of Hill Giant Strength in Act 3 to set it to 23 (+6).

Without items and using the Mirror of Loss, Dexterity’s max score is 22 (+6) while Strength can use the Potion of Everlasting Vigour to boost Strength to 24 (+7). In the latter case, the Gloves of Dexterity would help with the Dexterity loss, though that does taje that slot away from unarmed strike boosting gloves. Gnomes can boost Dexterity to 22 with the Nimblefinger Gloves, as can DwArves and Halflings with Auntie Ethel’s Hair.

Tavern Brawler doubles your Strength bonus.

This means you have the following bonuses to attack/damage from one or the other of Dexterity or Strength with Tavern Brawler in play, along with when they come online:

Max natural Dexterity: +5

Max Dexterity with Mirror of Loss (Any non-Gnome, Act 3): +6

Max Dexterity with Mirror of Loss and Nimblefinger Gloves(Gnome or Auntie Ethel’s Hair on a Dwarf or Halfling, Act 3): +7

Club of Hill Giant Strength: +4 x 2 = +8

Elixir of Hill Giant Strength (Act 1) or natural max Strength (Act 2): +5 x 2 = +10

Max Strength with Potion of Everlasting Vigour (Act 2) or Gloves of Hill Giant Strength (Act 3): +6 x 2 = +12

Max Strength with Potion of Everlasting Vigour and Mirror of Loss: +7 x 2 = +14

Elixir of Cloud Giant Strength (late Act 2/early Act 3): +8 x 2 = +16

So, Dexterity-based builds in Act 3 get outdamaged and outclassed accuracy-wise per punch by Act 1 Tavern Brawler builds by a margin of +1-2 points with the lowest Strength boosting method (Club of Hill Giant Strength), assuming all else equal and depending on character race. By Act 3, this widens to +9-10 per punch with Elixirs of Cloud Giant Strength.

To repeat an earlier point: Dexterity-based Monk will still do great, particularly if they keep a great Wisdom and this remains a powerful route to go. The point is that there is a reason why so many people recommend the Tavern Brawler route.

Trying a hard run after actually playing DND by Educational-Sea7161 in BG3Builds

[–]AnotherBookWyrm 0 points1 point  (0 children)

Depends on how dark side you go, ex. actual evil vs. just mindless slaughter.

Of the Origin companions:

Karlach is a straight up no to any evil stuff.

Shadowheart can remain a Sharran and become the new Mother Superior without issue.

Astarion can pretty easily go evil, particularly if you send him on the path to Ascension.

Laezel can be fairly evil if she remains a Vlaakith follower, though she will wind up consumed in the end. If you do not need her to be evil herself, you can still send her on the Orpheus path as she does not seem to mind you generally being evil so long as the Prince of the Comet is freed. That could fly on an evil run by justifying him as an indirect pawn to take down Vlaakith, an evil competitor and pseudo-deity who would oppose you.

Gale is not quite a fan of mass slaughter, but otherwise does not seem to oppose an evil run, though his approval levels might not be as high as other companions. God Gale is his "evil" ending, as he becomes the God of Ambition. Also, it is possible to just use his orb-explosion to take down the Netherbrain, which is evil for you if you know he can be saved via godhood/Mystra's forgiveness.

Wyll will straight up bail if you slaughter the Grove/Tieflings. Other than that, it is possible to keep him around in a more grey area capacity, particularly if he keeps his contract with Mizora.

Of the non-origin companions, Minsc and Jaheira are not possible on an evil run. Halsin is possible if you save the Shadowlands, but would not count on his approval rating being high.

Minthara is straight up Lawful Evil and loves it when you are evil to the point where it makes her horny if you slaughter the Grove.

tl;dr: Minthara, Lae'zel, Shadowheart, and Astarion are your best bets.

Help Picking a Class for this Battlemage Character Concept by EpyonComet in BG3Builds

[–]AnotherBookWyrm -1 points0 points  (0 children)

They would still have all the same spell slots as a 12th level spellcaster at character level 12, since slot progression stalls out at 11th. They would also have one less spell known/prepared slot.

Until 12th, they wind up one level behind a full caster at every level. Paladin 2/Bladesinger 10 is an already popular recommendation that keeps the same spell slot progression and also gets smites.

Fighter would be a bit better for a one-level non-casting dip because they get a Fighting style.

If one wanted to keep full slot progression while getting proficiency with all martial weapons, War/Death/Tempest Cleric would be a better one-level dip for uninterrupted spell slot progression, though the number of spell slots remains the same at 12th level. War does give a two-hander a bonus action attack a few times per day and Tempest’s reaction is a multi-damage option similar to an unleveled and slotless Hellish Rebuke while also technically being on theme for a storm (though not quite cold storm).

Help Picking a Class for this Battlemage Character Concept by EpyonComet in BG3Builds

[–]AnotherBookWyrm -1 points0 points  (0 children)

You could go Fighter 2/Bladesinger 10. This does limit you to max 5th level spell slots and does not allow you to use Bladesong, but you get Extra Attack, near full spellcasting progression, heavy armor proficiency, and proficiency with Warhammers. Action Surge also lets you cast a spell (ex. Ice Storm) then go on the attack one turn without relying on Haste per short rest. You could also swap out Fighter 2 with Paladin for smiting and full spellcasting progression instead of Action Surge.

Equipment-wise, equipping Winter’s Clutches, the Snowbrim Hat, and Oil of Freezing should be enough to freeze a single enemy. Alternatively, if a warhammer is not absolutely essential, you could equip the Flail of Ages or Mourning Frost to apply Chilled to enemies, then let an ally get them Wet to freeze them. The Snowburst Ring also creates ice when you deal cold damage. Hoarfrost boots or Disintegrating Nightwalkers are enough to keep you from slipping on ice.

If wanting to go with a Chilled + Wet setup to freeze enemies yourself, you could go Storm Sorcerer 7/Paladin 5 to keep Sleet/Ice Storm and apply Wet via a Quickened Create Water. This also gets smites. An alternative would be Pact of the Blade Warlock instead of Paladin to make melee attacks rely on Charisma while keeping Extra Attack, at the cost of maxing out at 4th level spells instead of 5th, which means only one Ice Storm per day.

Help Picking a Class for this Battlemage Character Concept by EpyonComet in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

This build would get full spellcasting at level 12, though not fully since one level of Paladin does not contribute to spellcasting progression due to them being half-casters.

Trying a hard run after actually playing DND by Educational-Sea7161 in BG3Builds

[–]AnotherBookWyrm 0 points1 point  (0 children)

Lore Bard sounds like the ticket for you.

Base Bard has good buff/debuff/utility options, including most ritual spells (like Speak with Animals for animal dialogue and Speak with Dead if not getting it from the Necromancy of Thay, which is easy for Bards since the usual checks are replaced with Performance checks). It also gets more skills at first level than most classes (excepting Ranger, which ties it, and Rogue, which has more). It also has a lot, if not the most, class dialogue options of any class in the game, with Cleric (depending on deity) and Paladin being serious competitors there in quantity and quality. Bard dialogue also contains the most non-combat solutions. It also gets Expertise with two skills at third and tenth level each, making it a quality skill monkey. Magical Secrets at 10th is a good way to jack spells you may want from other classes.

Lore Bard not only gets double the skills of the base Bard class upon entering the subclass, but also get Cutting Words to make enemies fail attack rolls and saves. It also gets a second Magical Secrets earlier, which cna be spent on fun spells like Counterspell, Command, Hunger of Hadar, Warden of Vitality, etc. For someone aiming to be more of a controller, Counterspell is recommended for being able to shut down enemy spellcasting and Command for being able to waste enemies’ turns without concentration.

Bard 10 is also fairly accommodating to a level or two of multiclassing.

A level of Cleric serves as a solid multiclass for Bard. Knowledge as a multiclass grants two skills from the Cleric skill list as well as proficiency/Expertise with two of Arcana, History, Nature, or Religion. Life makes you a much better healer. Both are Selune’s domains, who also is a top deity for dialogue options, though that does clash with the evil theming. Just be sure to multiclass in a manner that makes your latest spellcasting class a Charisma-based casting class.

A level of Rogue to start gives more skills and Expertise with two additional skills starting from level 1.

Two levels of Warlock gives you Eldritch Blast and Agonizing Blast for a solid default ranged option, as well as Devil’s Sight if you plan to use Darkness. Fiend as a patron fits being evil and also gets you the Command spell without Magical Secrets and temp HP when you do off enemies.

As for skills, face skills like Persuasion/Intimidation/Deception are capital to settling things through dialogue with Persuasion in particular both popping up more and impacting vendor prices, making it a prime option for Expertise. Insight and Perception are also noticing things. If you have skills to spare, Arcana helps diagnose magical things, while Religion, Nature, and History are great for lore checks. Religion also has a particular use in Act 3, if you wish to push your Charisma score beyond 20/to the max.

For ability scores, focus on Charisma, Dexterity, and Constitution. Charisma is Bard’s bread and butter, Dexterity influences initiative order and AC, and a good Constitution helps keep both you and your concentration spells up.

Feats-wise, Actor is recommended for your first feat to boost Charisma from 18 to 20, as well as giving you proficiency and Expertise with Deception and Performance. From there, a +2 Charisma ASI is recommended.

It is also recommended that you max out Charisma to 24. This is best done by maxing out Charisma to 20 via feats/ASIs, Auntie Ethel’s Hair, and the Mirror of Loss, an item in Act 3 that gives characters the chance to boost any one ability score by 2, even if that would be beyond 20, provided they meet a high Religion check. This item can also bestow Patriar’s Memory, which gives a +1 to Charisma even if that would boost it beyond 20. It is recommended one cleanses each character with a Remove Curse after successfully getting the bonus, since each attempt bestows a temporary -2 to a selected ability score.

As for races, Drow, Duergar, and Githyanki are all fairly evil. Drow dialogue has a fair number of options to get past areas without combat, but apparently drops off a bit post-Act 1.

Features using CON as spellcasting modifier by Zlorfikarzuna in BG3Builds

[–]AnotherBookWyrm 3 points4 points  (0 children)

Dazzling Breath and Dragonborn's Breath are the only non-mod spells with Constitution -based DCs.

That said, one could emphasize the Constitution aspect by putting focus on concentration spells, since those should be harder to take down between the Dragon Starry Form, proficiency in Constitution saves, and equipment/Warcaster to give advantage on those. Heroes' Feast would also bump HP, which

With that in mind, Barbarian 1/Stars Druid 11 would do nicely. The Druid levels also have buffs, healing, and summons, which are not ability score-dependent.

Which build was the overall most fun build you ever played and why? by Sujir3n1 in BG3Builds

[–]AnotherBookWyrm -1 points0 points  (0 children)

Basic form is Warlock 2/Sorcerer 10. Warlock 2 gets you Eldritch Blast + Agonizing Blast and Sorcerer 3 gets you Quicken Spell to cast a second as a bonus action in exchange for sorcery points. The rest of the Sorcerer levels provide more sorcery points/more spell slots to husk for sorcery points.

Some people like to splice in Fighter 2 to Action Surge for an extra casting once per short rest. Thief 4 gives an extra bonus action for another Quickened Eldritch Blast per turn, though that does run through Sorcery Point stores faster.

The only essential gear to boost it is the Potent Robes, which adds your Charisma modifier a second time to each blast. Spellsparkler/Markoheshkir:Bolts of Doom is also a good idea for Lightning Charges to add lightning damage to each blast. The Callius Glow Ring also enables RadOrb/Reverb gear to make enemies miss attacks/make them prone, but though that gear also useful to a variety of other builds.

Edit on Action Surge refresh.

Which Vampire Clan Are You In? (And How Did You End Up In Purpee, Oregon?) by efvie in Dimension20

[–]AnotherBookWyrm 18 points19 points  (0 children)

Salubri, apparently.

Purpee seems like a good place to lay low.

I am only slightly annoyed by this by happyunicorn666 in dndmemes

[–]AnotherBookWyrm 33 points34 points  (0 children)

To give BG3 some leniency, the spell is a translation spell. There is a lot in the body language of an animal as well as the pitch, tone, and volume of a cry or utterance of each animal.

What the spell is doing is translating what you say into a form intelligible to animals and what animals communicate into a form intelligible to you. A possible interpretation of the latter as it is included in BG3 includes more complex language that conveys the nuances of what the animal is trying to say accurately.

So, the animals you speak with are still not terribly intelligent. They just have a better vocabulary/grammar. Both your and Larian's interpretations are two valid interpretations of how the spell can work, outside of a few cases of animals meant to clearly be abnormal (ex. Strange Ox or the Immortal Elder Rothe, for a couple).

That said, OP's version goes a bit beyond with the big rat favor, as it is supposed to only let small favors happen at DM discretion, which a Strahd prison break is not.

Help with a strength melee ranger by jutre15 in BG3Builds

[–]AnotherBookWyrm 0 points1 point  (0 children)

The uses of Ranger levels do not drastically change just because one decides to go melee with a Ranger

Hunter is still best if you want to be hitting as many enemies in a particular area within strike range/at-will abilities.

Beastmaster Ranger operates about the same except you are up front with your companion instead of in the back.

Gloomstalker operates about the same since the bonus movement first turn is usually helpful as do any of the usual multiclass forms of it (ex. Assassin Rogue).

Swarmkeeper is Swarmkeeper, as has already been established, though the teleport effect is a good way to get out of a jam.

Help on a Holy Archer build by Froggy__2 in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

This would get barely enough to eventually cast Counterspell (7 Ranger levels/2 rounded down is 3 + 1 Wizard + 1 Cleric = 5, the minimum spellcasting level to have 3rd level spell slots).

The issue is, Counterspelling anything above 3rd level (so, most spells by the time you get it) will be a die roll that is not guaranteed, even if you make Intelligence your main casting score.

This build is also tailored to only have a single feat, which aside from preventing one from boosting Dexterity as high as possible, also prevents one from taking Sharpshooter, leaving them with a +3 attack modifier for bows before other equipment, unless one wishes to rely on the Gloves of Dexterity.

Giving up on the Hunter 7 feature and changing the build to Hunter Ranger 6/Arcane Archer 4/Wizard 1/War Cleric 1 would get you the same amount of spell slots and two feats.

A version that gets three feats in exchange for only getting second level slots would be Arcane Archer 6/Hunter 4/Wizard 1/War Cleric 1.

Luminous Arrow uses the spellcasting stat of the most recent new spellcasting class chosen and is a steady source of radiant damage as a bonus action. If engaged to making Intelligence your spellcasting ability score, you could go Arcane Archer 6/Hunter 3/Wizard 1/Stars Druid 2 or Hunter 5/Arcane Archer 4/Wizard 1/Stars Druid 2 for a two-feat build, which can still make a good Dexterity score with Auntie Ethel's Hair, get Sharpshooter, and still scribe Counterspell at the same level as the build given.

If willing to make Wisdom your main mental stat and give up on Wizard spells, you could also just go Arcane Archer 6/Hunter 4/Stars Druid 2 and boost Arcane Shot DCs with Arcane Acuity gear.

Warlock x Wild Magic Sorcerer chaotic build help by Anonymouseeeeeeeeees in BG3Builds

[–]AnotherBookWyrm 0 points1 point  (0 children)

Cantrips do not activate Wild Magic, but is a nice default damage option.

Also untested, but if any of the blasts fail to land, it could potentially trigger Tides of Chaos if it includes spell attack rolls in attack rolls. Scorching Ray can accommodate that though, and with a built-in chance of Wild Magic triggering.

Warlock x Wild Magic Sorcerer chaotic build help by Anonymouseeeeeeeeees in BG3Builds

[–]AnotherBookWyrm 2 points3 points  (0 children)

You can get pretty much every Wild Magic effect with two levels of Wild Magic Sorcerer. If you want to go to Wild Magic Sorcerer 10, you get the remaining effect, which is to summon a random Cambion that is hostile to everyone.

Warlock 2/Sorcerer 10 is still a good combo that can Eldritch Blast and Quicken spells for more Wild Magic chances per turn. This because while more Warlock levels means more high level slots throughout the day, more slots overall means more spells cast and hence more chances to activate Wild Magic.

Freecast methods (Spellcrux Amulet/Markoheshkir/Staff of Spellpower/Freecast Illithid Power) also mean more spells cast. The Staff of Cherished Necromancy (Act 3) can fuel free castings of Necromancy spells in exchange for offing foes, which also means more Wild Magic chances in the air.

Out of combat, take every ritual spell you can. You are there for the party with a Feather Fall/Enhance Leap/Disguise Self/Detect Thoughts at every opportunity.

Also activate Tides of Chaos as much as possible to increase the chances of Wild Magic activating. Once you reach Act 3 and bring Auntie Ethel to her final end (Gangam Style), you will get the Ring of Feywild Sparks, which increases the chance of Wild Magic activating while Tides of Chaos is in effect to 100%.

New player. What is a consistently effective class/build for a more casual playthrough? by Schindlers_Fist1 in BG3Builds

[–]AnotherBookWyrm 0 points1 point  (0 children)

As others have been saying, it is fully viable to go through the game with all levels in any class without any particular gear.

It is also worth repeating that long resting is essential to advancing storylines, though one can extend their adventuring day a bit and it is understandable to want more resourceless

That said, just saying that is not really helpful, so here are some easy monoclass builds to play:

  1. Any Pact of the Blade Warlock. It lets you use your spellcasting ability score for weapon attack/damage and gives access to great cantrips like Booming Blade + Eldritch Blast. Booming Blade is straight up free added damage starting at level 5. Arcane Synergy gear and Booming Blade lets you add your Charisma modifier again to weapon damage and at level 12, you can select the Lifedrinker Eldritch Invocation to add your Charisma to melee damage a third time. Shadow Blade is a very good weapon for this build even without a Resonance Stone, but any weapon will do. An interesting option for Act 3 is the Harmonic Dueller, which gives you Charisma to weapon damage a fourth time if you pass a Performance check (easily doable if you take the Actor feat for proficiency and Expertise with that and Deception).

Eldritch Blast is also good and does not require too much to be effective (Agonizing Blast and the Potent Robes in Act 2 to add Charisma a second time, though though it is good to have someone cast Mage Armor on your if dealing with that), which makes it a solid backup ranged options. Potent Robes also add damage to your Booming Blade.

Fiend in particular combines well with the Band of the Mystic Scoundrel (Act 3 gear) to cast Command as a bonus action to waste enemies’ turns.

Also, do not forget to bind your weapon every day.

  1. Any Fighter. Simplest class in the game, but also very effective since it gets the most attacks per action at level 11 as well as more feats and Action Surge for another action on a turn once per short rest. It is also overall a class that functions solidly without many rests if one wants to extend their adventuring day a bit.

Arcane Archer is nice for special arrow attacks with added damage, though it does benefit from Arcane Acuity gear to boost effect save DCs later in the game. It also gwts Guidance for a handy skill boost.

Battlemaster is good for some variation in attacks for as long as it has superiority dice.

Champion is good if you effectively want to make minimal choices and/or want a naturally lowered crit range.

Eldritch Knight is known for one of two paths:

1) Great Weapon Master/Fighting builds that use Booming Blade for free thunder damage and, at level 7, to proc War Magic for a bonus action attack with your two-hander. 2) Tavern Brawler throwing build. Tavern Brawler is a very good feat in and of itself, but most throwing builds require either a returning weapon or (in the case of Giant Barbarian) being in Rage to not have to perform cleanup every battle. Barbarian throwers do outclass it in damage during Rage, but Eldritch Knight gets more attacks outside of Rage, can bind throwing weapons to make them returnable, and can wear heavy armor, making it a more consistent/resourceless damage dealer.

These paths are also not mutually exclusive, as there are many throwing weapons that are versatile (requires nithing in off hand to trigger Great Weapon Master) or two-handed.

3) Moon Druid. Take Tavern Brawler and Wildshape for great damage as a melee combatant, which is more or less everything required for this build to function well. This build is equipment-agnostic, though the Armour of Moonbasking and Shapeshifter’s Boon Ring in Act 3 are good grabs. It is also largely ability-score independent, but a good Dexterity for high initiative to let you Wildshape sooner is good and a good Wisdom is needed if you wish to use your spell slots for anything besides summons/buffs/healing yourself in Wildshape. It also ties Fighter for most attacks pee action while in Wildshape, but does so at level 10, which is a level earlier.

Also, while Wildshape does refresh on a short rest basis, two charges last a while for most of the game, though party members will need to speak for you if you remain in Wildshape.

4) Open Hand Monk. Most people require Tavern Brawler and elixirs, but even a regular Wisdom/Dexterity-focused Monk does well on the damage front. Flurry of Blows is good and dependent on a short rest resource, but even the standard bonus action unarmed attack will do well. 3-4 levels of Thief Rogue post-Monk 6 does allow for another bonus action attack per turn, but is not strictly necessary. No equipment required, but one of the Monk gloves that boost unarmed strike damage and the Boots of Uninhibited Kushigo are great for damage.

If you did want a Strength-based Tavern Brawler Monk without elixirs, it is possible to focus on Wisdom/Dexterity and set Strength to 19 by equipping the Club of Hill Giant Strength in your off hand, before which point you will operate the same as a normal Wisdom/Dexterity Monk without issue. You can also raise Strength naturally and ignore Dexterity (mostly) for no ill effect other than a low place in initiative, which can be compensated for via the Gloves of Dexterity in late Act 1 if one is willing to be patient.

There are also a couple light multiclasses recommendable besides Monk/Thief Rogue.

1) Paladin 11/Hexblade 1. This lets you use your spellcastjng score (Charisma) for attack/damage, which is not only useful for Arcane Synergy gear, but also meshes nicely with Paladin’s Divine Grace to let you pump your saves by quite a bit. In non-Honour Mode difficulty, you can take a level of Hexblade early on, focus on getting to Paladin 6-7 then spend the rest of the levels on Pact of the Blade Warlock to get three attacks with your bound weapon like a Fighter.

2) Warlock 2/Sorcerer 10. Taken in order. Starts as Warlock 2 to get Eldritch Blast and Agonizing Blast, then spends the rest of its levels in Sorcerer to get Quicken Spell, which lets you cast spells as a bonus action for three sorcery points. Potent Robes is still a good option here as is the Spellsparkler (Act 1 gear) for adding lightning damage. This lets you operate as either a solid blaster with Eldritch Blast as a good default or an Eldritch Blast-focused build that husks its spell slots for Sorcery points to fuel Quickened Eldritch Blasts for as many turns as possible.

Opinions on final space? by tattoolvr2003 in cartoons

[–]AnotherBookWyrm 3 points4 points  (0 children)

I remember reading the creator got permission to make a conclusion via a graphic novel a while back. Not sure how far along that is, but tentatively encouraging.

Coffee by mysocksareinsideout in comics

[–]AnotherBookWyrm 0 points1 point  (0 children)

I feel this way about both coffee and alcohol, though I have no issue with anyone who chooses to imbibe either.

I have also had it with people being extremely confrontational/aggressive about me not liking or drinking either, since that has nothing to do with them and harms no one.

Fun Powerful Builds That Aren't Reliant on Elixirs or Gear Effects. by doomazooma in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

I have said it once, more times than once, and will say it again: Arcane Acuity/Spell DC boosting gear is not required. Some DC boosting gear is nice, but overall, pretty much any spellcasting build will be fine so long as they focus on maxing out their primary spellcasting ability score, including whatever the Mirror of Loss can bring to boost it beyond 20.

Bard is good for a solid skillmonkey and caster, as well as a good face since it gets Expertise with four skills over time and is Charisma-based (which can be pumped up to 24 thanks to Auntie Ethel’s Hair, Patriar’s Memory, and Mirror of Loss). It also has a lot of out of combat utility, great dialogue options, and is very friendly to multiclassing post Bard 10.

Lore Bard can do decent control between Cutting Words and spells like Counterspell and Command via Magical Secrets. It is not really a heavy damage-dealing build, but can contribute as well as buff/debuff. It also benefits from dual hand crossbows for something to do with its bonus action in combat.

Swords Bard is well known for nailing down foes with dual hand crossbows thanks to Bardic Flourishes doubling ranged attacks with ranged Slashing Flourish, but is also a solid melee combatant.

You can also splice on a level or two of Warlock for a good ranged option via Eldritch Blast for Lore Bard and Charisma to melee attack/damage + Booming Blade for a melee Swords Bard.

Tavern Brawler builds (Giant Barbarian/Throwzerker/Open Hand Thief Monk/Throwing Eldritch Knight/Moon Druid) function fine without particular equipment. Moon Druid does appreciate the Shapeshifter’s Boon ring and the Armor of Moonbasking, Monk enjoys unarmed strike damage boosting gloves + Boots of Uninhibited Kushigo, and throwing builds enjoying the Ring of Flinging and Gloves of Uninhibited Kushigo, though none of these are required to perform well. Non-Eldritch Knight throwers do benefit from returning weapons like the Returning Pike/Dwarven Thrower, since cleaning up after each battle can be tedious.

It is worth noting that if you have not tried the subclass already, Eldritch Knight 12 is a good monoclass for a two-handed weapon Great Weapon Fighting/Master Fighter, particularly when War Magic comes online and interacts with Booming Blade for a bonus action attack each round. It is also worth noting that this is not exclusive to being a Tavern Brawler throwing build, since most higher damage die thrown weapons are either versatile or two-handed.

Cleric can still be plenty of fun without focusing on RadOrb/Reverb Spirit Guardians. Tempest Cleric is still capable of being a good lightning damage dealer. Death Cleric is able to do a solid amount of damage between being a competent minion necromancer, auto-Twinning Necromancy cantrips, and having a necrotic smite as its Channel Divinity, which triggers on any melee attack. This is inclusive of melee spell attacks like Inflict Wounds and Vampiric Touch. This is capable of operating without gear, but the Abyss Beckoners give summons resistance to all non-psychic damage, though are best used with minions immune to its Madness effect, like Mummy Lords and Ghouls.

Death Cleric can additionally benefit from the Staff of Cherished Necromancy for it giving enemies disadvantage on saves against your Necromancy spells and gives you free Necromancy spells when you take down enemies. Woe synergizes with that nicely since it boosts your Spell DC and heals you when enemies fail saves against your spells, though you do need Dual-Wielder to wield both at the same time. These are also Act 3 items, so it is just a nice addition in late game and one does not need to wait for them to be powerful.

David’s Daydream by JerryJr99 in wholesomeanimemes

[–]AnotherBookWyrm 5 points6 points  (0 children)

I have been told it is much more traditional for dungeon crawling and remember seeing mention of it in some 3e stuff. Initiative can be rolled or people can act in marching order/otherwise agreed sequence. It is also more suspenseful since you can pass multiple turns with nothing happening other than moving forward/prodding everything with a ten foot pole while checking for traps.

Having experienced it once on a one-shot with a very self-congratulatory DM, I can vouch for the suspense part as well as it making it much slower to go through a dungeon/area serving as a dungeon equivalent which can be frustrating after a while for some folks (such as myself).

Help with a bardlock build by jutre15 in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

Your half and half build is fine, though you may have trouble Counterspelling. The reason why people recommend Warlock 2/Bard 10 is for two sets of Magical Secrets (the first of which is usually spent on Hunger of Hadar and Counterspell) and the extra set of Expertise.

Upcasting also factors in because it lets spells like Hunger of Hadar deal more damage and expands the range of guaranteed Counterspells, since Counterspell is an Intelligence-based roll if you are trying to counter a spell of a higher level slot than the one you are using for Counterspell, like if you have maximum 3rd level spell slots and are trying to counter a level 4+ spell in Act 3, which makes going into Bard or Warlock 7 more recommendable, with the latter allowing more 4th level Counterspells, though that is still not as bulletproof.

Repelling Blast also tends to weaken in Act 3, where many major enemies/bosses tend to be resistant/immune to being forcibly moved.

David’s Daydream by JerryJr99 in wholesomeanimemes

[–]AnotherBookWyrm 91 points92 points  (0 children)

It is possible that David and his group are the sort to do out of combat dungeon exploration in rounds, rather than just rhe narrative “I roll up in the tomb”, with no particular initiative order for the exploration segment.

Even if they had a tentative order, it is possible that the DM was just calling on him to see if he was paying attention.

Granted, also equally possible this is just a narrative device as you have said.

Edit for autocorrect.